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  1. DarkRadiant 3.7.0 is ready for download. What's new: Feature: Skin Editor Improvement: Script Window usability improvements Fixed: Hitting escape while autosaving crashes to desktop Fixed: Def parsing problem in tdm_playertools_lockpicks.def Fixed: DR hangs if selecting a lot of entities with entity list open Fixed: Float Property Editor's entry box is sticking around after selecting a float key Fixed: Spline entities without model spawnarg are unselectable Fixed: Entity window resets interior sizing forcing resize each time it is opened Fixed: Spline curves should not be created with a model spawnarg Fixed: Newly appended curve control vertices aren't shown at first Fixed: Light entities are zoomed out in preview window Fixed: Entity inspector spawnarg fields not always updated by UI windows such as Model Chooser Feature: Skin Editor (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.7.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  2. I removed DSF_SORT_DEPTH flag and new sorting code. I committed test map to assets SVN as test/5990_render.map. I did a few adjustments to the map, most importantly set "drawSortOffset" "1" on the window: now it renders properly always. However, this assumes that player cannot get into water: it player is inside water, then he won't see glass windows behind water obviously. Speaking of "drawSortOffset", I think it has some issues right now: 1) I have a pool of water, and I know player cannot get into this pool since the level is too low. I'd like to make sure this piece of water renders before all the surfaces with similar material. I set "drawSortOffset" "-1" on the water, and its rendering is totally broken because it is no longer considered "postprocessing", thus framebuffer is not saved. Setting "drawSortOffset" on the window is possible but hardly a good idea: I don't have any guarantees about window, so I should not have to tweak it. 2) drawSortOffset is an integer, so it is not very applicable to ordinary translucents. In fact, the original D3 way of tweaking translucents is by classifying them into "close", "medium", "far", but that's only possible in material. softOffset works well only for afterFog, postProcess, last classes, since their "sort" values are far from each other. But: mapper must know that he cannot set large values, or he'll break everything. Wouldn't it be better if we: Sort by "sort" class first, then by mapper's "drawSortOffset", lastly by surface index. In other words, let softOffset be tie-breaker, instead of a way to break classes in implementation-defined way. Allow mappers to override "sort" class of entity by spawnarg. So if mapper decides that some object is not really "close" but should be "medium", he sets "drawSort" "medium" spawnarg on entity and this is used instead of the value from material. I'm not even sure it p.2 is necessary. Ideally, these close/medium/far classes either should not exist, or should be totally certain so that mappers don't need to override then on per-entity basis.
  3. Yes, it does. Which makes it interesting that you yourself explicitly said that it's interesting nobody had complained here on the official forums: I did, which is why it stood out to me so much that even though you yourself had personally been involved you would reply claiming nobody had complained here on the official forums. I'm not colorblind at all. Does that make people pointing out that almost no modern games have proper colorblindness support hyperbole? Just because it doesn't affect you, or you choose not to pay attention to the discussion of something, doesn't make it hyperbole. Pick pretty much any modern FPS and you will find plenty of discussion about the near universal disregard for FOV and camera movement as accessibility issues. Denigrating those as hyperbole because you personally don't feel the affects is as bad of a look as demeaning people who bring up the importance of valid allergen warnings like gluten or colorblindness and deafness support.
  4. True just haven't seen this type of prettiness yet. As for trees casting alpha shaodws, I'm afraid that won't work by default, and I wish this were fixed in vanilla: The leaf material has "noshadows" enabled... I think: What we need is to only use noshadows on transparent materials if shadowmaps or alpha texture shadow casting are disabled, otherwise cast shadows... I enabled those settings but for me trees still cast shadows only from the trunk, I think the noshadows flag needs to be removed from some surfaces. Edit: I might be wrong on that. Looking in tdm_models_decls01.pk4 at materials/tdm_models_nature_trees.mtr the materials with "leaves" in their name don't have the "noshadows" flag. But then why didn't I see shadows cast by lights on trees even with r_shadowMapAlphaTested set to 1? I'm positive I looked in Seeking Lady Leicester and it wasn't working for the small trees and plants in the yard, either from my lantern or lamps I think shined over the trees.
  5. In my mission, I have a round door that rotates AND translates. I started this 4 years ago before I got cancer, and then the door worked. Not anymore! I finally got a ROUND to testing this. It does not matter the type of door, if the door is a round brush OR a round model, in the game the door is non-solid and non frobable. I can, however trigger it in the console and it works as it should. I am going to try and make a solid (rectangular) door in front of it as an overlay and use script to achieve my goal. Will let you know how it goes. Update: Works great, had to do a screen grab of the circular door+ wall of the size of rectangular door. Create dds image and material file, so I textured the rectangle door and you can't see difference in game. frob the rectangle, it vanishes and circular one rolls out of way. YAY
  6. Derelict - A Thief's Origin. A 5-6 part mission series. BACKSTORY _________ Derelict is a story about Eric, some simple boy turned into a Thief, except this time not to survive but for fun. Eric was born a farmer, all his life a farmer, until at age 16 he escaped to The City, but returned at 17...Because the guards got him. At age 19, he's back out, but still acting like any other young adventerous 15 year old, so he is in no way a master thief. His first thievery was close to his 17th birthday, this is also the reason the guards got him. He simply was trying to steal from a market stand and didn't get away with it, but luckily his family was able to save him by paying the fine. Now, at age 19, he's out again, acting like he's the Master Thief. Let's see where he can get to. DETAILS ________ The actual idea of "Derelict" is, as the name should suggest, Eric is not exactly a thief, nor a master thief, but he wants to be and he is very enthusiastic about it. To add some sort of irony, and a direct reference to "Thief: The Dark Project" itself, Derelict will be all about exploring abandoned buildings, ruins and, of course, derelicts. Also, heavily influenced by...Condemned: Criminal Origins. The name itself should be a hint, and the missions too. FIRST MISSION _____________ "Condemned" The first mission will be called Condemned. It takes place in a large abandoned building, it can be a bank, police department, library...Maybe even a combination of all, since it's in ruins and surely some parts got open, allowing you to travel there. The mission MUST be as pretty as possible, so it's not recommended for people with low-end PCs, sorry. How pretty? It must look as ruined as possible, so if you can add "extra" garbage, that'd be great. Basically, you have to make it look like Condemned, specifically the first mission where the police enter a long-abandoned disgusting place. Now, you start in the middle of the building, easily being able to reach the rooftops through the stairs. The stairs have doors, but you cannot get inside them, you can use these as shortcuts or just leave them there to give players a nifty false sense of possible progress. The idea is for Eric to get down, way down, so he may reach what might have been a long abandoned underground tomb, but that is not the case. The area itself should be something else, now how you want to make it, well I do have my own ideas, but I also don't want to spoiler it to you. On this one, I give you "Artistic Freedom". But to give you a hint, let's just say that, there could have been an "old city", but not as old as you think, and for sure the place has to be a hospital, or maybe even just a huge basement. Oh also, it should have some basic undead, the good ol' zombies. In terms of enemies, there need to be thugs. Said thugs are "Bandits", they could be organized or individual. One idea I'd like to see, is...A group of 3 weak thugs, visibly so even, just give them that "beggar" model and it will look fine. These are the organized bandits. But on the other end, there is a Thug, big fat guy with a mean club. He is just strolling about finding stuff to scavenge. The weak thugs will have a conversation about how they should kill him, or leave him alone, or how they want to kill him but the other calms them down and so on, this should give the player an idea that he can send the Thug after these 3 and it is recommended because...The fat thug is very though, you have no blackjack and you don't really want to be spotted by him. In terms of difficulty, Eric is an amateur. He has no blackjack, at least not here, he doesn't even have a sword but he may acquire one. If so, make that sword a secret. On the hardest difficulty, add "Ghosting" BUT make sure it's optional. Also, add more "random" weak bandits and a big fat Thug or two. MISSION 1: BRIEFING _________ Dear diary, the only reason I write this is because I'm bored. I'm just, as everybody tells me, "young fool" and I suppose I am, but I am sick of it. Everytime, I need to pretend I'm like any other "young fool" who takes any insult for granted. Well enough of that. Pa and ma, if I die and you ever get this stupid diary...I miss you, even if I hate how pa gets all sad about my..."Upbringing", it's not your fault, old man! But you always make yourself look guilty! I want to do something other than plowing all day long, even sometimes at night! And for that, I will. My first Conquest shall not be, for once, a lady or even two, but this place I've heard that is haunted, some kind of derelict place. I heard many rumours; it's a bank, it's a police department, a library...Could be all at once, even, who knows! But what I know for sure, is that, there has to be a grave down there full of wonderful richies, just another rich dead idiot begging to be robbed...Although you can't be robbed when dead, so you know... Well, let's get to it... SECOND MISSION _____________ "A City of Beggears" In the second mission, Eric visits the same place where that "Abandoned Building" was at, but this time to visit The Hammerite Church of the Beggars. This one will be "special" since, we go from a short-medium sized mission to a large one, that can be fast or slow. Acting as a "Hub", the church itself will be Eric's place, it also has many neutral beggars. Two will be patrolling outside with basic clubs, three are inside, a "Heretical Priest" will be there as well and one "Former Guard" with rusty armour. There may or may not be interactivity, up to the mapper on that. Also, the church itself is the third biggest building, it has part of the roof broken so you can see the sky, but you can't see the outside or hear what's out there. If you want direct reference, in Condemned, this is the School and the City Streets after the Mall, in Thief, it's the good ol' Quarantined City. The idea is, you start on this Church, that has quite the visual appeal due to the "Urban Decay" effect that it has. You will then go outside and visit various little places, such as... * A small manor that used to belong to some high-class, said to be haunted. * Stores, at least 3, up to 6 or even 9. Most are small, one or two are "medium-sized". A store hides a terrible secret regarding it's meat, you can easily guess how that goes! * A bath house, this one had the roof completely destroyed but one part of the house seems to be intact. (Since this one is "open", you can avoid adding too much "garbage for appeal" inside) * A warehouse of produces, specifically meat, the mystery here is that the freezer works despite the rest of this abandoned quarter not having much electricity going on. * Finally, the second huge place, it is either a School or a University. The "Former Guard" told you a story about a misfortune that happened here and your curiosity just begs for it. You will find incriminating evidence that will make you a bit wary, keep your paranoia in check. In terms of enemies, I'd say...The classic bugs will always go well, but don't make it boring and abundant, some little bit of hostile organized bandits and lonesome thugs here and there would be fun too. Undead is okay, just make it shabby. The main objective here is for Eric to get more cash after his "success" in the first one, so he just has to explore this long-abandoned place until others do. MISSION 2: BRIEFING _________ Dear diary, I have found what I wanted and I am getting the hang of writing on you. That was some real fun! I mean, I had some issues and the smell is horrid, but I'm fine with that, I've smelled worse, honest. Now, there is one problem; it wasn't much, I am also somewhat liking the place, I got a feeling this will be a problem. I found me a nice Church here, it even had people, this time not taffy like those taffin' taffers, goddamn! One of them is a priest, I thought "former" but he talks about how he's a "Bad man with Good ambitions", whatever that means. We're all the same in the eyes of The Builder, says I. And then there's this guard, he says he used to be a captain, of this quarter even. He stayed, people thought he died, he tells me the story of how a great thing called "Magic Bane" happened, which caused something he likes to call "The Mage Wars". Heh! Cool story, gramps, good luck making anyone believe it, I know I don't. But anyway, I have nowhere to go but my old home, I don't want to, so I will stay here for a bit. I am thinking of taking a night stroll, if you know what I mean, my dear diary. Well, let's get to it... THIRD MISSION _____________ "Apples & Scroundrels" Eric goes farming! Although not exactly like in his old days, this time he farms for loot, in a recently (and yet looks like it's been long ago) abandoned manor-sized farmhouse. The story continues from Mission 2, where Eric finally has enough cash to, well, retire. Instead of having using it all for himself, he decides to be nice and help out his family, so he goes back to his home. However, more than two months have passed and his home was on the brink of collapse, so he returns to a place that has been hastily abandoned. Due to the humidity, and something...Strange going on, every house feels and looks incredibly old and derelict now. Eric decides to take shelter in his old house, still having his room intact, but he feels something strange. Either way, he is convinced to explore one place of interest; The Jameson's Farmhouse, which is pretty much a manor-sized farmhouse of a well-off family, well-off compared to the rest, so the neighbourhood had some hidden jealousy about it. However, things don't go as planned because, after Eric explores the basement or the attic and finds out a secret, that the Jameson's were Pagans and of the more dangerous type, the house gets invaded by thugs and bandits, some might fight eachother but all of them are on high-alert, this means that it's impossible to blackjack any of them, so Jack has to do Ghosting which by itself it will be very hard or fight his way back. (A "third option" is to figure out who is who and see who will fight who, this should reduce the number of thugs & bandits, hence making Ghosting or finishing them off easier) The many ways to get out, though, will be barricaded with wooden planks by the thugs, meanwhile the doors are locked, so Eric has to either find a crowbar, which means going back to the Basement, or the key to the doors, which is in the Attic. Going back to those places, both areas change to an even more eerie Pagan-type of, but if one goes to the other, the other is optional. The idea here is somewhat simple; heavily influenced by Condemned's "Apple Orchard" farm level, the whole place is virtually a hidden claustrophobic trap, since Eric is inside a very old, decrepit manor-sized farm, with the interior being very tightened especially thanks to all the new garbage litter and the like. By the way, important info, the level should take place during the day, or at least "dawn". The farm itself is not too much, just decrepit, but the basement and especially the attic are very eerie and somewhat creepy, mostly because this is where the light doesn't go through much. MISSION 3: STORY _________ Dear diary, I return home to find myself much richer than before and yet I am empty. My home is gone! My family has left, the farms are all abandoned and decrepit, what's weird is that I'm very sure it's only been some months and yet everything looks older than before? I got back to my own home, my room is still there, but it feels like nothing has changed, I even expected a note from my parents but there is nothing. I don't know what happened, but I miss my parents...But I don't think doing that is gonna bring them back. I'll try to find them out, I just don't know the lead, so I will go and try The Jameson's house. The Jameson's were a bunch of rich snobs, the residents here respect them but I think it was all false emotions, everyone is just jealous. Can't blame them, the Jameson's always had the best fruits and vegetables, even during Winter! So no doubt they have something worth to sell, which knowing even they are out, I bet they don't mind if I "borrow" some. I dunno why but my hungry gut is telling me that I shouldn't go there while also that I should go there, the whereabouts of my family is in that house... They say curiosity killed the cat, but then they always forget to mention that, satisfaction brought it back! I am sure that's what will happen, so...Let's get to it!
  7. Yes, exactly. There is single code piece which handles "fromVideo", and it accepts material name, as FFmpeg video wiki says. And the virtual sound sample is named like "fromVideo {mymaterialname}", by this name you assign subtitles to it. Yes, but you need to change the SUBTITLE_NAMEPREFIX to something unique, or you'll get a ton of warnings about name collisions. I think standard debriefing video should not be skipped. As for debriefing, we don't have anything like that yet in core.
  8. Ok I got it working. The reason is that it's explained wrong in the wiki. The wiki example says this: subtitles fm_briefing { verbosity story srt "fromVideo video/briefing/briefing.mp4" "video/briefing/briefing.srt" } and But it should actually state the video briefing material, instead of briefing video file. Correct? It must be, because now it works correctly, also in The hare in the snare.
  9. Good question Yes, just one face And ideally with a material name that does not exist, such as "test_warp". I'll write a material file for it and give it to you later. This standard two-sided reflective material is messy.
  10. Ignoring is somewhat inadequate as you still see other members engaging in a discussion with the problematic user, and as Wellingtoncrab says such discussions displace all other content within that channel. Moderation is also imperfect as being unpleasant to engage with is not in itself banworthy, so there is nothing more to do if such people return to their old behaviour after a moderator had a talk with them, except live with it or move away. I'd be more willing to deal with it if it felt like there were more on-topic discussion, i.e. thoughts about recently played fan missions or mappers showcasing their progress, rather than a stream of consciousness about a meta topic that may or not have to do with TDM. I guess the forums already serve the desired purpose, or they just compartmentalise discussions better.
  11. Sign out of TDM forums, close browser, re-open later, "Huh...I'm still signed in?"

    1. Show previous comments  1 more
    2. Bikerdude

      Bikerdude

      Its a cookie thats keeping you logged in.

    3. Sotha

      Sotha

      Another visitor! Stay a while; stay forever!

    4. Tarhiel

      Tarhiel

      We´re like a Shalebridge Cradle: what comes in must never leave :)

  12. The idea is to deprecate Doom 3 style "parallel" light. Use "parallelSky" light instead. And if you want the light to have shadows, then: make it global, i.e. cover the whole world make sure portalsky material marks the sky instead of caulk or anything else hope that it works
  13. Maybe the material file is to blame, maybe patch's lattice is messed up - the texture will be partially smeared if some triangles are missing in the lattice. Make a clean new cylinder.
  14. No. The Aeden's staff optional objective is the hardest of the game. To point out directions here, though, is getting into an area of heavy-duty spoilers ... so I'm constrained in my response just as I was constrained in my responses to the "endless keyhunt" complaints because to show the rather simple direction would be a huge spoiler. So I had to bite my tongue and take it. Aeden's staff is different, though - harder. I've never tried a no-KO ghost playthrough. Because I'm clumsy and have slow reflexes. I think it might be possible to do a stealth no-alerts playthrough. Are you allowed to KO? I think I've gotten the staff a few times in my playthroughs without alerting the builders in that room. The only switchable lights in the FM are table lamps. The cylindrical style wall lamps aren't extinguishable. The other fire and gas wall lamps are extinguished by water. In the Ox all waiters and commoners in the common room and outside are friendlies - except for the waitress in the upper lounge which is filled with enemies. You need water arrows. Moss arrows. Rope arrows. I've never used a gas arrow in a playthrough of the FM but one would make things easier, for sure. I'm going to replay the area and check through the locations that you mentioned - the loop etc. - then if it's OK with you I'll PM you with some info, tho' I'll ask you if you want the info first. So's not to spoil it for others who get that far in the game (few and far between!). I find it almost impossible not to click the "reveal spoiler" tags and read the info ... and, y'know, spoilers do spoil the real deal.
  15. It is supposed to point to the material name (which might be different from the texture name). In this case, I think you want "wbottle01": Instead of hacking the exported file, you can also name your material in Blender the same as the TDM material, and it will be exported correctly. The only time this causes a problem is if the TDM material name is too long for Blender to handle (it has a 64-character limit IIRC).
  16. Words fail me, this the 2nd (and last?) page of exfiltrated Guild material - came at great personal risk to my Informant, he regrets only being able to lift a single page of a larger catalogue - of Inventions. What does the word "Windebusch" Mean?
  17. Is it possible to have a fullbright material, which receives shadows as if it was standard material ? For example, if I add stage with blend add to a standard material, it becomes fullbright, but then any shadow that is cast on it looks so faint, as if it's not even there. Thanks.
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