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  1. Hey Everyone, I am wondering if its possible to organize your def folder to how you like it and still be able to overwrite the original files. For instance if I wanted to put my custom tdm_ai_nobleman.def and tdm_ai_noblewoman.def into fms/def/nobles/ the engine won't replace them. Is the a way to force those defs to overwrite their originals without being in the same path?
  2. 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!
  3. Secrets only get shown in the stats screen if the FM uses the official system. Before that was introduced a lot of FMs used a selfmade system.
  4. 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.
  5. I've further revised this. I've had to make some assumptions about the "non-project" form of file organization, where you place your .map file in <darkmod>/maps/, and any custom resources in sibling folders, for instance, <darkmod>/materials/. The assumptions are: 1) That the current TDM version still supports non-project custom resources in this way 2) That DR will not be able to find the custom resources, because it can't set a Game Project location for those resources. 3) That a custom resource placed in a folder like <darkmod>/materials/ becomes global and visible to all FMs within <darkmod>, not just those in <darkmod>/maps/, but also those in: a) <darkmod>/fms/<FM>/maps/ in non-pk4 form b) <darkmod>/fms/<FM>/maps/ in pk4 form Anyone, are any of those assumptions wrong?
  6. Today I am happy to announce the release of my first FM for The Dark Mod. After 6 years of using this lovely game creation engine, I'm finally able to contribute my own project for it! It took roughly two weeks of non-stop work to do everything from start to end... there's always some little detail to come back to when mapping, thus there were a few little things left out to prioritize others, but at the end of the day this came out almost exactly as I envisioned it. In this mission you play as the typical professional thief. You've been hired to retrieve a scroll containing forbidden knowledge from the mansion of a wealthy noble, put there by the builder church who is close to its owner and found it a more suitable spot. A banquet is being thrown by the lord who owns the mansion which is the perfect opportunity to make your move. Nothing out of the ordinary: You're to retrieve this scroll and get paid for your work... simple, right? Notice: Performance in some areas may be poor. I optimized the lighting setup as much as possible, trying to use as few long range light sources as I could. To achieve the desired theme however I had to leave parts of them map relatively open. Hopefully this won't be a hindrance to anyone... if it is you may need to lower some graphical settings. For people who don't like surprises and may be sensitive to certain themes, read the spoiler below. If you're okay with anything don't as it will ruin the experience! For people who are stuck and don't know how to proceed, instructions are provided in the spoiler below. Only read them if necessary. A tip that needs no spoilers: The key in this FM is exploration and reading everything carefully. There are secrets to be found: Always look everywhere and closely at everyone! I'm eager to hear what your experience with this FM is. Use spoilers when referring to specifics, but do let me know what your thoughts are! Especially with this being my first FM I could use tips, including technical ones if you look at the map in DarkRadiant. Here are a few screenshots of the main areas (intended for the installer): And finally the download links. Unzip and place the main directory inside your fms folder, this should get it to show up in the mission list. Mirror 1 Mirror 2
  7. 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.
  8. That's a fair reason for a person to not pay attention to the Stealth Score, but I think it still has value. Regarding the FM-size issue, we moved it to an additive system so it goes up forever for that reason. It's like golf. Big FMs can have big par values, and small FMs can have a small par value. I even tried to get the community to come up with par values for every FM to standardize it, and I still think that's a fun idea. The value of having the code tell you something you probably already know is because then the game is officially registering your victory, which for some people gives a nice feeling of recognition for their effort, and for others, it allows them to post a screenshot of the Score to verify their accomplishment, e.g., in a ghosting run tread. But it's a small part of the stat screen, so no real bother to anyone anyway. I agreed with all of that. I'm all for more discussion of issues an author might not have thought about. In that respect it's a kind of extended beta-testing, which is a really important part of the process making a map, and no reason in principle it can't continue even after it's been released. It's just changing something without their input that crosses the line.
  9. Hi, Yesterday I played a couple of very short fms, and when I finished the last one and went to play another one, I noticed that all the fms that I'd played that had the green tick and said last time played had all been removed. My Dark Mod now looks I've just downloaded fms and not played any. All info on played fms is gone
  10. You maintain it for FMs and I offer it for general use. The more people toying with the lamp the more feedback / support we may get. I noticed the lens part of the model is transparent. We need a modeler.
  11. Hey, Every time I've try to use the Full Editor when PM'ing someone, and every single time I get an error. Whoever is in charge of the forum, is it possible that this could be fixed? Thanks Neon
  12. Yeah I agree, one type of versioning would be best. I guess the problem is the dev team needs to control this, not the FM author because it's not always the author that does the releases (for example patching older FMs to work with newer versions of TDM). I'm not sure what the best solution is to be honest. I like the 'version' field because it's useful for beta testing and you can make it clear what version the testers are playing. But once it's released that field becomes useless. I'm sure it's been debated extensively already though. I think for my next FM I will just try and stick to integer version with the hope they will match! It just feels weird because it's not semantic versioning which I'm used to (but that's not a good excuse).
  13. I don't recall a system for noise masking. It sounds like it'd be a good idea, but when you get into the details you realize it'd be complicated to implement. It's not only noise that that goes into it, I think. E.g., a high register can cut through even a loud but low register rumble. And it's not like the .wav file even has data on the register of what it's playing. So either you have to add meta-data (which is insane), or you have to have a system to literally check pitch on the .wav data and paramaterize it in time to know when it's going to cut through what other parameters from other sounds. For that matter, it doesn't even have the data on the loudness either, so you'd have to get that off the file too and time the peaks with the "simultaneous" moment at arbitrary places in every other sound file correctly. And then position is going to matter independently for each AI. So it's not like you can have one computation that works the same for all AI. You'd have to compute the masking level for each one, and then you get into the expense you're mentioning. I know there was a long discussion about it in the internal forums, and probably on the public subforums too, but it's been so long ago now I can't even remember the gist of them. Anyway the main issue is I don't know if you'll find a champion that wants to work on it. But if you're really curious to see how it might work, you could always try your hand at coding & implementing it. Nothing beats a good demo to test an idea in action. And there's no better way to learn how to code than a little project like that. I always encourage people to try to implement an idea they have, whether or not it may be a good idea, just because it shows the power of an open source game. We fans can try anything we want and see if it works!
  14. Thanks. Now, allow yourself to get hit by the blue (or orange) elemental, so you are transported, and send me that log. Actually, you could store out a save file and let me try to debug it on my machine. Go to <darkmod install>/fms/byanyothername/savegames and send me the <savename>.* files. Pick the save just before you get into the elemental section. That might be a more efficient way of debugging this. (You are using Version 2 of this mission, correct?)
  15. 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.
  16. The update to subtitles for The Lord vocal set ("Lord2") is now available, that makes use of the new -dx (durationExtend) feature of 2.12dev: testSubtitlesLord2.pk4 Corresponding Excel file - TheLord2Subtitles.xlsx As usual, the testing FM is used as the vehicle to distribute this update. Out of 390 subtitles (all of which are inline, no srt needed), the changes are as follows. Durations Extended 67 times, -dx was used to pad duration between 0.25 and 0.50 second (instead of default 0.20), calculated based on a presentation rate of 17 cps. The value of 0.50 was set as a cap by policy. When reached, it leads to a presentation rate higher than 17 cps. The cap is ignored if the presentation rate reaches the quite fast 20 cps. For Lord2, this occurred once (-dx 0.61, a value calculated for 20 cps presentation rate). This particular subtitle now is verbatim, unlike the original Lord subtitle release, where the text was shortened. Also for presentation rate reasons, leading optional "(...)" descriptors were dropped or shortened (1 case of each). In the spreadsheet, additional columns were added to help in the foregoing calculations. This will be documented when The Wench is released. Style Issues Capitalize leading 'Tis or 'Twas 14 times. Replace [...] with (...) for descriptors. Improvements for testSubtitles... FMs This applies to Lord2, forthcoming Thug2 and Wench releases, and later. In-game, the "Prev", "Again", and "Next" buttons are now twinned with a group of 3 more buttons labeled "Same but Quiet". As requested by @datiswous, these affect the cursub numeric counter without either playing an audio sound or showing its subtitle. The cursub counter (as an HUD overlay) shows itself more consistently, thanks to an implementation hack. Each subtitle appears in a field that is now Geep-standardized to a half-screen wide, compatible with a 42-char/line limit. This is done with an override of tdm_subtitles_common.gui, based upon a customization of TDM 2.11 code. (So it does not include visual indicators of AI location or speech volume found in recent 2.12dev's tdm_subtitles_common.gui).
  17. Nevermind, try the following: 1. Open your DM folder, then open the subfolder "fms" 2. Subfolder fms: search for the subfolder "tbm" 3. Delete the folder "tbm" 4. Download this here: https://we.tl/t-gxZ9OFhWOx 5. Drop this file (do not change the appendix) into your fms folder. Restart the mission and please report if the problem still persists.
  18. Yes, some spurious updates display for me too. The game saves information about which version of FM you downloaded in the "missions.tdminfo" file. Unfortunately, it only saves this file when you exit game or restart engine. If TDM crashes, then information is lost. If the file is not saved, then the game will not know which version you have the next time you start it. You will see the FM, but in-game downloader will think it has version = 1. So you can get unnecessary update for FM if: you put pk4 file into fms directory directly, without using in-game downloader the game crashed after download, before you managed to restart engine or exit properly I'm doing a lot of both A lot of FMs have internal names with some numbers. That's how mappers name them. Don't bother, unless you see many versions of the same FM. You should not download everything! Download whatever FMs you want in the nearest future and play them. Damn it... I think we should remove the "download all" button. I'm pretty sure a lot of people just click it just because they can, and quit or delete FMs before they even try 10% of it. I bet that would be powerful traffic optimization for mirrors. You can update FMs that say they want to update. They should disappear after that. Does in-game downloader still show Requiem update to you?
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