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  1. Have you looked in this topic? https://forums.thedarkmod.com/index.php?/topic/21549-fan-mission-in-plain-sight-by-frost_salamander-20220807
  2. well it seems to be a problem for many amd users i see from skimming unity forums, everything from outright crashes to awfull framerates ouch . one user found that running unity in a window made it run flawlessly while fullscreen made it run like alan wake2 on a 1050 gtx
  3. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

  4. Google translated: https://rutracker-org.translate.goog/forum/viewtopic.php?t=6419292&_x_tr_sl=ru&_x_tr_tl=en&_x_tr_hl=nl&_x_tr_pto=wapp === There are lots of topics about black screens during the main menu. https://forums.thedarkmod.com/index.php?/search/&q=Black screen&type=forums_topic&nodes=58&search_and_or=and
    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

  5. On the wiki, I'm working on a set of pages with the title-preface and broad theme "The Parts and Whole". This looks at the hows and whys of map objects being formed into collections. The hub of this is The Parts and Whole: Overview Within the hub, so far, the section "Techniques that Affect DR Only" is built out with comparison tables and child pages. This covers these techniques: Hide/Show, Region, Layer, Filter, Group, Selection Set. I'd appreciate any eyeballs on the work so far. Please suggest or edit-in improvements. In particular, are there links to videos or other wiki or forum pages that you think most apt and should be added, e.g., to the "See Also" section? "The Parts and Whole" effort is mostly intended for newbies and so is not afraid to state the obvious at times. In some cases, it covers ground also handled by the necessarily-concise DarkRadiant User Guide, but with more depth and context. In other cases, the info was only found buried in forums. Because I'm trying to cover a fair amount of ground, the pages are text-only. Some of the child pages could benefit from screenshots some day.
  6. 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.
  7. It funny to see in these packagebuilds, a reference to our discussed permission problem at the bugtracker === # Users must be able to create files in the game directory to save games, # install new missions etc, cf. https://bugs.thedarkmod.com/view.php?id=3567 chown root:games "$pkgdir"/opt/thedarkmod/{,fms,fms/newjob,fms/stlucia,fms/training_mission} chmod g+w "$pkgdir"/opt/thedarkmod/{,fms,fms/newjob,fms/stlucia,fms/training_mission} ===
  8. Yeah it would be cool to see some more detailed statistics and it’s a shame they aren’t really captured. Since we are talking about fan mission platforms, where players also make the content for the game, I feel like the best thing we’ve got is you can look at the number of content releases for the games. Keep in mind the graph counts campaigns as single missions - so for example NHAT and TBP both count as 1 mission. A good year for TDM has has approaching maybe 50% - mostly we’re 25-30%. https://www.ttlg.com/forums/showthread.php?t=152494 You could also look at the number of ratings thief missions get on https://www.thiefguild.com/ vs TDM ones, but that is pretty iffy in that you could chalk that up to more awareness of the site in the thief community than TDM Out of curiosity is there a reason a thief player can’t be a new player? I kind of think a player is a player and new players would be ones who are playing the dark mod who weren't? Is there disagreement the base of players most likely to pick up the game are fans of the thief games? They are certainly the most fruitful place to find feedback on the game beyond the sphere of this forum that I have seen. When we were trying to finish up SLL there was a lot of discussion on the forums about how long it had been since there was a release for the game. I am thankful that the stats show at least some stability over the years in terms of releases for TDM, but the trend for all of the games is decline. Not doing anything is a valid response if that’s what the devs want to do - it is not possible to provide evidence that any effort will slow that inertia. As a player and content maker I would just prefer trying to find feedback where it is offered from players who were willing to try the game but ultimately could not engage with it and see if there is anything that can be done within reason to ease them into the game. The game has a lot to offer imo. All those players are potential contributors - contributions in turn attract players - it’d be nice to see the cycle go on as long as it can.
  9. Hey all! I haven't properly played the Dark Mod since 2.05 or maybe even 2.04 until now and I've noticed that whatever I do in game the center and LFE channels of my 5.1 sound system remain silent. In other words, the output is actually 4.0 (2 front + 2 rear speakers) rather than 5.1. Now, I am not sure exactly but I recall no problems previously - until the EFX update 2.06, I think. I even found my older post about extremely loud LFE channel here: http://forums.thedarkmod.com/index.php?/topic/18741-really-loud-music/&tab=comments#comment-405277 As I understand, it is often made that the center and LFE channels are reserved for special sounds and not used often as the front speakers. For example, in Witcher3 center is mostly used for voices in the dialogs and the best way to check LFE is to use the aard sign magic. Or, in Skyrim it is known that LFE plays only when the dragon hits the ground. The first question is: do I have an issue with sound or not? Because maybe the sound output is ok and I've simply met no specific conditions utilizing the center and LFE channels? Minding my previous paragraph, I don't think it's EFX related but maybe the sound shaders simply changed since 2.05? This all brings me to another question: is there a way to check somehow in the Dark Mod wether the game outputs the sound correctly? About my setup now. I output sound via HDMI to Pioneer receiver with 5.1 setup. Everything works fine in modern games that provide 5.1 output support like the Witcher3 or Mortal Kombat 10 and 11. The windows sound configuration in control panel allows me to check all the speakers and it's fine. I have win 7 64 bit, OpenAl installed. The Dark Mod allows me to set 5.1 sound in options with no warning (I know that in other cases it gives a message like "your system does not support this sound configuration"). Please, help me to find out if anything's wrong with my setup and why my center and LFE channels are silent. Hate to start new threads but I didn't find anything related to my problem. Moreover, I feel the lack of sound-related discussions considering our community's interests.
  10. @Frost_Salamander, I only just started this mission and probably won't finish it soon, but I want to join the chorus singing your praises. For one thing. the atmosphere you have crafted in this mission is superb. Every single area is a feast for the eyes and ears, especially once one gets inside the city. It fires up my huge nostalgia from Prince of Persia: The Sands of Time and other Middle Eastern inspired media, except if anything your set dressing is actually better--more detailed and immersive. I love it. But I think you have heard all this already. Let me hone in on something more original. Something I am really enjoying here compared to other FMs is that the implementation of security feels (for lack of a better term) realistic. It feels deliberate and adversarial, like you thought about all the ways a thief could get into these spaces, and then intentionally sealed most of them off, just like an actual architect would do. To get in to most of these spaces, one needs to find an out-of-the-way windows or door. It adds to the atmosphere and realism, but it also makes each area into a challenging little puzzle. My progress may be glacial compared to some other missions, but I feel huge satisfaction each time I manage to crack a new part open. I think this is a winning formula--literally the Dark Souls formula for addictive TDM FM design--and I hope you will stick with it. I'll definitely be going back to play all your other missions I slept on if they are like this. The other thing I really enjoy about your build style here is that it is compact. There's no wasted space that I can see. No palatial pretensions. (Except maybe in the harbor area.) These are spaces sized to their occupants, where the player is challenged to find places to hide on the edges of their inhabitants' routines, rather than the usual approach of having obvious safe vantages and corridors. Each approach has its merits, but you made this work brilliantly. Bravo.
  11. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

  12. I also feel you. I used to be a regular here in the forums, but since my son was born in 2022, it basically grunded to halt, although I still get the mails on threads that I wrote in. Ironically, your post in June about not having time got me back here and got me motivated to try and use some of my precious spare time to get some progress on the map I started years ago. I still have not been able to finish a map and want to change that, as long long as the community here is still active
  13. This strikes me as less likely to gain traction, as it incentivizes the very play style that people seeking to avoid by setting anti-save-scumming rules for themselves. This rule set punishes the player for operating slowly and carefully. The longer you go without being detected, the more progress you will lose if or when you finally do mess up. It encourages a playstyle that is deliberately sloppy. That might be interesting to some players in the right context, but it does seem to contradict the core power fantasy that most TDM FMs are built around: being an undetectable ghosts. It might unlock a compelling alternative power fantasy, but I think that would need to be contextualized by a bespoke FM, one where getting noticed is unavoidable at certain points. For general missions though, I think your first idea is better. The appealing part of the equation is adding a resource cost to saving to prevent rampant scumming, but the player still wants to be in control of how they allocate those resources. If I may make a suggestion, how about a mod that makes arrows into the save currency? You could still use the calling card mechanic, but each time one uses it, an arrow is deducted from the inventory, and if none are available you can't put down a save point. I'd suggest an implementation where each time you use the card, an arrow is deducted at random from the quiver, with no regard to type. This means each save would a gamble that you will lose a premium arrow that you wanted to hold onto for later, like a rope, a water, or a gas. But you could also limit it to broadheads or waters if that seems less brutal.
  14. If you know some Python, you could make a script for it. So you find it in the scripts menu. It's funny because I yesterday found out about this engine, but not after reading your post.. It was via a game in Steam I think. I think this is also how it's done with Godot. I think it's not possible to host the engine on such platforms without some kind of license agreament that nobody wants to agree on. Maybe you could make an autoinstall script that installs tdm. I mean if you make a tdm folder with inside it an fms folder, with the fm in it, and in the root tdm folder you put the installer. Using: --unattended should work for auto installs.
  15. No Honor Among Thieves 1.0 I am proud to announce the release of the first TDM campaign, No Honor Among Thieves. ( Version 4.0 is now available. ) "Turns out those Builders aren't as righteous as we think... no surprises here. An old fence of mine sold me a bit of information concerning the local Archbishop, Lavonte Duchane , and our beloved governor, Archibald Cloist. Governor Archibald has, as of late, been spotted and caught in the local brothels by our very own Builder watch. But, instead of being made public by our lovely Builder brethren, the entire situation sort of vanished. Sounds like blackmail and bribery to me. In the peak of his career an exposure like this would mean sudden death for Archibald - no more noble's support, no more Builder's support, and no more public respect. Bad for his career, but certainly good for mine. What makes the cake even sweeter is that an exposure like would be disastrous for the Archbishop himself. I'm sure the both of them will be very motivated to keep this hush hush. These two really seem like my type - blackmailing and bribing away - so I don't think they'll object when I blackmail them myself... It's time to begin..." Notes: To install, simply unzip the contents into the "fms" directory of your Darkmod installation, or drag and drop the pk4 into the fms folder.. This campaign uses a very large amount of custom materials... models, videos, music/sounds... so it's bigger then the average bear (FM). Also, some of the ambients don't respond well to the sliders... this is a mod issue, and I'm hoping it will be fixed soon! Lastly, some linux users, for some reason, are having problems with NHAT Mission 1/3 showing up. This is because of a capital. Go your fms/Politics and rename the Politics.pk4 to politics.pk4, and also change the folder its in from "Politics" to "politics. Linux hates capitals apparently. Enjoy! Links to newer versions: NHAT v2: NHAT v3: NHAT v4 EFX:
  16. Welcome to the community, RedEmber! I don't usually modify my TDM client, but this is a rather interesting mod you've cooked up here. I'll admit that although I hate saving and loading frequently upon mistakes, I still find myself guilty of it due to the temptation. I've always found that games like Amnesia: The Bunker that force the player's hand with save rooms generate excellent tension and create a greater sense of weight upon the player's choices, so I'll certainly be trying this out with some FMs I've already completed. Keep up the good work!
  17. Thank you for this amazing and refreshing FM. With it's oriental setup, new assets and gameplay, size, difficulty, this really felt like a darkmod game changer. I really got lost in this giant maze and never could achieve the main objective, so it sometimes felt too difficult for me. If I'm not mistaken, some areas, whilst visible and filled with assets and/or people, are not accessible. If not, players should be warned that some convention of darkmod FMs aren't respected, which I'm OK with. This was sooooo cool. Congratulations and thanks again !
  18. 1. Yes, most interactions with the environment mean noise, which can lead to failure. If you want to incentivize using tools and experimenting with guards and environment, why did you choose Thief gameplay and implemented stealth score? 2. Not really, if you balance it out. You can create more paths, e.g. a shorter one, but lit by a lantern that goes out for a while, every now and then. Or another shorter path behind guards back, but with a loud surface. This way player has a risk-reward kind of choice (get somewhere faster, but have to creep carefully behind AIs back, or time their move through a temporarily unlit area). Again, it's easier and faster to discuss these things when you know the contents of that presentation.
  19. I mean names you can display on screen for the general audience when holding an object. Refer to the screenshots I posted. ------------------------------------------------ I would say we should employ the language/translation system (#str_). I expect most entityDef names (plus model names) are quite descriptive already: atdm:moveable_bowl_large_pewter (bowl01_large.lwo) atdm:moveable_mug_wood_old (mug_wooden01.lwo) atdm:moveable_ball_spiked (spiked_ball.lwo) atdm:moveable_coffeetable (coffeetable1.lwo) atdm:moveable_rock_small01 (smallrock1.lwo) ... When in doubt just fire up DR and see the object in question. Thinking of skins we should avoid including names of materials or colors, in example instead of a "Red Apple", stick to "Apple". Instead of "Pine Chair", let's name it a "Chair". Many times it will be difficult to settle on a name therefore simpler/shorter will be better: up to mappers to spice things up. Now if you ask me, how do we approach existing missions? No idea, haven't thought of it. And bound items such as candles and candle-holders? I don't know, Candle? One case at a time, I guess.
  20. bathory campaign, the seven sisters, dracula reloaded, violent end of duncan malveine, calendra legacy/cistern i bump up these FMs to top
  21. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
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