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  1. The 2.11 (and prior) feedback came from TTLG and Thief discord servers. During early testing, several of these players and Thief FM authors expressed renewed interest in trying TDM and some have become regulars of TDM because of recent changes. I consider that a win for the TDM community, because more players and mission authors are good for us. More mission authors means more missions for us to enjoy; more players means a bigger audience for those mission authors. (I'm vague here about who the players are for privacy reasons, but you can find them by searching TTLG, Thief discord servers, and TDM discord servers.) As for the mission authors, the dev team got feedback from them during development of the increased mantle speed in 2.12. The main feedback that was listened to was that mantling should be faster, especially the overhead mantle. As for who they are, perhaps they can chime in here to let you all know.
  2. New script for mappers: my flavour of a fog density fading script. To add this to your FM, add the line "thread FogIntensityLoop();" to your map's void main() function (see the example in fogfade.script) and set "fog_fade" "1" on each foglight to enable script control of it. Set "fog_intensity_multiplier" on each info_location entity to change how thick the fog is in that location (practically speaking it's a multiplier for visibility distance). Lastly, "fog_fade_speed" on each foglight determines how quickly it will change its density. The speed scales with the current value of shaderParm3, using shaderParm3 = 1000 as a baseline. So i.e. if shaderParm is currently at 1/10th of 1000, then fade speed will be 1/10th as fast. Differences to Obsttorte's script: https://forums.thedarkmod.com/index.php?/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/&do=findComment&comment=310436 my script uses fog lights you created, rather than creating one for you. Obsttorte's script will delete the foglight if entering a fogfree zone and recreate it later more than one fog light can be controlled (however, no per-fog-light level of control) adding this to the map requires adding a line to your void main() script, rather than adding an info_locations_settings entity with a custom scriptobject spawnarg in my script, mappers set a multiplier of fog visibility distance (shaderParm3), while in Obsttorte's script a "fog_density" spawnarg is used as an alternative to shaderParm3 smaller and less compactly written script fogfade.scriptfogfade.map
  3. Cheers! I've been wondering for some time now if it would be possible to compile the source code of TDM to the Raspberry Pi, especially the models 3 and 4. I've seen some videos online of people running Doom3 on it, so how hard would it be to compile the source of TDM for the raspberry pi? Would it need a major rewrite of some parts of the code? I've been "tinkering" with the source for some days, and as I was expecting, all the configuration files are made for x86 architectures (Linux and Windows). I've been searching online for some info about the toolchains needed to even start compiling the source for these arm machines, but the information has been quite lackluster and outdated. I've managed to track down a toolchain to compile c++ code for the raspberry pi, made by the pi foundation but I'm not quite sure how to use it and I guess the support for it has been dropped for quite some time now. Anyway, I figured that instead of wasting more of my time, it would be best to ask here what you guys think. Is it possible to even think about this, or does TDM use some kind of libraries or other external code which makes it impossible to compile for the pi? Is there anything related to the game that makes almost impossible or too much of a hassle to try to port the game for the raspberry pi? Performance isn't an issue for me. I just want to know if it can be run in that machine. If it is possible to do this without a major code rewrite of the game, where should I start? I have no experience on compiling anything for arm, only some experience in x86, so this might be a fool's errand, but I would like to give it a try nonetheless. If it is possible to do this and if some of you could help me in any way, that would be appreciated. On the other hand, if you think this is a really hard thing to even try to do, please feel free to tell me so I don't waste more of my time. Thanks in advance
  4. Related to looking into the stray marks associated with Stone font characters... I've noticed that the nominal 12 pt DDS (which as discussed above only kicks in under 8 pt) has only ASCII glyphs... nothing with code points above 127. Maybe that's why the corresponding 12 pt DAT file was not distributed, as a workaround to force the engine to use 24pt instead, because tels never got around to finishing the low-priority aspects of the project. The 24 pt DDS does have the ANSI glyphs. At a glance, most are fine; a few are a bit ragged. I didn't check compliance and completeness with TDM's character map as given on the wiki. I don't feel ANSI improvement is a 2.12 item. I've got a test FM to show all the characters. At some point, after refinement, I'll post a link.
  5. On a slightly related note, why ambientrimcolor material keyword was removed in 2.11? Notes show that it was "unused" – was it even advertised to mappers and content creators?
  6. Yes, while Saint Lucia and A New Job are a little different, seeing that they are parts of the official introductory campaign, we usually use the bugtracker only for engine and core asset related issues. Please use the respective FM threads in the future.
  7. This pinned thread's purpose is to collect links to all the discussion threads for new features to be added in 2.12: [2.12] Multi-addons support [2.12] Auto-search bodies [2.12] Turrets Allow mantling while carrying a body New lean for 2.12 Frob to use world items [2.12] Viewpos on player HUD and screenshots English Subtitles for AI Barks Subtitle Enhancements [2.12] Improved Interaction Culling and a related bug report thread HERE As well as older feature collection threads: [2.10] Feature discussion threads [2.11] Feature discussion threads
  8. 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.

  9. Not sure if this is a bug, or something that could be worked around in DR, but ongoing objectives don't get marked as completed at the end of missions. Here's a small video to illustrate this: https://i.imgur.com/qRkcmJ7.mp4 The "No kills" objective is the pre-made one from the mapstartpack_complete.pfb prefab. I didn't make any changes to it, apart from the displayed text. I attached my test map here, where I've been experimenting with these objectives, and it's easy to reproduce this behavior in it (as seen in the video). On a related note, TDM could display the complete list of objectives after the mission is completed (alongside the mission statistics). I think that would be a nice thing to have. loot_obj_test.map
  10. 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.
  11. 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.
  12. @stgatilov, thanks for sharing your thoughts about the original ideas behind the 3 levels, which I had not previously seen put so well. I was surprised that you considered that some of an individual AI's barks might go under "effects" instead of "speech". @snatcher likewise thought that, in effect, an AI's barks should be divided, though draws the dividing line elsewhere. I agree with you about the primary existing TDM audience for subtitles: those players appreciating help with spoken English, specially in dialects. I think partially-impaired-hearing individuals will also benefit. But, given subtitles in TDM and our newly prototyped method of indicating speaker sound source, I think we have an opportunity to enlarge the potential TDM community to include deaf players, or those who like to play games with sound off. This does involve sound categorization and visual cues, beyond just toggling story/speech/effects. Such cues could be universal (seen the same by everyone), or controlled by new options, to accommodate personal interest (or lack thereof). Let me be more specific. Consider the 2-level visual cues that snatcher preferred (while leaving open where to draw the line between the 2, or whether 2 is really too few). Examples of universal+fixed, which for barks could be done by me in the .subs file, are: bracketed vs unbracketed white vs yellow font, done by string markup. (This has significant drawback and limitations). Alternatively, there is categorization performed engine-side and passed to the GUI as one or more variables. The results could be universal, or the passed value(s) could be affected by additional optional settings. Displayed results could be, for instance: white vs yellow font, done by text font color choice Stone vs Carleton font wide vs narrow font wide vs narrow background field two different background tints or opacities colored border around backgrounds, with two different colors (Also, without involving new GUI variables, the engine could add brackets to selected strings) Turning to what additional optional settings might look like, at the basic level, you could just have an option that turns visual cues on or off. So, for example, if the visual cue was font choice, turning the visual cue option to off would cause all subtitles to use the same default font. More specificity is, of course, possible. (Maybe too, stgatilov, you could sneak in a related option to suppress "Just you wait!" audio and only play story clips!) If the barks were to be subdivided by the engine into (in this discussion) 2 categories, it could be done by a new per-line option in the .subs file, e.g, -cue 1. Or the categorization could be done entirely automatically on-the-fly by the engine, at the moment it's looking at the AI's current state & most recent state transition, in order to select a sound shader to play. It would probably use the standardized state-transition names as found in the AI .def files, e.g. "snd_foundDeadMale" rather than AI-specific sound shader names. So there would be a list of "snd_..." to determine when g_cue=1 instead of the default g_cue=0.
  13. With TDM 2.12, after the credits finished, the "Mission Complete" screen did not display. I found that the screen was black and I could hear my footsteps when I tried to move around. I think the reason for the mission not completing successfully was that the "Do not kill or harm allies" objective was never marked as "1 = STATE_COMPLETE" instead it was left as "0 = STATE_INCOMPLETE". Note, I didn't use noclip throughout the mission. Same as: https://forums.thedarkmod.com/index.php?/topic/18054-fan-mission-the-accountant-2-new-in-town-by-goldwell-20160509/&do=findComment&comment=458491
  14. How about using TDM automation framework (and maybe pcem/qemu)? More info see: https://forums.thedarkmod.com/index.php?/topic/19828-automation-features-and-discussion/
  15. Mandrasola is a small sized map in which aspiring thief Thomas Porter steals some herbal products from a smuggler. The mission was created by me, Sotha and I wish to thank Bikerdude, BrokenArts and Ocn for playtesting and voice acting. Thanks goes naturally to everyone contributing and making TDM possible. This mission occurs chronologically before the Knighton's Manor, making it the first mission in the Thomas Porter series. Events in chronological order are: Mandrasola, The Knighton's Manor, The Beleaguered Fence, The Glenham Tower and The Transaction. The winter came early and suddenly this year. Weeks of strong blizzards and extremely harsh cold weather hit Bridgeport hard. With the seas completely frozen, a rare occurence indeed, most of the City harbor commerce has stopped completely. Vessels are stuck in the ice and no ship can leave or enter the City, resulting in the availability imported goods declining and their prices skyrocketing. One of these imported items is Mandrasola, a rare herbal product, which is imported overseas from the far southern continents. Mandrasola has its uses in alchemical cures and poisons, but mostly this substance is used for its narcotic qualities by commoners and even the nobility. The problem with Mandrasola is that excessive use is extremely addicting and the withdrawal effects are most grievious. Many are utterly incapable of stopping using Mandrasola and are transformed into quivering human ruins if they do no get their daily dose. And now this expensive and rare substance is running out from the whole City. Me and my fence, Lark Butternose, would love to grab this monopoly to ourselves: selling the last few doses in the City would probably be worth a fortune. According to Lark's sources, there remains only one smuggling lord who still has Mandrasola in stock. The problem is that this individual maintains an exclusive clandestine operation and only supplies a few nobles. Despite our best information gathering efforts we couldn't learn who the smuggler is and where he or she operates. Luckily we have an alternate plan. While searching for Mandrasola related information, we learned that a noblewoman called Lady Ludmilla is addicted to the substance and has paid high prices for small amounts of it. We also know that she has visited frequently someone in the Tanner's Ward waterfront, and since she goes to the area personally we believe she is visiting the smuggler. The plan is simple: I must monitor Ludmilla's most likely entryway to the Waterfront and then follow her to the smugglers hideout. I'd better be very careful around Ludmilla. She must not realise I'm following her or she probably won't lead me to her dealer. Hurting her is also out of the question. After she leads me to the smuggler's hideout, I can take my time to break in carefully and steal all the Mandrasola I can find. While I'm there it wouldn't be a bad idea to grab some loose valuables as well. I've now waited in the blistering cold for a few hours already. Looks like there are a few city watch patrols in the area to complicate matters... I think I heard a womans voice beyond the north gate. That must be lady Ludmilla, I haven't seen many ladies in these parts. I'd better get ready.. Links: Use the ingame downloader to get it. WARNING! Someone always fails to use spoiler tags. I do not recommend reading any further until you've played the mission.
  16. Then the characters that you removed the pixels from would be less-well shaped. The right solution is to change the metadata around character spacings. That's deep in the weeds. And probably better pursued as part of generating a 12pt Stone image. If you want to take this on, I can send you some links. I did some prelim research on this last year, related to computing the width of a Stone string, but never tried to do a font edit or gen, because a lot of steps seemed unclear. EDIT: Some of my thinking here is that maybe the scaling down from the available 24pt Stone image to a desired 12pt is introducing artifacts. Also, backing off a bit from what I said above, maybe not removing pixels, but shifting any problematic character glyth sideways within an image, would fix things well enough. EDIT2: These are the main forum links I found helpful The "Stone Print" source font in ttf form is available, e.g., from www.fontpalace.com. Useful Doom 3 tutorials are #10 "Using custom fonts" & #11 "Editing fonts". Tools include "Export Font to Doom3 - v1.02" and Q3Font. Some of this stuff comes from the wayback machine of the internet archive. I can get you copies. Sorry, can't help much with DDS editing tools.
  17. We didn't make the holidays (such a busy time of year) so here's a New Year's gift, an unusual little mission. Window of Opportunity Recover an item for a regretful trader out in a wilderness setting, and discover more! Available within the in-game mission downloader or: Download: http://www.thedarkmo...ndetails/?id=79 Alternative: https://drive.google...WTMzQXZtMVFBSG8 Some unorthodox gameplay on regular/ghost difficulties. (Arachnophobes might prefer short mode...) Please expect to need your lantern in regular and ghost modes! Short ("easy") mode is a smaller map, so if you are looking for areas others reference below, or 100% of the loot, you'll need to play on another mode. I wanted to create my first mission before I became influenced by too many others' ideas, and limited myself to what has been done before. As such, this mission is not set in a city/town, and has some features that are likely to be provocative. There's a section some really like, which others don't, either way I kept it short to not last too long. That being said, I hope you do find it fun! :-) Special thanks to those who provided valuable testing and feedback: Goldwell, Kyyrma, plotzzz, 161803398874989, PPoe & Bikerdude (who also contributed a sound). (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] If you are having trouble finding the main objective, here's what to pay attention to in the mission for hints: There is a spot it's possible to get stuck on the ground in the corner by the cliff/rockfall where there's a rope laying on the ground, please take care if you poke around there!
  18. Bookmark everything you have an interest in. The Algorithm can still be useful for finding related content, but it can't be relied upon. As for the adblocking, I have different setups that are all still effective at blocking ads, and I spent no effort tweaking these. I usually don't use a user account. Maybe YouTube hasn't rolled everything out yet, IDK. YouTube does have alternate sources of revenue, such as taking a 30% cut of superchats, and 50% cut on channel memberships. For the ads it does run, mobile users block ads less often than desktop users and are probably considered more valuable by advertisers from the information that can be extracted about viewership. I don't think YouTube is particularly unprofitable, and Google is probably willing to run it at cost just to have a cultural behemoth in its pocket. Theoretically, the costs of running a video platform can go down if storage, computing, networking, and codec advancements counteract growth. Google also has advantages over upstart competitors, such as the ability to design its own transcoding chips.
  19. I think I could use some gentle hints. Have found the following in the main mansion and seem to have run out of things to do: Ground floor seems deserted, and didn't find anything of interest in the basement and that seems to be that. Having read this thread I have clearly missed something rather basic! The first floor guards are all on high alert, but think that's because I took some conspicuous loot. It's been surprisingly easy to maintain zero alerts so far, but I seem to have missed most of the mission...
  20. The new version of DR is crashing on startup, and an older version (2.8), the one I'm trying to update, still opens fine. Do you know of any reason why the new version of DR would crash over older versions and a fix that I might try? Also, I set the initial configuration "mission" slot to a possibly bunk folder, and I wonder if that's contributing to the crash. So I wanted to know how to either reset the initial config window, or anyway where the config file is so I can either delete it or edit it directly. Edit: Okay, I found the config file in ...\AppData\Roaming\DarkRadiant. I deleted it, I redid the initial config & left off the mission info, and it did reset. But that didn't stop the crash on start up. So it must be for some other reason. This laptop uses an Intel graphics card (not a specialized one), so that might be related to the crash too. Anyway if you know how I can stop the crash, let me know, otherwise I'll use the older version. This is a convenient little laptop to build on, even without a graphics card.
  21. Beta 11 Fix finished-on state auto-update was unreliable Slighty improve scanner title/author detect Tags are now named some whatever regular-version-looking thing to force GitHub to put the newest at the top
  22. To cater to both audiences. I mentioned LibreGameWiki as one example. nbohr1more mentioned other uses. Explicitly allowing reuse and spread will help TDM reach a wider audience and would hopefully attract more volunteers. More volunteers which can help improve both TDM versions. There are several benefits for a project of being in the Debian repo. One is that TDM Debian-users can report defects on any package directly to Debian (no need to register on separate forums). Debian may then fix the issue themselves (in their "TDM-libre" package) and will offer the patch upstream to TDM, who can then choose to accept or reject the patch. I envision "TDM-libre" to have the same capability of downloading any mission as regular TDM. The only difference is that "TDM-libre" would come packaged with the regular engine (which is GPL+BSD) and an included mission that has libre media/gamedata. When I play TDM by myself, I want the unlimited-play and can accept commercial restrictions. But if I were to promote it somewhere, or charge for a stream when playing online, or make a video, I would want a version without commercial restrictions (and can temporarily accept limited-play) to make sure I don't violate anyone's copyright. Perhaps. That's what I'm trying to find out.
  23. I suggest you use the term "I", to make clear that it is something YOU want, and that you speak for yourself. But, as wesp5 mentioned, I don't really know what this is about, at all. And, I'm also wondering about all the newly registered people lately, who just arrived at this forum, and already want to revolutionize this mod. This is a thing I noticed 2 or 3 years ago, and which hasn't been present in the 15 years I play this mod and frequent these forums now. Really seems like a common thing these days, to not knock on the door, but kick it in, and stomp right in.
  24. I tried it. I don't get this behavior what @snatcher has (maybe performance related?), but the background is misaligned somehow:
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