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Showing results for '/tags/forums/shorter fan missions/'.
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I appreciate that. Thanks. OK, keep me in mind if nobody else comes forward. But many will overlook this thread. I recommend you start a new thread headed beta tester wanted for... You can also ask at ttlg in the fm forums and probably get swamped with people gagging to help!
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http://forums.thedarkmod.com/topic/10355-could-not-open-pointfile/page__hl__pointfile__fromsearch__1 Thats the usual one, you've installed a new FM and its dropping it into the FM folder and not that of your maps' As for player clip, I generally just use 'clip', I havent found a reason not to use it and it provices a nice gentle "get out of here". When you clip to stop people climbing roofs, its easiest to clip above the edge so that the mantle code just doesnt give them the option and it doesnt dig into geometry where you might forget about it (Ask me about the 30 minutes I lost trying to figure out why I couldnt get into a room I had just made, damn you filters menu).
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Did you try different driver versions ? Sometimes the latest official NVidia Driver isn't necessarily the "best" one. I usually install newer drivers when they get enough good reviews on the guru3d.com forums. But be sure to do the uninstallation of the older driver properly, that can sometimes lead to glitches as well. http://downloads.guru3d.com/Guru3D---Driver-Sweeper-%28Setup%29-download-1655.html ( See the "How to use" for a good way to go about uninstalling the driver )
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Thanks a lot! That did the trick. I can start and play any *map* with that!!! Unfortunately I still cannot install or run any *mission*: even through currentfm.txt contains it (and it is present under fms/ directory) - there is no currently installed mission detected by "New Mission" starting screen... Moreover even. "map MISSION" did not work - although I can list all the maps (with TAB) - no missions can be seen there. It seems that some search locations are wrong... Do you have a list of conventions for resource search locations? Can I view them via console? I would guess that TDM get confused by $HOME/Library/Application Support/Doom 3 even after I emptied it. Beside that I noticed textures missing on some maps (I only tried test/tree, rain, snow maps for now). At least once the application crashed due to DecodeOGG (there was a failed assert in sound/snd_decoder.cpp:517).
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Greebo, thank for pointing out your Xcode projects. Well, actually it tends to use clang nowadays, which also provides frontends linked under the usual names - gcc and g++ :/ The command I was looking for is xcodebuild. Using it I was able to produce 'Doom 3.app' and 'game.dylib' much more quickly than via scons. But my previous experience with the scons scripts helped me to resolve similar building problems. Now I have two sets of built binaries to choose from =) Curiosly enough the both sets behave the same way. I Noted that the static boost libraries committed to svn seems to be built with -fvisibility=default which leads to quite a problem on newer OS X and Xcode. I'd recommend rebuilding them with the same settings as used in the project. Thanks. But please do warn about the size of such a checkout! Besides, does it matter if I place it on fat32? I checked it out under the name darkmod and put my 'Doom 3.app' alongside it. Additionally I replaced the game.dylib in one of the pk4 data files with my versions of it. Finally It runs: the GUI with ambient music and mission downloading seems to work!!! It would be nice to check the play mode now. Can I force a mission loading and starting from the d3 console or via command line? The problem is that I am having trouble installing (and therefore) playing any of downloaded maps. Also the installation-relaunch hides the mouse pointer but shows again the starting launch dialog. No matter what I do (I also tried running executables with the usual Doom arguments) - 'New Mission' never shows any mission being currently installed =( Besides there are no visible items in the list of installed mission but I blindly click there and choose them anyway... Seems to be a missing font... I also got similar effects while using the data files from my previous d3+tdm setup. But there I sometimes can see some of the currently downloaded missions. Well I will do whatever I can do. Ps: I hope it's ok to post all of this Mac OS X specific stuff here (publicly)...? The point is that I would like to attract the attention of interested Mac users and later on ask for their assistance in testing.
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@ToadTadWater: Lots of people go on the forums daily, so it's common to find duplicate critiques, requests, and suggestions. Team members scour the forum everyday, so it's rare that a unique request would "fall through the cracks". And Polls for each FM are there mostly for the sake of the FM author, so (s)he knows what to improve in a mission. @aidakeeley One would have to either poll a team member for poll permissions, or setup a poll asking if such a poll would be permissible.
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Conversion of ALL fan missions to i18n system (important)
ECHELON replied to ECHELON's topic in Fan Missions
Added conversion of 5 missions: the creeps, a night to remember, in remembrance of him, lockdown and siegeshop. And finished the creeps italian translation. almost finished the italian translation of Fiasco at Fauchard Street. -
Really good FM especially given the short time! Had fun for best part of an hour playing stealthy. Only flaw is not enough 'fair' loot on Expert. In the end I failed so cheated just so I could advise. All the loot I failed to get I would class as 'special extras' so I don't think should be in 'essential loot' even on expert. I wouldn't add more now it's released though but maybe advise players to only play on Expert if they like scavenging for hard to find loot or don't mind asking on the forums. Of course, anyone might just get lucky anyway and find it. But don't let that spoil anyone's enjoyment of a good FM. The missing digit on the loot count is glitch we've not been able to solve - it's caused by the font sometimes reverting to doom3 default so there's no room for the final digit. Dunno what causes that (not enough RAM?) but actually we ought to be able to enlarge the space allotted. I'll make a note and maybe get in the next update. I might also be able to post an adjustment you can make for those who don't want to wait. @Sonosuke: Do you mean you can't decide how to vote? Or that you don't understand the choices? Or you can't find how to place your vote? To vote you just click the Vote! button on every page of this thread. If instead you only see Show Vote Options then click that to get the other buttons.
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I'm helping SH with one of his missions and I need 3 lines doing as I have recorded all the others. thanks.
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So, because something doesn't work perfectly on the one occasion you've experienced it in... it should never be tried again? No more slave rebellions. No more medicinal therapies. No more calendars. No more expeditions... Why are some people determined to nix and nip attempts to translate missions? This won't affect you at all. I think it would be worthwhile, doable and fun. And it will not affect you at all, SeriousToni. Lighten up! You might even get a "lol" out of it. And the guy who was hoping for a Russian version might, on the other hand, appreciate it.
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Check out this topic. A few other people had a "black menu" problem. http://forums.thedarkmod.com/topic/10319-black-screen-on-startup/
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Fan Mission: Deceptive Shadows by Shadowhide (16/Sep/12)
simplen00b replied to demagogue's topic in Fan Missions
+1. Visually, it's one of the most atmospheric missions I've played - so much so that I don't even mind that it's a bit of a - getting the sound levels adjusted would make the atmosphere even better. Pretty sure I've knocked everyone out (yes, I know, but I thought I had got everyone earlier and then a guard appeared from nowhere) but even so, some sounds are still LOUD - the pagan-light in the basement has made me jump a couple of times when it's got too close, and when I in the dining area, there was a sudden and unnervingly loud, er, roar? Growl? Dunno what it was but it was freaky. Climbing up that hole from the basement was tricky but I found did it. Wasn't easy, but, hey, I like a mantling challenge, which is why I was SO PLEASED to get up here: and, yes, I did find the little reward for doing it. I dunno, maybe the gameplay will suddenly totally nosedive and I'll want to throw my laptop through the window, but for now, I'm happy exploring. -
TDM is not an operating system. There is no large commitment, lurning curve or time-requirement necessary to try a new version. If people were unhappy with the initial release and yet unwilling to download a free, automatically installed update that addresses 98% of the issues, it really is their loss. There was a poll a wile ago to find out what peoples' top five missions were. Not sure if the winners are going to be included in the mod.
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I don't know enough about the first one to comment, but I know the second is necessary for FMs to work and be able to over-ride default TDM material. There are threads about it in the public forums if you want to read up on all the details. We're all guilty of this from time to time, but people need to be aware that every time they make a simple request: "you should do this", they are asking someone else to do several hours (if not days) of work. And frankly, many of the people on the development team are suffering burnout after working on the mod for several years. You're dealing with some very tired people here.
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I don't think this is a case of lazy design, we're simply discussing ways to implement two different game actions on a single object through one basic player action, the click/frob, using click and immediate release, vs click and hold then release. It seems to me preferrable to a two-piece object, but that's for you team-guys to decide. To briefly address Zylonbane's comment, the lockpicking sound and animations start immediately in T1/2, and the team could implement an equivalent reaching or water arrow smash anim or similar in this case, although I fully understand that this is low priority compared to many other needs and thus not likely to happen. Instead, what could be implemented probably fairly easily is the flame flickering and guttering and drawing low before vanishing completely. Note this would only take a second or less, just long enough to allow the player to recognize and change or abort their action, and to differentiate it from a pick-up click, without creating an annoyingly long pause. There is an alternative extra frob-based action to a hold of the button or click, which is a click and drag. This would work most logically if click and drag indicated a pickup (like rocks and trees in B&W), and click a snuff action. I'm not really recommending this, more just throwing it out as a point of interest, because it seems to me that this would run counterintuitive to the usual frob = grab loot, since a frob would make most sense as a snuff and a frob and drag as a grab in this case. I could see some fan mission puzzle use of such an action though to manipulate some object or objects. Is it (a click, hold, and drag by mouse movement action) something supported at the moment in TDM or Doom3? I don't remember dragging anything on the GUIs in Doom, but I didn't play it all the way through, it just got too repetitive.
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After i knew about the drainpipe i had no longer problems with this mission. Now i can complete it in a few minutes. (But the mission is worth, to stay longer. Look around and enjoy the environment and have fun to "clean" the area from enemies ;-) ) Here the way i did: A good mission and i will play it again because of it's atmosphere. Like some other missions. Like at good books and movies one will return from time to time. And the good thing here is the alternative. To have more ways is always good. A way with heavy jumps, that will some people disappoint, and some people will like it, and other ways without jump'n'run-overload.
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Fan Mission: In remembrance of him (by RPGista)
Springheel replied to RPGista's topic in Fan Missions
I actually mantled through the abandoned house to the ledge without any problems at all the first time. But I couldn't figure out where to go from there. I tried jumping onto just about everything I could think of any nothing worked, so that lead me to go back into the house and try to get to one of Also, I had the same problem of her and the Priest not patrolling (anyone have that playing under 1.07?). I have to say, the visuals in this were absolutely amazing...it is the most realistic-looking TDM map to date, and I plan to ruthlessly copy as much of your lighting and patch technique as I can for my own missions. Hope you'll try something else in the future. -
As for the pendulum staying still, you can bet it won't take long before a T2 fan points out that its grandfather clock kept and displayed proper time with the minute and hour arms. Crazy, that. See, one just did.
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Fan Mission: Deceptive Shadows by Shadowhide (16/Sep/12)
Bikerdude replied to demagogue's topic in Fan Missions
extra mirrors: http://www.fidcal.com/darkuser/missions/DeceptiveShadows.pk4 http://www.bloodgate.com/fms/DeceptiveShadows.pk4 -
Well look, you could make that a puzzle in your fan mission if you ever make one. Doom 3 scripting is much more powerful than DromEd scripting. All this stuff is possible, and we're not going to spoon feed stuff like this right out of the box, because there ain't time or inclination!
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i don't think blackjacking is hard. the easiest way to blackjack it to walk upright and 90% you will able to reach the back of the enemy without him noticing. p.s. i finished all the missions i've played blackjacking all the enemies. No dead one, except for objective.
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But why, if it made a big mission, even bigger? I feel its a bit optimistic to say that no one will want them for a long time because the maps can be so huge. What about a mission like Calendra's Legacy? Instead of splitting the town into two parts, played sequentially, with the only connection point being in your hotel room (imagine that, all the townsfolk bustling through your hotel room because it was the only way to get to the north side of town), you could have all the streets connect to the north side where they should, and the night of the living dead could happen ALL over town, not just on the north side. Purah had time to make 3 missions - its conceivable that someone would want to make a mission worth the work of two T2 missions, into one big, loadzone connected mission.
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As for connecting missions together by zones - what's the point? What's the differecne between two separate maps with a fake load zone (i.e you're simply loading the next map) and one mega map connected by actual load zones. Umless you're suggesting you can actually go back to a previosu mission through those load zones and find everythig the way you left it, but with objectives changed based on what you've done in subsequent missions. Anything other than that would be pointless.
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That thread is from 13th May 2010 03:09. The blackjacking has been adjusted since then. Also, if you make blackjcking easy for newbies, then it will be too easy for everyone else, including the newb who has played a few missions and practised it. (That people expect to be 100% good at blackjacking without any praxis whatsoever astonishes me)
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I'm not a trigger/S&R expert either, but I imagine you'd create a mover called "chain_release_mover" in the appropriate position, and set up a trigger_once (or whatever kind of trigger you wanted) with "target" "chain_release_mover". Set up a Response on the mover (in DarkRadiant, open the Entity menu and choose Stim/Response) of type Trigger, and add a Response Effect of type "Move to Position". Set the Entity to _SELF, tick "Relative to old origin", and enter some reasonable values in Position like "128 0 0". When the trigger gets triggered, the mover slides away, allowing the ball to fall. Here: http://forums.thedarkmod.com/topic/6677-guide-to-ingame-moveable-and-ragdoll-editing/page__hl__g_dragentity__fromsearch__1 Hmm, that's an internal thread. It should go on the wiki.