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    1. Show previous comments  1 more
    2. Sotha

      Sotha

      Congrats! First one is The First one!

    3. Sir Taffsalot

      Sir Taffsalot

      If "its done!" why do we have to wait until next week? Congratulations on your first FM! I look really look forward to playing this.

    4. Kvorning

      Kvorning

      To let you know a bit in advance if you have a tight schedule and to catch last few things and tweaks:)

  1. No, not really, have only seen him on the forums many years ago. He deserves a lot of credit for providing the SVN infrastructure in the beginnings of the project, it's been only later when we transferred this to a hosted server. Memory is blurry, but I think my time working on TDM and his don't overlap that much - I had been getting more active, and he pulled back a bit. He bootstrapped quite a few important systems, IIRC he's been working on light gem and the first Stim/Response and Inventory implementations. From what I recall, he gave the project an organisational backbone in the technical department which is crucial to keep things together. Folks like Spring and NH who have joined long before me could give more insights, I guess. (Looking at my join date makes me feel old either way. From TDM's current view point, the year 2006 seems like right at the beginning, but actually the mod had already been existing for two years by that time I joined. With the first release in 2009, 2006 is rather in the middle. Heck, I haven't touched the mod code for at least 10 years - and I can still remember a few things, which is a testament of how much it occupied my thoughts back then).
  2. There are other complications though. How much fall damage should player take, if they decide to jump off a rope with the body? Should the player let go of the body or not? Also, right now it's much harder to jump off the rope with the body than without it. Why? And last but not least, how would you teach players these things, possibly without much hand-holding and text prompts explaining the rules? I guess I'm with @STiFUon this one, if you restrict dropping the body, you'll save yourself (and mappers) a lot of headaches. But even that doesn't solve all the problems, I know I'm in the minority in these forums, but as a player, I really appreciate the beauty and efficiency in simplicity of the design. Not overthinking everything and adding more and more rules for the sake of realism (or anything else).
  3. Yes, you are still viewing The Dark Mod Forums I've just finished the upgrade of our IPB Board Forums to the latest release. Packed with new features, rewritten code and all that. Have a look around. The skin is currently the default one, but will sooner or later be converted to a darker skin, to fit the Dark Mod universe. Also note that the forums have been moved from http://modetwo.net/darkmod to it's own sub-domain: http://forums.thedarkmod.com - all forum links will still work tho, thanks to Apache's rewrite-plugin. Please report any bugs, requests and comments in this thread. PS: The forums will run a bit slow the first hours as the cache is being rebuilt.
  4. This is basically "do include my work ASAP because I worked so hard, or else *sulk*". This is similar case: https://forums.thedarkmod.com/index.php?/topic/21679-beta-testing-211/page/10/#comment-482352 This is neither a commercial product, nor a phishing email. That sense of rush and pressure is artificial. These releases typically do take long, and even then, there are often many things broken by mistake or omission. Often there aren't enough people to test stuff, or they're not competent enough, etc, etc. There's little point in hurry.
  5. Just a heads up that the header images are now missing from the top of the forum. I suspect due to domain forwarding or something like that?
  6. Tr00pertj

    TDM Forums

    Have I been hacked or is the site being rebuilt or hacked?
  7. I was thinking about how I've been a bit of a pessimist whenever I post stuff in the off-topic section of The Dark Mod Forums, and whilst I do stand by the fact that it's healthy to face unhappy realities of the world in order to provide discussion so that people will spread that discussion and the problems are eventually gained notice of and fixed, I also realize that it's kind of depressing, talking about war and strife. So, I decided to talk about a topic of how we can make the lives of people who are sick and dying happier, and help them experience things they wouldn't be able to otherwise due to their conditions, such as elderly in retirement homes or cancer patient children undergoing chemotherapy or other people who can't go out and travel much. I was thinking about how I haven't gone to the Zoo, Aquarium, or Museum for over a decade, and how I haven't gone to an amusement park, water park, or the beach in summer since covid started. Then I thinks to myself, at least you've done that in your life, some people aren't as lucky or well-off as you've been in life; some people never got around to doing that sort of stuff in their life and now they're stuck in a nursing home, or some are still young but stuck sick in the hospital, and may not live long enough to do that stuff. So I got to thinking, I've seen people on The Dark Mod Forums who've discussed making a VR version of The Dark Mod. And I wonder to myself, hey, you don't know how to program any of this for the less fortunate, but you like to suggest stuff to people, plant seeds in their ears like, so I decided to suggest this to you guys: What about making VIrtual Reality Experiences for the less fortunate? Zoos, Aquariums, Amusement Parks, Carnivals, Circuses, Fairs of the normal and medieval variety, Museums, that sort of thing. And they don't just have to be based on reality, with V.R. you could create a zoo full of unicorns, dragons, zombie animals, aliens, demons, and other fantastical beasts, or make Amusement Park rides that aren't feasibly safe with modern technology, like a roller coaster that reaches up into outer space and through an asteroid belt! I know this comes out of nowhere, but the idea hit me and I'd feel guilty if I didn't share it.
  8. The issue for me is that you're opening one thread after another full of nonsense and/or vulgar ranting about one thing or another and otherwise only seem to engage minimally with the TDM theme or community on these forums. Have you tried playing some fan missions and posting your thoughts on them in the forums, or maybe teaming up with an FM author since you seem to have quite a lot of ideas? That would be much, much more welcome participation than the endless ranting which effectively amounts to trolling and as nbohr1more said can be grounds for a ban. If those things are your primary interests you'd be much better off finding somewhere else that's designed for hosting those kinds of discussions.
  9. I've been having stutters in Vulkan, apparently it's Nvidia Drivers' fault, so I reverted to 512 according to this: https://www.nvidia.com/en-us/geforce/forums/geforce-graphics-cards/5/505679/regular-microstutter-in-vulkan-applications-after-/?topicPage=40

    And no, that did NOT fix it. What's going on? My GPU is an RTX 2070, by the way.

    1. Show previous comments  1 more
    2. The Black Arrow

      The Black Arrow

      Actually I didn't give any info, this problem happens in Vulkan games only and any that uses it, for example, GZDoom.

      I don't think it's related to shaders, it's more like, the "frame pacing" or something is very uneven, at 72 FPS on a 75hz monitor, there's no tearing yet there's like a very slight stutter that makes it feel like playing at 50 FPS, on OpenGL though, it's completely fine.

      It does persist even when restarting the game.

    3. nbohr1more

      nbohr1more

      Did you try messing with vid_refreshrate, vid_maxfps, and vid_vsync settings? Perhaps the application is not properly recognizing your display refresh rate (etc)?

    4. The Black Arrow

      The Black Arrow

      Yes, I did mess around with that, there seems to be no vid_refreshrate though, I think GZDoom uses your desktop to set that in the latest versions.

  10. I may see about it in a day or two but right off the bat I am pretty sure func_group never got around to being implemented. SteveL stopped posting on the forums altogether about a year after that post and I've not heard hide nor hair from the feature. I remember testing it, though after five years it's difficult to recall whether it was in 2.03 or 2.04. It "worked" in a very gimped way and I've not touched it or used it in my mapping since. The whole functionality of it has largely been superseded by Dark Radiant's grouping feature, though of course my hope was that this was going to be a wedge for the possible implementation of instanced map regions/map section nesting, like Valve's Hammer editor had (and there's been discussions of that very thing in the forums, recently too I think). The wiki article might simply be useless but you or I could give the func_group thing a whirl in-game and actually check to what extent it works. This week's busy though so unless there are any brave experimenters it will take me to the weekend to get to it.
  11. Just wanted to say, Hello! From reading through various posts in the forums it seems like a great community and I hope to become a part of it. So I got the hankering for some Thief as of late and stumbled on TDM through some googling. After purchasing Doom 3 through Steam and instaling TDM, I have been nostalgiacly playing through many of the FMs and have also decided to d/l the Radiant editor and start making a mission, maybe many, we'll see. As it turns out also, I just started (today!) my 1 week vacation from work and intend to dive in to the Radiant editor and am currently going through the A-Z wiki on it. A bit of background on me, I 'used' to work in application support till the economic crash a couple years ago and was laid off and am now running a machining center at a local machine shop, using Mastercam daily, 2D/3D stuff and have always wanted to make a mission/game, and decided since I've always enjoyed the Thief series and stealth gameplay so much, this is where I would start. After getting to my third year in Mechanical Technology I changed my major to Information Technology (should have went with straight Computer Science but ahhh hindsight). I've always loved building things and designing things and also really enjoy computers, art, audio, and the entire visual experience as presented to a user. I have created a couple playable maps before using the older source engine editor so I'm vaguely familiar with 3D modeling, skyboxes, lighting, AI pathing, etc. That's been over 10 years ago though. I got familiar with 3dsmax, ProE, Autocad, and Mastercam in my first major during school so that helps a bit when familiarizing with a new editor and as previously mentioned I've dabbled around in the Valve Source editor. I'm also very much looking forward to the Crucible of Omens campaign created by the marvelous talent at TDM and would like to help in any way I can once I'm familiar with the Radiant engine. I can also do many many voices, I've often thought about moving out to Cali from Indiana and finding work in voice-overs, voice acting, etc. All this started as a youngster with little friends, time on my hands, and imaginary friends. Wow that's hard to admit. So anyway, I've been working on a shadowy Garrett voice, and can do guards and some women characters with old, old english, gruff, slippery, sneaky, terrifying, voices and personalities. Just thought I'd mention that as it may be a way that I could contribute early on and would also enjoy. So anyway, too much about me and not enough A-Z wiki, back to the tutorial! Glad to be here and hope for good things to come.
  12. Theres still brainstorming how it would work hypothetically. Where would it be stored? I see 2 viable options: On the map file somewhere. Having a list on a server somewhere of all the maps and their tags. I think option 2 might be the best in the long run because it allows expansion onto the tags without having to go through each map file and update them if something comes up. How it will look in the client. Would the tags be in a drop down box in each section where you can filter out maps you want? (I think gamebanana had this way back) Would it be like steam tags where you can search certain or multiple tags? Where should the tags be? I personally think they should be out of sight unless you specifically click to see them so it's easy to go into the mission not knowing whats ahead if you like that.
  13. I haven't been around too much recently, but when I do look into the forums every so often, I am always amazed how much progress is being made on the mod. Great work people!

    1. Show previous comments  1 more
    2. Sir Taffsalot

      Sir Taffsalot

      I wish there was a way we could play against each other on line.

    3. Melan

      Melan

      Neat, but a gimmick.

    4. Sir Taffsalot

      Sir Taffsalot

      True but its Chess meets Thief! The best gimmick ever!

  14. Brig (formerly known as the Ketch) My latest sailing ship, a small one this time, created in the framework of an idea I had not so long ago for a rocky coastal area in an outlying part of the world. Unlike most of my previous ships, which were rather well-kept and would no doubt have made their captains proud, my aim with this one was to give it a weathered, exposed to the elements look to befit the environment where it's found. Various other traits also apply. First of all, this is actually a set of prefabs: closed hull or open hull with accessible interior, moored at a harbour or sailing on the ocean, and also an example interior furnishing. All prefabs are fully mapped, so they have nodrawsolid, monsterclip, noshadows settings and all the rest. As usual there's also a 1:50 scale model, either with sails fully open or rolled up. Regarding the naming: in that era ships were named after their arrangement of sails. The sail plan of this ship has many things in common with that of a brig, but you could get away with calling it most any other name as well. Ketch, sloop, schooner and cutter would be suitable for small ships. Sailing variant Moored variant Deck Hold, front Cabin The ships of TDM, from top left by row: Airship (Pandora's Box), Carack (One Step Too Far), Caravel, Brig, Galleon (No Honour Among Thieves, Accountant 2 & more), Steam Schooner (Down by the Riverside), Boat1, Boat2, Invernesse (Down by the Riverside), Sloop Specs: Download In the first post of this thread This can be installed and started like a regular mission for those who'd like to take a look ingame. If you'd like to use it in your own map it's best to use the prefabs, not the .map.
  15. I am locking this thread. There have already been a few discussions about Islam in these forums and this does not need to be another referendum on that topic. There are plenty of online spaces where people who are anti-religion congregate and espouse their grievances. The TDM forums are not an appropriate venue for that topic since we welcome people of all religious backgrounds whether atheist or fundamentalist. If some militant religious extremist decides to proselytize here, their threads will be locked too.
  16. Looking at the source code and the core pk4 asset files, I don't see any changes that would make a difference. Does this happen with a single FM? Does the FM pk4 file include an "autoexec.cfg" file? From the source code, here's the load order of config files. exec default.cfg exec Darkmod.cfg exec DarkmodKeyboard.cfg exec DarkmodPadbinds.cfg ==> exec autoexec.cfg <load language> <exec command-line arguments> <init input> <init sound> <init OpenGL> <init ui> <load DLL> <init session> ==> exec autocommands.cfg Details about the addition of "autocommands.cfg" are at https://bugs.thedarkmod.com/view.php?id=3199 I thought "autocommands.cfg" was the right way to do it, because that is what I've read on the forums. It seems that "autocommands.cfg" was originally designed for one use case: running "dmap". However, maybe over time "autocommands.cfg" became the de facto config file for user commands and "autoexec.cfg" became the config file for FM authors to use. I don't know. Does anyone know for a fact whether or not this is the case?
  17. So I think we can count 12 or 14 missions depending on our opinion of La Banque Bienveillante and Sneak and Destroy. If these two reissues are counted as new missions (as JarlFrank did here: https://www.ttlg.com/forums/showthread.php?t=152035), then we have 14 missions. If not, then 12. Personally, I don't consider them new missions, so 12 in my opinion. Have no problem with other opinion. In any case, last year was productive!
  18. I am a bit torn regarding the movie. Purely visual it was really, really great. I loved the salt crusted planet and the critters with the salt crytals in their fur. I also liked the use of light and dark to indicate the alignment of people. One scene that sticks in my head (although it was from episode VII) is the one with Kylo and Han Solo, wehere Han is in the light and Kylo also has some light in his backfround, but as he kills Han, the sun is completley consumed and Kylo goes full dark. There are more examples of great visuals in the film, so from an aesthetic view it was great. Also, the space battles were very well done. For the first time in a Star Wars movie you could actually see the shields (or at least theyr effect) around space ships, which I found quite nice. But then came the plot. I can only agree with most people here that the plot was very underwhelming and had a whole lot of wasted potential. I actually thought at first that they really go the "the balance between light and dark side is the solution"-way. And I would really have appreatiated it. In my opinion they already layed a lot of hints that it will go that way: I interpereted the "capitalism is bad" talk as a way to say "The alliance is not all good" and Finn's character as a way to say "Not all Stormtroopers are bad, they are just brainwashed". Luke understood that the Jedi way cannot be the right solution. So I thought the reason to burning the books was to leave behind the old ways of teaching the force and find new, better ones. Kylo teaming up with Rey would have been perfect for a force wielding couple that balance each other out (some kind of yin and yang thing). I thought this was the reason they were connected. But finally, they just decided to throw all these indications and opportunites over board and came back to the "light side is good; dark side is evil" scheme that we always had in Star Wars and that I find quite boring. Regarding Rey being a Mary Sue (as a non-native speaker I actually had to look up the term), I hope there will be an explanation. I don't really think that her parents were nobodies. Kylo could simply have said that to unsettle her. At least in that scene, I had the feeling that Kylo was not honest and just wanted to put Rey down, so I think there is still hope. The main disappointment for me was Snoke and the fact that there was absolutely no information about him. There were tons of theories, but apparently he was really just a plot insturment without any background. I hated that. I think Springheel makes a lot of good points, but there are a few I would like to comment on: Leya's space scene really was ridiculous. Although I have to admit that she did not fly. She floated in space and did not need to defy gravity. One could argue that she used a force push on herself (I am not sure if this is possible, but as the Jedi can also jump very high, which I explained for myself with a force push on themselves, it may not be impossible) or something like that. Still, it was unnecessary. I wanted to write that the Luke's illusion was not touched, but forgot about the dice he gave to Leya. On the other hand, that may have been a way of him saying to her "this is just an illusion". I would have to rewatch this scene. I immdedately noticed that his beard was shorter and not grey, which was another indication that he was only an illusion (another point for good visuals), but did not know why. In the fight he was never hit and he did not use his lightsaber to strike at Kylo (if I remember correctly), so apart from the dice, the illusion was not touched. This is a point that I actually found well done. The fact that he could create this illusion some thousand light years away, is something else... Rey's ability with the force is absolutely overpowered, but I still have some hope that they will explain why (although Snoke is an indication that they won't). In general, I think it is good to create new ways in which to use the force, but I also agree that it would be better to have some explanation. I don't think that Luke was out of character. It is true that it is not like him to want to kill Ben, but he is still just human and immediately regretted his decision. Unfortunately, by then it was already too late. I actually liked Luke's character in this movie. Still, it does not explain why he left a map if he did not want to be found. But that is less his character and more another plot hole / dismissed plot line. I don't think that they want to destroy heroism. They just want the universe to get more realistic. If you are in an army (or at least a militia) and you do not follow orders you will be demoted. Nobody questions Po's resolve (even the General with the purple hair, I forgot her name, is impressed by it), but his disobeying a direct order has to have consequences. Rey's decision to "help" Kylo is her hope to end the conflict in general, so I can understand that she pursues this goal instead of helping her friends in a fight. After she realises that she cannot end the conflict this way, she helps them out there. And not answering the distress call is also just realistic. It is a small force followed by a the first order. Most ships that could be sent by their allies would also be destroyed and would most likely draw ther First Order's attention on you. So the allies prefer to lay low and wait for another chance to attack. One that might have a better chance of success. However, I also was disappointed that Finn could not sacrifice himself (and by the reason even more so). For me it was neither a try to destroy heroism nor was it a try to be more realistic. It was a simple case of "we don't want a main character to die". And this takes out a lot of tension and fun, and is, in my opinion, plain boring. I completely agree with your points about dismissing plots that have been established and instead introducing new plots (and characters like Rose) that are completely unnecessary. But I acually found one point through which the Casino plot did accomplish something: Without it, the First Order would not have known about the cloaked ships. Still, it was far too long for the effect it had.
  19. First of all, there is no "we, the gamers" as a defined, coherent group. It's a myth that was dispelled decades ago. "Gamers" are as smart and coherent as "book-readers" or simply, people, so not really. And, by pouring your panicked and hateful thoughts over the forums, i.e. wishing someone had their throats slit, you made this discussion not smart from the get-go. Last but not least, long rants about current politics are like talking about the weather. It's something we have almost no control over, and by definition, i.e. by living in the current times, we have the least information available. Talking about past history is interesting, because e.g. academics and researchers made certain facts come to light, and politicians or other groups that have tried their best to keep some facts secret are long dead. Ranting about current politics is more like old man yelling at clouds. Again, why don't you choose some news site or forums as an outlet, instead of a niche hobby-based forums?
    1. Show previous comments  1 more
    2. lost_soul

      lost_soul

      I never got into BSD, though I've installed it once or twice. This is another reason to check it out.

    3. simplen00b

      simplen00b

      @Sir Tafs: +1 (zillion)

    4. Serpentine

      Serpentine

      The BSD's arn't for everyone, but within their goals, simple code and mailing lists lies a lot of goodness and simplicity. I love the underdogs. Anyhoo work will be Linux friendly too. Portability is a cornerstone for good code.

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