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  1. Was checking out old translation packs and decided to fire up TDM 1.07. Rightful Property with sub-20 FPS areas yay! ( same areas run at 180FPS with cranked eye candy on 2.12 )

    1. Show previous comments  1 more
    2. nbohr1more
    3. SeriousToni

      SeriousToni

      Your mission is finally playable - congratulations 😜
      @jysk

    4. The Black Arrow

      The Black Arrow

      That's one big progress, I would be proud of it too. 🍻

  2. Is there something wrong with the forums lately, or is it my browser? I've been having trouble formatting posts, and just now I couldn't format anything at all.

    I'm using Vivaldi.

    Usually I have to: select text, click bold, nothing happens, select again, click bold, then it works. 

    Same for other stuff, like creating spoilers, bullet points, links. Nothing works the first time. 

    1. datiswous

      datiswous

      I have no problem. I use Firefox. @Zerg Rush also uses Vivaldi. Have you tried without extensions, or in another browser?

      (btw. bold, italic and underline have shortcut keys: Ctrl B, Ctrl I and Ctrl U, you could try that)

       

  3. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  4. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

  5. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  6. Hello everyone! I started playing The Dark Mod a few days ago and I'm pretty sure it's one of the best open-source games available, so naturally before even installing it (after reading reviews and seeing screenshots and videos) I was asking myself: Why isn't this more popular?? Sure, immersive sims are a bit of a niche, but some of them have a large number of raving fans recommending them everywhere 20 years after release - I see people recommending System Shock 2 and Deus Ex on sites like reddit at least once per month even though I don't watch gaming discussions a lot. Why aren't they recommending The Dark Mod just as much? What's different here? In my first post here as a random nobody, I will criticize TDM, and I'm aware that it may come off as arrogant. I'm doing it because I'd love TDM to be more popular and well-known and I believe that looking at it with fresh and naive eyes (although after 20 years of gaming and with a little coding and 3d graphics experience) might provide some value in this case. I'm strongly convinced that the key to not only retain new players and convert them into raving fans, but also for various potential media efforts to work well (including being on Steam, which as I understand it is still possible, although not planned right now) is overall polish and first impressions, which is an area where I consider TDM to be lacking the most. From the beginning I played TDM with a notepad open, writing down everything that I saw as an issue, especially those that seemed realisticly fixable. I'd like to contribute somehow, so I see this as a first step, perhaps I'll be able to do more in time. Here it is: Starting missions. I see this as one of the most important things, because nearly everyone will play any levels you include in the installation first and see them as an showcase of what TDM has to offer. Being thrown into a mass of missions to download with no easily reached information on their quality and limited other information is confusing and annoying. The best solution would be a complete high quality campaign, but that's not realistic. A good solution would be to fix issues that are present in the currently used levels and bring them up to date with best current practices. I don't remember having problems with the first mission, but I encountered several in both the training mission and The Tears of St. Lucia. By the way while the training mission is quite plain in some places, I believe that the concept of training on your own is good and I don't think it would have to be remade completely (as I saw someone saying around here). A better solution would be to do the above and also select and include say top 5 missions (could be done by community voting) that are great in both the concept and execution, technically up to date and with varying themes. If better missions come out, there can always be another vote and a different set of missions integrated in the next release. Mission browser. The fact that the game has to restarted to play a new mission is annoying. But the bigger problem is that the game doesn't tell me that or why that is anywhere. How do I play a new map? Oh, I'm supposed to install it? But it's already installed, I just downloaded and installed the game and it says that the map is already included...? A tooltip explaining this shown after first launch would help, perhaps also using a different word than "install". Missions have varying quality, sometimes simply because they were made for an older version of TDM when the state of the art was a bit different. Allowing voting and sorting by popularity would help tremendously. A featured most recently added mission could be shown by default, so that they have a chance to get ratings. A possibility to flag missions as being bugged in the current release would also be great. There are some weird clunky behaviors. The most annoying I've noticed is that only one thing can be downloaded at once, so when a mission is downloading and I try to open the description of a different mission, it won't load until the mission download is finished. And to close the loading box I have to exit to main menu and then come back. The loading is glacially slow. I realize this is probably a multifaceted issue complicated to solve, but couldn't the loading start in the background during the intro video/text, difficulty selection and shopping? That would be a huge improvement. Sounds in the menu: the clicking sound when you put a cursor over a menu item gets very audibly cut if you quickly move your mouse from item to item. I realize this may seem like a small detail, but it's literally one of the first things a new player will hear and it gives the impression that the person implementing the menu sounds didn't care much. If allowing the sound to overlap and play more at once at the same time would be too much of a hassle, just use a super short click sound where it won't be as obvious. Quicksave & Quickload It seems that the HUD overlay breaks for a fraction of a second when saving/loading, but I noticed that this is a known issue. The sound sometimes pops annoyingly, perhaps a super short fadeout/fadein would help. It's a bit weird that quickload doesn't start immediately when pressing the button. Even weirder that the game simply goes on until it starts and doesn't pause itself - that would help and should be easier to fix. Movement Always run is not very usable. Believe me or not, I actually finished Thief Gold and TDS with always run and preferred it that way, the difference is that you could press shift to walk or ctrl to creep, while in TDM you have to pres shift AND ctrl at the same time to creep. That's really uncomfortable. I cannot mantle to those high above head places while running. I personally don't like this, but if it's a conscious design decision, the game should definitely tell me this and give some explanation during the training mission. Seems to be fixed in 2.08 I seem to sometimes get quiet crouch-drops and sometimes not, even from low elevation, don't know why. Object manipulation it's very annoying to frob small items. This seems to be adressed for the next relase with an aiming dot if I understand it correctly, which is good, but I believe that small items like rings, individual coins or keys on corpses should also simply have larger frobbing areas. In the training mission I was not able to pick up a ring lying on a movable box at all. I believe that TDS used larger bounding boxes for item selection, so you didn't have to aim at tiny items precisely and it seems like a good solution to me. Item highlighting is sometimes nearly invisible - this happens with well-lit objects like candles or items right next to them. Picking up a an item and resting it against the wall or furniture while still holding it results in repeated and yet weirdly spaced clanking sounds even when I'm not moving anything, not even touching my mouse. This is especially weird when it's a candle making metallic sounds even though the candlestick is not touching anything. Also, door sounds are SUPER LOUD, which is weird because a thief won't be banging doors, and weirder because most guards either ignore them or only notice them when standing very close. Default keybindings for use item make no sense to me - how could I use a health potion or a flash bomb in the middle of a battle when the key (Enter or U) is nowhere near my left hand position or on the mouse? I mapped it to tab, no idea if that replaced any other key binding, but it seems to be working. Not sure if this happens everywhere, might be a problem with older missions, but I've seen NPCs do such long strides when on stairs that they're nearly sillywalking, even though they're walking in normal speed. This is all for now, I noticed more issues, but those seemed to be mission-specific and therefore more difficult to fix. I can write down issues I had with the 3 included missions if there's interest.
  7. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  8. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

    1. Tarhiel

      Tarhiel

      Awesome, congratulations!!! :o

    2. Bikerdude

      Bikerdude

      Yup, all the remianing bugs were ironed out, so it nigh on perfect now.

    3. AluminumHaste

      AluminumHaste

      version 2.1 is now uploaded to mirrors ready to download.

  9. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

  10. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

  11. A full Slovak translation (as full as possible right now) for 2.06 is nearly finished. The monastery mission is still being worked on, and I will also make and release a smaller FM before it, for both level building practice and storytelling reasons.

    1. Show previous comments  3 more
    2. Petike the Taffer

      Petike the Taffer

      Thank you all. @Tarhiel I'll send you a PM.

    3. Tarhiel
    4. Petike the Taffer

      Petike the Taffer

      Scratch that (partly). It seems the two official missions will probably have to remain without an l10n pack for the foreseeable future. Pity, but it's not something I can directly influence. :-( However, I plan to do l10n for other missions, with their authors' permissions.

  12. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

  13. Hi guys, I'm creating this post because I've almost finished translating to Italian the awsome WS1 fan mission by grayman, and I have some questions, both for the Italian translators (@ECHELON/knymed) and the mission author (@grayman). MAINLY FOR THE TRANSLATORS NAMES: I have a few questions regarding the various names in the game, since I could not find a lot of information in the wiki. First, in your translations have you adopted standard translation for the names? If not, I translated "Lord/Master Builder" -> "Creatore" "Builders" -> "Costruttori" "Magyck" -> "Magya" "Taffer" -> "Imbroglione" Are you ok with that?? Are there any better solutions? FOR BOTH TRANSLATORS AND THE AUTHOR FREE TRANSLATIONS: Because of the fact that English sentences are a lot shorter than their Italian equivalents, I had to make quite a "free" translation of the texts, especially, the journals' in order to prevent the text from overlapping in readables, but I tried to keep as close as possible in the meaning to the original texts. "GRIM" WORD PUN: It was very difficult for me to translate the word pun on the sentence "A Grim thing it is we do" in which "Grim" has (I guessed) two meanings - first it has a literal meaning: "A horrible thing it is we do" - second it is a clue for finding the skull, it's saying: go look for the skull in Grim's vault so while translating it I wanted to keep both and it came out like that: "E' Dura la nostra scelta" (literally "is Hard our choice") But in this way we no longer have father Grimmore but Duramore and you have to look for Dura's sarcophagus and not Grim's to find the skull. I know that's a very big change, so I wanted to know your opinion... In addition it would require a change in the map file, precisely at rows 241927 and 242540, where the strings for the sarcophagi labels are defined, and that should be added in the strings file. FOR THE AUTHOR MAPS: The only missing things to translate are the maps (the three floors' and the two catacombs'), which unfortunately are pure bitmap and cannot be edited easily, could you provide me with a source file that I can edit easily? SPLASH: I could also translate the splash screen at the beginning of the mission, but I'm not sure, in fact at the moment the mission title and description cannot be changed, so I fear that changing the splash screen only could be a bit confusing. What do you think about? Thank you a lot for your time
  14. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

  15. I don't know if Anderson created a thread for this, but can someone from the team make sure this gets added to 2.06 please.
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