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  1. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
  2. I also feel you. I used to be a regular here in the forums, but since my son was born in 2022, it basically grunded to halt, although I still get the mails on threads that I wrote in. Ironically, your post in June about not having time got me back here and got me motivated to try and use some of my precious spare time to get some progress on the map I started years ago. I still have not been able to finish a map and want to change that, as long long as the community here is still active
  3. Okay, I had no idea, I have googled it up now and you are right, to my own surprise. Done, I´ve put some paragraphs which were previously not in spoiler tags into spoilers.
  4. The Black Parade is coming! http://www.ttlg.com/forums/showthread.php?t=146501 Woo-hoo!

    1. Show previous comments  8 more
    2. demagogue

      demagogue

      I suppose making a campaign as an individual and building for Thief Gold go hand & hand. You need to be pretty obsessed to do either. XD

    3. Epifire

      Epifire

      I'm just very happy to see how much work still goes on with the original Thief games. Good mods = long life after release!

    4. lowenz
  5. Thebigh is right. The pronunciation tripped me up too, but that is apparently how Leicester is pronounced. Also @TarhielI'm glad you are loving the FM but do you mind putting spoiler tags on your post please
    1. SeriousToni

      SeriousToni

      What? The mysterious saviour is back to make our Thief lives happier again after such a long absence? I can't believe it's true! Wow thanks so much!

    2. demagogue

      demagogue

      He's like our own Game of Thones mystery crow that leads us to secret treasures.

    3. SeriousToni

      SeriousToni

      Or to an old tree with lots of zombies around.. xD

  6. We will look at some of this stuff, but SPOILER tags, please!!!
  7. This may make sense in that the performance impact of the volumetric effect can scale with how much of the effect is filling the screen. We shipped with a “performance mode” but had to setup the entities by hand to do it (so it’s not perfect). If you change the LOD detail settings to “Low” or “Lowest” this will disable certain lights, particles and such that can be very heavy to render. You can try these settings and see if you notice an improvement. If not sending us some pictures of heavy areas (with spoiler tags please) will be helpful with tuning these “performance modes” in subsequent patches. Thanks for playing!
  8. Is it just me or does the TDM Forums favicon look whack?

    1. Show previous comments  1 more
    2. SeriousToni

      SeriousToni

      Yes I was annoyed by that, too!

    3. Epifire

      Epifire

      Glad I wasn't the only one noticing that.

    4. Bikerdude

      Bikerdude

      Will drop Taaaki a message.

  9. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  10. I'm wondering if anyone ever checks new posts in the Fan Missions Forums? I've posted 4 questions asking for help for 4 different missions that I can't finish because I"m stuck, and I don't get any help. I posted a question this morning so I don't expect an answer right away for that one. Its frustrating because I would like to finish them. I've read through the posts for each mission and I'm not getting anything from them. If there's someone who could help me I'd really appreciate it. Thanks I guess I'm spoiled from the TTLG forums.
  11. The devs didn't title this thread, and @datiswous said they're attempting to mislead people by using Russell's name and a retro style to make it resemble Thief, which is cynical. I grew up on forums like I'm sure anyone who likes a game from '98 did. I actually left the Discord immediately after joining it because it was more off-topic doom-posting than anything relevant to the mod. I thought the forums might be better, but it's mostly just grown men yelling at clouds and telling strangers how mature they are, and a few brave souls actually developing anything. Depressing place, I'll just stick to enjoying new missions every 6 months without an account.
  12. True, but, 1. this thread is called "Western stealth FPS with Stephen Russell", and, 2. nothing you said changes anything for me. The gameplay still doesn't look like something I'd enjoy. And, if you really think this forum is cynical, then you don't visit forums much. Actually, the majority of the users are are pretty mature, unlike in other forums.
  13. Hi all, me again Now that I've learned how to take screenies on DM (thanks to Aluminumhaste) I wanted to post one that I took but I got an error saying that the image ext that I used was not allowed in these forums, It was .jpg so I changed it to .png and I got the same error again. They're on Photobucket.
  14. After a long time and a lot of delays, I'm extremely happy and relieved to announce the release date for my first map; Lords & Legacy, on Friday the 30th of August, 2013! Lords & Legacy v.2.1 Resume: Screenshots: http://imgur.com/a/Lj8UJ#0 Notes: Build time: 2013/03/30 - 2013/08/30 To install, simply put the .pk4 file in your fm folder and install from the in-game mission menu. It is a large mission with optional objectives, so make sure to save often. The ropes in the beginning have a 'slick' surface, to simulate being 'slack lines'. They are difficult, but once you get a hang of the slide they can be fun. A couple of the large areas can be a bit rough on performance, and can be improved by adjusting the LOD slider in video options. A few of visportals open only when you get close. This is to keep the frames smooth inside the respective building, due to early inexperienced design. If you find any bugs which affect the gameplay experience, then you're very welcome to post them here, but please use the spoiler tags. Big thanks to 'Obsttorte', 'Springheel', 'Greyman', 'Bikerdude', 'Sotha' and rest of 'The Dark Mod Team'for all the help, guides and tricks. Also thanks to the other TDM users who provided fantastic support and feedback during the build. Thank you for beta-testing: 'Bikerdude', 'TylerVocal', 'Simplen00b', 'nbohr1more', 'Briareos H.' Special thanks to: 'Danus', 'Dsx' & 'Stanleh' for testing, help and support. v.2.0.1 changelog: Bugs: -The "Master Thief" challenge was impossible to do for a while, due to incorrect values. Fixed. -Getting seen by "The Killer" now also fails the "Ghost" challenge. -The 3 cardplaying guards no longer float mid air, as their chairs are now nailed to the floor. -Fixed the sound of the furnace continuing after the flames were extinguished. -Fixed weird glittering on the power cables around the map. -Fixed some moonlight popping in and out. -Fixed openable windows in Commons, clipping into the frame. -Fixed a book dropping through a desk. -Fixed visportals closing too close in Lancel's Tower, slight hit on performance though. -Added more monsterclip to Service Tower and Robert's Tower's entrance. -Improved a few vis_portals with func_portals. -Replaced curbs in Slums and Commons with some more detailed versions and changed textures. And a lot more little unecessary tweaks. Gameplay: -Added new challenge: (Jack White) - Do not knock-out anyone. -Reduced the amount of starting gear, depending on difficulty. -Added cubemaps to most windows on the map. -Redid most func_statics in Commmons Quarter to reduce tris and increase performance. Draw count is still somewhat high. -Removed all transparent windows as they didn't have actual gameplay value, just a performance drain in exchange for glitchy visuals. -Lancel's safe can no longer be picked. Find the key! -Added a couple minor cosmetic details in the sewers. -Moved a coinpurse from a wealthy commoner's sleeping butt to his nightside table. Also adjusted his furniture so thieves can better move around. -Changed sounds for several doors across the map. Once again, a big thanks to 'Bikerdude' for taking the time help out and locate room for improvement! v.2.0 changelog: Bugs: -Fixed various textures and surfaces and a few minor tweaks. -Tweaked some sounds to be in line with TDM 2.0 changes. -Fixed 2 certain AIs being too sensitive rather than drunk. (Thanks to AluminumHaste!) -Tweaked LOD on some objects, to prevent windows "popping" in and out. Gameplay: -Added more monsterclip to the towers, so the AI can now run up and down stairs. Only the stairs in the small tower has issues still. -Added more monsterclip in the city so the guards can follow you up all stairs. -Added a few minor details. -Windows in the city now dims sound, resulting in less aggro from guards and more convincing soundscape. -Reduced 'draw calls' in all the large areas, increasing performance. The map is still heavy at certain areas. Another big thanks to 'Bikerdude' and 'Greyman', for taking time out of their own schedules to help optimize the map's draw count and other significant adjustements! v.1.0.3 changelog: Bugs: -Fixed 4 black chairs in one of the towers -Fixed a floating painting -Fixed several clipping objects v.1.0.2 changelog: Bugs: -Fixed zfighting in the library's bookshelves -Fixed a black window in one of the towers -Fixed several typos in readables Gameplay: v.1.0.1 changelog: Bugs: -Fixed an issue with the main objectives not being in "sync". -Fixed console spam from a script Gameplay: -Adjusted required loot for each difficulty from "3000, 4000 and 5000" to "2500, 3500 and 4500".
  15. I think it is a good idea! Our ingame mission downloader and mission view has long been subject of multiple improvement suggestions. Due to the sheer mass of missions that have been released in the last 15 years, things got really cluttered and especially newcomers will have a hard time finding what they want. However, improving the ingame guis is quite a task, so a web-based application might really suit this scenario well. Maybe we could even add a linke to it from our ingame menus, so user can access it quicker. Some more things to think about Would users be able to add custom tags and downvote / upvote certain tags, much like the system of Steam? This would also allow to add tags like "beautiful", or "difficult". Actually, the more users can contribute to this system, the better, because it will be automatically maintained then. The browser should also contain a flag for whether the FM belongs to a connected series of FMs or not and have the capability to go to the previous or next FM in that series. There should also be a flag for fully fledges campaigns. Some might like a flag whether or not an FM is "ghostable".
  16. https://github.com/HansKristian-Work/vkd3d-proton/tags <- directx 12 wrapper for dxvk https://github.com/doitsujin/dxvk/tags <- directx to vulkan wrappers D3D 9 to 11 eg. dxvk if you want to try it with horizon zero dawn you need to copy out dxcompiler.dll from Tools\ShaderCompiler\PC\1.0.2595\x64 and bink2w64.dll from Tools\bin and place them next to HorizonZeroDawn.exe. then copy over dxgi.dll from dxvk and d3d12.dll from vkd3d and place them next to it to. now fire up the game and let the shaders recompile -> profit.
  17. @datiswous, made that correction fm_test.subs --> fm_conversations.subs @stgatilov, about srt naming and file location, would you be OK with the following edit? New/changed stuff in italics: srt command is followed by paths to a sound sample and its .srt file, typically with matching filenames. An .srt file is usually placed either with its sound file or in a "subtitles" folder. The .srt file format is described e.g. [1]. The file must be in engine-native encoding (internationalization is not supported yet anyway) and have no BOM mark. It contains a sequence of text messages to show during the sound sample, each with start and end timestamps within the sample's timeline. It is recommended to use common software to create .srt files for sound samples, instead of writing them manually. This way is more flexible but more complicated, and it is only necessary for long sounds, for instance sound sample of a briefing video. It's a simple enough standard that it can be shown as an short example, demonstrating that subtitle segments can have time gaps between them. And the example can show correct TDM usage, without requiring a trip off-site and picking through features that TDM doesn't support. Specifically, the example shows how to define two lines by direct entry, rather than using unsupported message location tags (X1, Y1, etc.). And skips other unavailable SRT font markups like italics, mentioned in the wikipedia description. The example would also show the TDM-specific path treatment. The example could be inserted before the sentence "It is recommended to use common software...."
  18. If the "mission fails as soon as stealth score turns non-zero," that would not be good for ghost players. They might need to find out "how" they failed and experiment to avoid alerting guards. They might need to take those score points as a "bust". They might need to take those score points to complete an objective. Then, mission authors would need to encode exceptions into their missions, which would be a lot of work (if they decide to do it at all). However, part of what makes ghosting challenging and fun is when mission authors do not create their missions with ghosting in mind. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Writing code for these rules would be a huge undertaking. Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Creating an official mode could alienate these dedicated ghost players, because it would clash with what is considered ghosting in the community. Including the Stealth Stat Tool mod in the official release would be more useful. Or, making the audible alert states of guards quick and easy to recognize could help as well. For these reasons, I don't agree with an official "Ghost" mode. If the dev team were to do it, we should consult with @Klatremus so we get it 100% correct or not pursue it at all. (This ghosting bit should probably be in its own thread.)
  19. The problem with a "theme" system (I think) is that it's forcing the assets into categories they may not fit well into or that don't make sense; or I mean it's forcing the mapper to think in terms of discrete "categories" at all, when that may not be most effective. Whereas a tagging system doesn't impose any "system"... Tags are completely open-ended, and could be at any level of scale or heirarchy -- you could have: bathroom-furniture, made-of-wood, Victorian, X-author's set, good for triggers, items for a bookshelf, architectural, magic, etc, etc... as tags, but not all of those categories make sense as discrete themes with other co-themes at the same level. I guess this is a longwinded say tagging more intuitively lets you target what you want without imposing a structure you have to wedge it into ... just a totally open field of tags from any walk of life. Edit: This is not to say tags should be arbitrarily specific. There should be tags of general categories too of course; even these will be the backbone of the system. But the whole point is tagging allows multiple layers, so you can use the general category tags to start your search, then ween it down with increasingly specific tag sets, whatever is best for the asset set. Some asset sets, or especially combinations, will categorize differently than others, and tagging is ok with that. Edit2: The image I have in my mind anyway is like a photo-collection tagged collection. There's an opening page with a tag cloud with the most common basic tags (general category) the largest in size and minor ones smaller, which you click on and then you get a browser with that set of textures. Then on the left hand bar will be all the tag-combinations within that set (other tags textures in the set are carrying; then in parentheses maybe the number of AND-textures it'd filter down to / OR-new textures they'd bring in), the major tags again larger or highlighted somehow, which if you click one of those new tags, it'd filter the browser to show the AND set. And maybe there's also an option so you could have an OR set and get both (or even select a new OR set from the full tag cloud), which adds new textures into the browser window, and also new sets of tags in the left-bar (the new tags carried by one or more textures in the new set). Also there's a place you could back out of a tag to cut that subset out. So you could open up & winnow down the set as you desire. It ends up a kind of way to browse through the whole collection by navigating through tag AND/OR combinations. Also there's a search bar where you could type in a tag at any time also.
  20. On the contrary, this thread should really be about my language project. That's what I'm working on in the big picture, and the C++ Program was just one little part. It would be a great pleasure for you guys to ask me about my project so I can talk about it. It's something fun for me! My undergraduate work was in cognitive science, well technically in the Philosophy department, so the logic side of it. But I was taking a lot of cogsci classes. And philosophy of language, language cognition, & linguistics were the areas I was most interested in. And then independently Hebrew & Japanese (and some German) were the foreign languages I studied. So half of it is a fun way to learn how languages work from the inside in actually *constructing* them. And the other half is sort of an homage to the languages I studied by seeing if they could be combined in fun & creative ways -- Japanese, Hebrew, and another language Chickasaw (along with its sister tongue Choctaw), which is connected to my family history. And I was always interested in translating. But it's when I stumbled onto some tutorial sites for *how* to make a ConLang that I saw that it's something that can actually be done. So I ran with it. Alright MD, let's see what you've cracked just from what you've seen. I'm in the process of trying to write all my scattered notes into a grammar textbook, and I'm realizing it needs a lot of cleaning up. I'm learning my own language almost like a foreign language as I go. Generally, you're seeing the Hebrew connection. The other pieces are Japanese & Chickasaw. Chickasaw is the core grammar. You start with a time conjugated verb with a SO prefix, then list the elements. Then like Japanese, the cases are tagged (although as you noticed, Hebrew also does this with "et-" for direct objects. Japanese does it for many of the other cases too, "ha", "ga", "wo", "ni"...). Like Japanese (and unlike Hebrew's "et"), the tags come at the end of the phrase it's tagging. Note on pronunciation, to keep it one letter, C="Ch", X="Sh", and R is between a French guttural R to Hebrew "ch". Yes! You have the 4 letter roots and add vowels just as you said, o-i for present indicative, u-e for past indicative, and a-a for modals, which add a suffix for some modals, "nofo" indeed being the "may" modal, and "halos" for the imperative (not really a modal, but it got into that category. Reciprocal should also be a suffix like Hebrew's hitpael, good guess!, currently "yalos". Also "must", "can", etc.) Yes, by gender & number, in the order SO. So if you wanted to just say "He saw her", you can say the whole thing with just the verb: Yisi-suplel. (Yi ="he" male subj, si = "her" female obj.) If you wanted it to be "John saw Jane", it'd be Yisi-suplel Can ma Cen ca. Yes, ma is the subject tag, and ca is the object tag. There are also tags for indirect objects, and like Japanese, the participles sort of work like tags for objects of participles (in, on, through, from, etc.) Yes. (There is no indefinite article. Like Hebrew a bit again.) And can you see the modifier for plural? (At least one of the words in my translation is plural and you can see how it differs from the singular ones.) Actually it's closer to Japanese, the difference being is that English usually has relative clauses after the noun ("the big train, which I saw.") whereas Japanese (and Turkish) is strictly head-final. All modifiers go before the noun on pain of death! Relative clauses work like adjective phrases. So it'd be "the seen-by-me big train". Now we have a verb again, so we have the Chickasaw/Hebrew style again, with one extra flavor. And this is where the English did influence a little. Instead of "I-it-saw" (for "the train which I saw"), you replace the noun you're modifying with a "what" (or whatever the interrogative word is for it), in this case the TRAIN. So "the train which I saw" would be "I-what-saw". [it's a little like how we do English. "The train (I saw it) was going fast." You replace the 'it' with 'which', and put the "which" up front, so it's: The train, which I saw, was going fast."] So for our Wasmaxna -- if we want to translate "The big train, which I saw, was going fast." -- you'd start with the head verb, "is", the copula linking Train to "going fast" (edit: sorry, actually you'd start with the past progressive "was going", so I'm going to have to fix the next sentences...). So we'd start with "It(subj)-WAS_GOING". Then you add the relative phrase modifying the train, "I saw it", replacing the "it" slot for the train-object with "what". So you'd next have "I-what-SAW". It was a "big train" which I saw, so after the "I-what-SAW", we put the "BIG" adjective. Then you'd finally have the noun head, the word "TRAIN". Then you post mark it with the subject tag "ma", for the first head verb (WAS GOING). (Notice like relative clauses can do, it's also in the role of object of the relative verb, "I saw it", but we don't put an object tag for it. The way we communicate it's an object of that second verb is like English, we use the interrogative "what" (or "which" in English) in the object spot of the verb.) Then finally we have "fast", which is the adverb on the verb "WAS GOING". Adjectives and adverbs are currently indistinguishable. They don't modify by anything. And they don't get any markers. So you just throw the word there at the end and let it stands, and context tells you it modifies either the train or going fast. Hmm, maybe I should distinguish adjectives & adverbs after all. Well, wait, the adjectives all go before the noun... So obviously if it were a "Fast train", "FAST" would have gone next to "BIG". But for adverbs, since it's VSO, modifiers of verbs are currently thrown at the end and the verb links to them somehow. I will have to think about this more. But anyway, currently you just throw fast at the end & context tells you it's modifying the WAS GOING. So using the past progressive form I currently have, the translation would be: Ki-kuybexbit kikul-suplel hiceka liya mae babate. Past progressive of "TO GO" (Kuybex=past simple; + BIT=progressive). KI = the suffix for a neuter subject (notice there's just one slot for that verb since it's intransitive, the subject, the "seen-by-me big train" that takes the slot with "mae", the subject-definite marker. There's no object slot in the verb like you see in other examples, like Yisi-, etc.). And then the word FAST is thrown at the end, with context telling you it's modifying the GOING, which you're supposed to know is referring to "going" by the context. [Footnote: Before I was thinking of "going fast" as a gerund, maybe a stupid mistake. If you did it that way, the head verb would be the copula "IS", which links the train to a gerund "GOING" as a reified noun, with "o-u-o". So if the verb "to go" is KYBX, "going" would be "koyubox", without any suffixes since it's like infinitive. And you'd put "fast" in front of that gerund like an adjective. The TRAIN WAS [FAST-GOING]. "The big train, which I saw, was going fast.", would then look like [it-it-WAS] [i-what-SAW] [bIG] [TRAIN] [subj-definite tag] [FAST] [GOING] [complement tag]. Kiti-hukxer kikul-suplel hiceka liya mae babate koyubox sa. Then a copula tag, "sa" (I think I was going to use that? It's still a trial rule). In as close to literal English as I can get: "Was the-seen-by-me big train fast-going." Hmm, I say it was a mistake to use a copula when the verb was actually past progressive, but maybe my intuition was telling me something after all to use it like a copula (English blurs the line after all). I did run into the problem linking adverbs to the head verb, and that's sort of what the "WAS" serves to do for the Past Progressive form in English.] As you can see I'm still learning it & developing it as I understand it better. Thanks for taking notice! Edit: If anyone reads this far, I'll reward them with the running rough draft of my grammar urtext: https://docs.google....QyjcJfdkVo/edit
  21. I seem to have run into a wall. I'm consistently getting the same error when compiling AAS as part of the dmap process: "WARNING: reached outside from entity..." followed by the entity number and name. The issue is that the pointfile generated is going through solid brushwork and the origin of the entity in question isn't in the void. It's always my NPCs and if I delete that one, another random guard will cause it to fail. I'm really not sure what the issue is, these guards were perfectly fine when I dmapped previous versions of this map, only now am I getting this behavior. I checked around the forums to see if anyone had encountered this before but haven't really seen any mention of it. Any thoughts?
  22. The Bakery Job is a tiny few room FM, where the player steals a recipe book. Made by Sotha. Briefing: The entire building process of this mission was published in a youtube video series. New mappers are warmly welcome here: http://forums.thedarkmod.com/topic/18680-lets-map-tdm-with-sotha-the-bakery-job/ ...and on youtube: BUILD TIME: 381 minutes. CREDITS Thanks goes to TDM team and the whole community. Special thanks to OGDA and gnartsch for betatesting! Link to the mission:https://drive.google.com/file/d/0BwR0ORZU5sraZWpiRnluMXpvOEU/view?usp=sharingIn-game downloader. Cheers and enjoy!
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