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  1. I was so enchanted by this FM, I had to sign up to the forums the same day I finished it to come thank the authors Genuinely, truly incredible work! I was so overwhelmed in places that I resorted to just shouting joy at my monitor two, three, maybe four entirely separate times while playing. Exploring, puzzling, finding something new, trying to use it, and finding it does a whole new, separate, wonderful thing! There aren't enough words inside me to describe the feeling. It was breathtaking. I don't have any specific feedback that hasn't come through this thread before Thanks so much for making this, for all the inspiration and ingenuity and effort it took. If I never play another level this good, in any other game, in my life, I'd be fine with that.
  2. These are all bugfixes, but I consider those to be improvements: Many stock models (like the city watch model) use materials which are missing. The engine will encounter these and flood the log in warnings, to the point where I'm hesitant to even use them. Please fix these models - there are likely a lot of them. In fact, there are a lot of various warnings in general, which seem avoidable. Ideally there should be no warning that will leave the user wondering if he's doing something wrong, when it's actually just the fault of the dev team, which he can do nothing about. When you set a mover_door entity to be pickable, it requests a "snd_lockpick_lock_picked" sound, which is not an inherited sound, resulting in a warning. I don't want to have to manually add this to every pickable door. (The stock sound for this property exists, but is fairly inappropriate, so it should probably just default to a "nosound" value.) Every ambient sound for a location, when first played, starts off at max volume, before fading to the appropriate location "volume" property setting. The wiki mentions a "pop" which can occur, because of how the Doom 3 engine handles sounds, but this seems larger than a pop - it's a full second of sound, and adding "_z" to the files, does not help at all. Can you add a "fivolume" property, which sets at what volume the fade in starts (possibly defaulting to "-60", as opposed to "0")? When you start up Dark Radiant, the bottom bar doesn't actually say which size the grid is, until you select a new one. (It just displays the grid icon.) Some models lack a list of matching skins. (The "models/darkmod/architecture/modules/interior_set01_corner.lwo" model has a set of matching skins presented in the skin selector, while the almost indentical "models/darkmod/architecture/modules/interior_set01_corner_door_right_empty.lwo" model, doesn't present such a list (despite skins being available for it).) Here is even more, based on the console warnings I got from the last time I ran my map: The images "sleeve_frill" and "sleeve" on "wench/green_dress" in "skins/tdm_ai_townsfolk_wench.skin" (or at least removing the calls to them if they're not supposed to be there). The image "models/md5/chars/nobles/noblewoman/noblelegs" on the female mages and archmages. ...and all the idle animations for the female mages and archmages, because at this point it's getting hard to read the console because all the missing animation warnings.
  3. This is an irrelevant aside but... That wiki article had one of the most enlightening things I've been wanting to know about for a long time in it an almost throwaway little aside in the 2nd paragraph of https://en.wikipedia.org/wiki/Euler_angle s#properties ... which after a little following up through some of the linked wiki pages is (I think; it's nuanced math, so I'm never entirely sure) that the quantum spin of a particle is a feature of a 3D rotations in a 4D rotation space, which (again if I understand it) is very close to our Euclidian intuitions that contiguous bodies rotate together (in S^3 space), except the rotation space it actually fills up (RP^3) has these isolated 0D points that also "have rotation". I'd been trying to figure out since forever what quantum spin really was because it's crazy at face value. But seeing it as just a natural & necessary property of rotation symmetry, which is all a particle is (Poincare symmetries), somehow makes me feel better about it. It isn't so unintuitive and arbitrary seeming now. I mean imagining how space really works is still odd, but it fits the math of everything else happening in a particle like a champ, and word on the street is that spatial relations are a property of symmetry relations & not the other way around anyway. It's just funny that I'd find it in a thread following up on a game coding question of all things, after trying to understand it through so many other routes after countless direct searches and reading tutorials. Okay, sorry for the aside. I felt moved to say something to someone about it.
  4. One can hold down the Ctrl or the Alt key to prevent docking of a floating window while dragging it, but that's of course not the full solution. If you report the issue on the tracker, I'll see to it that the property panel can be closed again. A shortcut bringing up a control that is docked as a property panel tab should then make the window appear again (or close it if it's visible).
  5. Ulysses 2: Protecting the Flock By Sotha The mission starts some time after the events of Ulysses: Genesis, and continues the story of Ulysses. It is a medium sized mission with a focus on stealthy assassinations and hostage liberation. BUILD TIME: 12/2014 - 05/2015 CREDITS The TDM Community is thanked for steady supply of excellent mapping advice. Thanks goes also to everyone contributing to TDM! Voice Actors: Goldwell (as Goubert and Ulysses), Goldwell's Girlfriend (as Alis) Betatesters: Airship Ballet, Ryan101. Special Thanks to: Springheel and Melan (for proofreading). Story: Read & listen it in game. Link: https://drive.google.com/file/d/0BwR0ORZU5sraRGduUWlVRmtsX3c/view?usp=sharing Other: Spoilers: When discussing, please use spoiler tags, like this: [spoiler] Hidden text. [/spoiler] Mirrors: Could someone put this on TDM ingame downloader? Thanks!
  6. @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...."
  7. Yes, this is still the case, especially noticeable when the sound source has the s_global property and the player moves through several defined info location during the sound file in question plays. However, I don't think there is a simple solution to that.
  8. I played a bit inside flatpak. First of all, the sound issue goes away after 30 seconds of playing. I guess it is some kind of race condition... I checked that settings are saved properly, games are saved/loaded, missions are downloaded. I think everything works. I did a few changes to the manifest: 1) Changed URL to https://update.thedarkmod.com/zipsync/tdm_installer_fixed110.linux64.zip --- that is fixed version of installer that will be the same in the future. Some sort of compromise between changing sha256 every time and adding tdm_installer binary to the manifest archive. 2) Added semicolon to two lines of .desktop file, because flatpak builder (or maybe something else) prints warnings about them (I suppose these properties are lists, and lists are semicolon-separated and -terminated): Categories=Game; Actions=Installer; Also, I see warning about PrefersNonDefaultGPU property: it says that the property must start with X- because it is not a standard one. I think my OS is too old, and the property was added recently, so there is nothing to do about it. tdm_installer marks installation path as red because it contains dot characters. Don't remember why dots were not whitelisted (it installs fine)... maybe to avoid confusion between files and directories. Is it possible to avoid ".var" subdirectory, and what is $XDG_DATA_HOME ? I don't like that many gigabytes are stored in a directory which is hidden by all file browsers. Yes, renaming last directory from TheDarkMod to darkmod is a good idea. And the bug that I referenced probably triggers only when two directory components are equal to "darkmod".
  9. OK I think I've got to the bottom of this. I've created this forum thread (with bug report): https://forums.thedarkmod.com/index.php?/topic/22221-bug-drowning-ai-in-shallow-water/ I can apply a workaround, although it won't be perfect and the bug itself needs fixing in the engine. There are a few other things that need fixing so will put an update together soonish.
  10. If any mappers have encountered weirdness with kill objectives not working with drowning AI, I think I've found out why. I don't think it would be a particularly difficult one to fix either. I've raised this bug report: https://bugs.thedarkmod.com/view.php?id=6323 Some context here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=487316 I think this is a bug, but just raising here in case some people think otherwise.
  11. 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. :-)

  12. For the record, based on @grodenglaive's assistance, I was successfully able to add the property obj#_enabling_objs with a value of # AND # AND # etc. to atdm:target_addobjectives and it worked in my test map. The escape objective now does not trigger merely by entering the area before objectives are completed. It went a lot smoother than I thought, actually.. I was given to believe it was going to be difficult to enable based on the A to Z tutorial and other comments, but it seems relatively easy to implement so far.
  13. Author note: It's hard to believe it's already been a year since Act 1 came out! Well during this mission the player will be following Corbin into the Grimwood district to followup on a lead from last night (Act 1) .. the mysterious tablet! This mission is my first time including full EFX support as well as a HD briefing video file, additionally a new script has been added crafted by the talented Obsttorte which has loot flying towards the player when you pick it up. On a level design front I have tried to change things up a bit by really catering towards a number of play styles, this mission can be completely ghosted or you can use the tools at your disposal to wreak havoc on the citizens of Northdale. For the first time I have tried to create more sandbox environments which don't offer clear answers handed directly to you, so if you're having trouble figuring something out try a different method. This mission takes between 1 - 2 hours to finish depending on the difficulty you play on and how thoroughly you explore. I hope you enjoy your night in Northdale! - Goldwell Voice actors Fen Phoenix Goldwell Random_taffer Yandros Beta testers Amadeus Boiler's Hiss Cambridge Spy Chakkman Crowind Epifire Kingsal SquadaFroinx Custom Assets Andreas Rocha DrK Epifire Grayman Kingsal MalachiAD Obsttorte Sotha Springheel SquadaFroinx Purgator With special thanks to Epifire for creating a large collection of custom models, Grayman for helping out with coding, Kingsal for drawing the ingame map and Moonbo for his script revision on the briefing video. Available via in-game downloader MIRROR File Size: 417 mb EDIT: If you are having performance issues please consult this post by Nbohr1more which may address your issue http://forums.thedarkmod.com/topic/19936-fan-mission-shadows-of-northdale-act-ii-by-goldwell-20190320/page-2?do=findComment&comment=436271
  14. Following up on this, I found a fix to the problem by deleting the doors I created and replacing them with Entity doors selected directly from the Dark Radiant Entity list. So it was almost definitely a property of the doors I created, but I'm still curious what that would have been.
  15. How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
  16. Hello TDM-ers. I am encountering an issue where textures seem to partially disappear. I tried searching the forums, but, I don't know what to search for. The missing textures are a worldspawn brush acting as a roof with {for now} flat iron texture. There are other worldspawn brushes right below to create an attic ceiling with roof framework board texture. These gaps appeared a few edits ago. I can't "undo" to get back before whatever edit did this. The gaps are only visible during play and are not visible during editing. Closing and reopening DR and TDM do not fix anything. Some of the brushes overlap in areas behind the play area but I have never seen an issue doing that. The attached image has the effect I am now seeing. Ideas on where to start debugging this? Very much appreciated. Clint
  17. (I apologize for the odd poll question layout. I wasn't able to add five yes-no questions, because polls are limited to three questions.) Hi everyone, I've recently been working on some patches for issues that I've read about from players on the TDM and TTLG forums — and Discord. My goal is to make it as easy as possible for players, especially new players and those who need usability/accessibility options, to find what they need in order to have a better TDM experience. I've already written the GUI and game engine code for these settings, which I've been using in my personal build. The reason for this poll and discussion is to both guide the finalization of my work and collect data to help inform the dev team. Which patches I submit depend on the outcome of this poll, discussion, and what the dev team agrees to accept. Once decided, I can coordinate with the dev team. I've attached screenshots of what the new settings menu would look like if all of the settings are accepted. Below, I have detailed each menu setting, so you can have an easier time understanding each one. Very important to keep in mind: None of these settings change TDM default behavior. They are all opt-in. If you are already happy with the behavior of 2.10, 2.11, etc. and these menu settings are accepted, nothing will change for you. Rename "Always Run" to "Run Mode" with options "None, Always, Toggle" After 2.11 was released, @i30817 requested that "toggle run" be added to the settings menu. Its cvar is already in TDM as "in_toggleRun" (same as Doom 3). I propose renaming the "Always Run" setting to "Run Mode" with options: "None", "Always", and "Toggle". None = in_alwaysRun 0; in_toggleRun 0 Always = in_alwaysRun 1; in_toggleRun 0 Toggle = in_alwaysRun 0; in_toggleRun 1 Show Blackjack Helper @Wellingtoncrab suggested that the new blackjack helper be added to the settings menu. Its cvar was added to 2.11 as "tdm_blackjack_indicate". More info: It's the new blackjack helper added to 2.11. When the game detects that the blackjack can be used for a successful hit or KO, the blackjack will rise slightly. I propose a "Yes/No" setting for this. Slider for "View: Head Bob" @ChronA requested a way to disable head bobbing, because a viewer watching him play was having severe motion sickness. Also, there was a bug in TDM that made setting the head bob in the console not stick after loading a saved game. (Even with 2.11, if a mission overrides the "tdm_player_thief.def" file and sets "pm_bobroll", "pm_bobpitch", "pm_bobup", and other cvars, it will override player preferences.) As far back as 2008, players have had trouble setting head bob. Another one from 2018. At the end of 2022, @Shadowex3 registered just to voice the need for a way to control head bob. I propose that a slider be added to adjust the amount of head bob. This would use a new "pm_headbob_mod" cvar with a value between 0.0 and 1.0 (default 1.0, no change). The "pm_headbob_mod" would be a multiplier for "pm_bobroll", "pm_bobpitch", and "pm_bobup". The advantage to this approach is that missions like Volta 2 and Hazard Pay would not need to adjust their "tdm_player_thief.def" files for head bob to work properly. And, the player can still adjust "pm_bobroll", "pm_bobpitch", and "pm_bobup" as they like. Slider for "View: Mantle Roll" This is similar to head bob for those who are sensitive to motion. Its cvar was added to 2.11 as "pm_mantle_roll_mod". A Thief player on Discord said, "2.11 will have a cvar to tune down the mantling animation at last." I propose that a slider be added for "pm_mantle_roll_mod". Auto-Search Bodies @Zaratul requested the "auto-search bodies" feature from Thief 1 & 2. Its cvar was added to 2.12 dev16783-10307 as "tdm_autosearch_bodies". I did a poll on the a Thief Discord server and roughly 20% of players there use the Thief auto-search bodies feature. I propose a menu setting for this, so that players coming from Thief 1 & 2 can easily find it.
  18. Awesome! Post is up! https://forums.thedarkmod.com/index.php?/topic/22200-beta-testing-the-house-of-delisle/#comment-487365 Thanks!
  19. Give the relevant info location entities the property ambient_light_dynamic - 0 0 0
  20. Maybe there is a sliver of hope that will change in the next 10-15 years. Tech disruptions suck for established interests, but they do have a way of making previously unprofitable products suddenly viable. The problems for an authentic Thief modernization are 3: Such a project needs high fidelity art and sound assets to secure an enthusiastic audience, but such assets are currently too expensive to produce at the optimal budget point for this property. (In fact it's too expensive for most properties, hence why AAA games are so damnably risk averse.) Generative AI stands poised to change this problem drastically, either for the better or the worse. If AI makes it trivial to churn out high quality custom assets for pennies, that would be revolutionary for the viability of niche hi-fi games. But if the AAAs use it to increase expectations again in their pointless graphics arms race that could conceivably leave us still treading water or worse off. The modern standards for rich game worlds requires an army of exploitable labor to build and populate. That again constrains the range of budgets and even the countries such a project can get built in. Procedural environment generation has the potential to solve this problem, but right now the tech is still premature. If generative AI leads to an explosion in coding productivity and creativity that would change, but that's a big if. The tech is almost certainly capable, but the will to train it could fail to materialize. Modern commercial game engines are not built to support deep stealth because of a chicken and egg problem. Anyone who wants to make a modern deep stealth game needs to sink a bunch of time into building or customizing an engine to do good stealth (with little surety of success). That again boosts the budget into a commercially non-viable range. But then because deep stealth games are not viewed as commercially viable, engines don't support it out of the box, shunting the responsibility to individual devs who will always struggle with the job far more than if the engine makers would do it. If we anticipate an explosion in general coding productivity, plus increased interest in classic immersive stealth mechanics arising from the popularity of ray tracing, maybe engine makers will start giving a damn. But I admit that one is a stretch. And, even in the best case where all these factors come together ideally, I suspect it's true that Thief is viewed as commercially toxic. The IP owners are unlikely to let it out of their dungeon unless some sort of ultra faithful indie spiritual successor makes a huge splash first.
  21. That's because invisible full-screen overlay of subtitles block hover events... but not click events for some reason Fixed in svn rev 16790. Also, there is no color highlighting here implemented. Maybe just add hovercolor property?...
  22. hm...works as it should on my end: https://streamable.com/vttr71 You could try a workaround called "frob-booster" greyman introduced to me a few years back, though I am not sure about the exact steps anymore: 1. Cover the key with a clip box a little larger than the key. 2. Convert the clip box into func_static and give it the property frobable - 1 3. I am not sure about the next step: either bind the key to the clip box or the clip box to the key...and then try again (edit: bind the box to the key)
    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.

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