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  1. hmm you may be right but sometimes they do surprise you . yeah mobile apartment has been they're bread and butter for some time so it would not surprise me if they focussed on that first, though with the improvements of the rdna4 chip im just concerned they might miss up a chance to nail a win in the higher end races.
  2. I have Act 3 almost done, it is very very far along. It's been through many iterations, but so far this year I haven't had much personal free time to work on my map which is why it's so delayed. My hope was to have it already released, but yeah life has a way of distracting us. I'm going to be buying a laptop next month, and I will rent a hotel room and lock myself in it, away from the distractions of the world to get this done! Act 4 is also very far along too, so if I can get some free time after act 3 is out, I am hoping to get them out relatively close together. And just as a very special treat... here's the briefing video for act 3 (but shhh don't tell anyone!) Hehe thanks mate! I do the same thing whenever looking for stuff, it's no worries
  3. Yeah, I find it understandable people are disappointed given what the expectations were. I felt it as well. Marketing, although they tried warning this will not be another Skyrim, still basically advertised that the main difference will be a hub-based half open-world and a more action centered combat. Which led me, and i guess many, to think that this will still be primarily an RPG with a good lean on immersive aspects. They also did not quite quell comparisons to Dark Messiah, another vastly different game. So yeah, was a big surprise that it's void of much meaningful interactivity. I find the end product to be more of a classic 10 weapon fantasy first person shooter interwoven with a Point and click game's narrative depth. So yeah unfortunately all that entails among other things meaningless loot at the level of booster pickups, or simple point scoring. But i don't think its result of derailed development or a happy mistake. As for what it is, it's much better designed, far from a late afterthought. I think why i brought this up here in this forum is that the base layer mapping, the level dressing and the loot placement is really fun and well done.
  4. Now this is the kind of spicy pepper that I enjoy biting into. I feel like this would be simplest to solve by adding some prefabs to tdm_prefabs01.pk4, with sensible defaults but some obvious exposed customizable bits, and maybe a tiny wiki article to document what can be done with them. No idea what it takes to make something(s?) part of the core package of TDM prefabs, but I'm willing to put in work to make it happen. When I revisit this (which will probably be a couple weeks), I'll upload whatever solution I end up with as prefab .map files to this thread and I suppose we can test/bikeshed from there. How to make it work well with the AI would be my big open question. I imagine kicking down a door/crate/exploding barrel should alert hostile NPCs and make neutral ones hostile, and should probably do so in a large radius. It sure feels like the kind of thing that should be a last resort with significant downsides in a Thief-y open source im-sim game. The breaking doors I was trying to get to work are in an area with no NPCs, so I haven't even tried to solve or test its effect on nearby AIs.
  5. Despite getting it somewhat working in the test map, that didn't translate to my fm. The AI still refused to get on or even press the call button. I had given up and removed their paths involving the elevator. Recently, the AI have started using the elevator on their own! During mission testing yesterday, I had caused a ruckus on the first floor and was surprised when an AI rode up from basement to join the fight. I wonder if the 2.13 update has fixed something?
  6. Good idea. Why didn't I think of that? (To quote Hitchhikers Guide to the Galaxy, "I think my mind must be too highly trained" :) I did figure out a workaround. I took the decal texture file (.dds) and did an Color>Invert command in GIMP, so now it looks like this: With that file, I can play with the rendered color using a material definition like this: textures/darkmod/decals/dirt/dripping_grunge01_color { DECAL_MACRO noimpact { blend gl_zero,gl_one_minus_src_color map textures/darkmod/decals/dirt/dripping_grunge01_my red .8 green 0 blue .8 //colored } } That allows me to adjust the color via the material definition. How this works, has something to do with the options to the blend command - I still need to figure that out.
  7. I want to modify a decal to display as a different color. Example, dripping_grunge01 I'd like to clone the material definition and modify it so that the grunge is greenish. Here's the definition: textures/darkmod/decals/dirt/dripping_grunge01 { DECAL_MACRO noimpact { blend filter map textures/darkmod/decals/dirt/dripping_grunge01 } } I tried to figure the various options to the "blend" command, but my poor brain isn't capable. Using the color commands affects the transparent parts as well, which is not what I want. Is there a tutorial or some examples I can take a look at?
  8. It's an AI image generator, but the latest version is more sophisticated and can work from starting images. It's very much an AI generated image that resembles the original, with added things from a prompt. It also allows for continuous iteration. Like, usually these models start from random values and denoise it slowly using a transformer until it looks like a thing. And the only way to adjust small things is to start from scratch. But this model actually allows for adjustments midway. (EDIT: so I could say, after that generation, "make the shadows a bit darker" and it would continue from this image instead of starting anew) I'm just giving you the basic idea I read somewhere though. I'm not an expert on this thing.
  9. I moved from Manjaro Linux (rolling release) to Linux Mint (LTS). One of the reasons was that I found the updates a bit too often and long. But now on Mint I get updates every day, although they're usually small updates.

    1. Show previous comments  5 more
    2. OrbWeaver

      OrbWeaver

      In KDE I can choose the update notification frequency, from Daily, Weekly, Monthly or Never. Perhaps a similar option exists in your desktop environment.

    3. Oleron

      Oleron

      I cut my teeth with Slackware +20 years ago, then went to Zenwalk -> Mandrake/Mandriva -> Ubuntu -> Mint. I'm sticking with Mint. 

    4. datiswous

      datiswous

      I also used Zenwalk in the past on a Netbook. This is how I discovered xfce.

  10. It seems that this isn't as much of the case as one would hope, unless I'm still doing something else wrong. I added the broken and hideModelOnBreak spawnargs to my current setup, but the model isn't hidden on destruction and the flinders still don't spawn. I then took a slightly different track and tried to rig the security camera to actually be a door. This approach seems like the correct-er one, although the sound effect when striking it with a sword seems a bit off. Like its repeating every frame that the sword is in contact with the model, maybe? Also, setting the clipmodel correctly is giving me trouble, so you have to swing at some air on the left side of the door to destroy it - I'd like TDM to derive the clip from whatever is set in the model arg, but setting a clipmodel to 0 or "" or some other obviously invalid value doesn't seem to trigger that behavior like the documentation strings claim it does - instead, it throws an error when I attempt to map (dmap completes just fine either way). In case it helps, I've attached a sample .map with a player start, an inventory full of smashing gear, a light, and my two breakable-ish doors. The one on the left is the doorified-camera, which sounds weird and clips weird (and crashes the game when I try to correct the latter by setting the clipmodel spawnarg to ""), and the one on the right is my model-turned-damageable and doesn't flinder or disappear. I'd be happy if I could get the left one to clip like its visual model (I would like to reuse this as a prefab, and swap out different models like half-broken crates or barrels - so just creating my own clipmodel isn't great (although it looks like a ~30s task based on https://wiki.thedarkmod.com/index.php?title=Moveables so maybe thats the way to go)), or the right one to flinderize and disappear. Is there something I'm still missing or misunderstanding about either setup? EDIT: Making sure I've uploaded the right version of the testmap I've made breakable_door_flinder.map
  11. Edit: the problem was simply leftover glprogs from an old TDM version. I've recently "upgraded" my office desktop with a 2nd hand GPU so that it can supply video to 2 modern screens. However, it appears unable to compile GLSL shaders for TDM and is therefore unplayable. As an example, this is what I see on TDM 2.13 or latest 2.14 dev build in Perilous Refuge: And this is the condump: peril_550.txt The GPU in question is an RX 550 with 2 Gigabytes of VRAM. It came out in April 2017, so I suppose it should still be able to open TDM. I've installed the latest drivers according to AMD Adrenalin, and never had a GPU or GPU drivers installed in this machine before. The screenshot is identical to what I'm seeing, so to me this suggests the GPU is at fault and not the cables or monitors. Specs of this PC: Make: HP OEM small form factor desktop PC OS: Win11 (upgraded from Win10) CPU: Intel i5-9400 RAM: single stick of 8 GB DDR4-2660 CL19 GPU: XFX RX 550 2 Gb GDDR5 Motherboard: HP 8653 (proprietary) PSU: rated for 180W Monitors: P2711 TS QHD x2, via HDMI and DP from the GPU ports SSD: INTEL SSDPEKNW512G8H 512 Gb, NVME PCIe x4 Maybe this proprietary HP motherboard isn't designed to be compatible with dedicated GPUs... These days I have better things to run 3D apps on, but maybe solving this case would help improve TDM's compatibility.
  12. 🇬🇧

    2025-04-20

    I'd like to track my level design progress a bit more often now, so I'm using the feed in my profile here.

    I've been working intensively on Springheel's YouTube course over the past few days. I'm currently up to lesson 8. There is so much information that needs to be processed and practiced. 

    I have started to create my own house. As I don't have the imagination to create a good floor plan, I grabbed a floor plan generator from Watabou and experimented with it. I chose a floor plan that I will modify slightly, but at least I now have an initial idea. 

    I used two guards as a measuring tape: The rooms are two guards high. It turned out that I can simply double the number of boxes in DarkRadiant in grid size 8 that are drawn in the floor plan. 

    I practiced the simplest things on the floor plan first. Drawing walls, cutting walls, inserting doors, cutting out frames, creating VisPortals, furnishing rooms.

    I have had my first success in creating a book. Creating a book was easier than I thought. I have a few ideas with books. The level I'm creating will be more or less a chill level, just for me, where I'll try out a few things. I don't have an idea for my own mission yet. I want to start small first.

    For the cellar, I wanted to have a second entrance, which should be on the outside. I'm fascinated by these basement doors from the USA, I think they're called Bilco basement doors. They are very unusual in Germany, but this type of access is sometimes used for deliveries to restaurants etc., where barrels can be rolled or lifted into the cellar. 

    I used two Hatch Doors, but they got completely disoriented after turning. I have since got them reasonably tamed. It's not perfect, but it's acceptable. 

    In the cellar today I experimented with a trap door that leads to a shaft system. The rooms aren't practically finished yet, but I want to continue working on the floor plan for now. I'll be starting on the upper floor very soon.

    __________________________________________________________________________________

    🇩🇪

    2025-04-20

    Ich möchte nun mal öfters ein bisschen meinen Werdegang beim Leveldesign tracken, dazu nutze ich hier den Feed in meinem Profil.

    Ich habe mich in den vergangenen Tagen intensiv mit dem Youtube-Kurs von Springheel beschäftigt. Aktuell bin ich bis zu Lektion 8 gekommen. Das sind so viele Informationen, die erstmal verarbeitet werden wollen und trainiert werden wollen. 

    Ich habe mich daran gemacht, ein eigenes Haus zu erstellen. Da mir die Fantasie fehlt, einen guten Raumplan zu erstellen, habe ich mir einen Grundrissgenerator von Watabou geschnappt und damit experimentiert. Ich habe mich für einen Grundriss entschieden, den ich noch leicht abwandeln werde, aber zumindest habe ich nun eine erste Idee. 

    Als Maßband habe ich zwei Wächter genommen: Die Räume sind zwei Wächter hoch. Es hat sich herausgestellt, dass ich in DarkRadiant in Gittergröße 8 einfach die doppelte Anzahl an Kästchen übernehmen kann, die im Grundriss eingezeichnet sind. 

    Ich habe bei dem Grundriss erstmal die einfachsten Sachen geübt. Wände ziehen, Wände zerschneiden, Türen einsetzen, Zargen herausschneiden, VisPortals erstellen, Räume einrichten.

    Ich habe erste Erfolge mit einem Buch gehabt. Das Erstellen eines Buchs ging leichter als gedacht. Ich habe ein paar Ideen mit Bücher. Das Level, das ich gerade erstelle, wird mehr oder weniger ein Chill-Level, einfach nur für mich, bei dem ich ein paar Sachen ausprobieren werde. Ich habe noch keine Idee für eine eigene Mission. Ich möchte erst einmal klein anfangen.

    Beim Keller wollte ich gerne einen zweiten Zugang haben, der sich außen befinden soll. Mich faszinieren diese Kellertüren aus den USA, Bilco basement doors heißen die, glaube ich. Diese sind in Deutschland sehr unüblich, diese Art von Zugängen gibt es aber manchmal zur Anlieferung bei Restaurants etc., wo Fässer dann in den Keller gerollt oder gehoben werden können. 

    Ich habe zwei Hatch Doors verwendet, die allerdings nach dem Drehen vollkommen aus dem Ruder liefen. Inzwischen habe ich sie einigermaßen gebändigt bekommen. Es ist nicht perfekt, aber annehmbar. 

    Im Keller habe ich heute mit einer Falltür experimentiert, die zu einem Schachtsystem führt. Die Räume sind noch quasi nicht eingerichtet, aber ich möchte erstmal am Grundriss weiterarbeiten. In Kürze fange ich das Obergeschoss an.

    image.thumb.jpeg.3da87f2a07736e1aa721d3c523f02fc7.jpeg

    image.thumb.jpeg.f3eb0ae1f044f7665202b870f0fb954f.jpeg

    1. Dragofer

      Dragofer

      Nice to see you launch into mapping! Regarding hatch doors, the problem exists if the doors consists of brushes since they're still part of worldspawn and therefore cant have their own local axis, so theyll always rotate around the global xyz axis. The solution is to either export each door as an .lwo or .ase model while they're horizontal or vertical (should be under File in DarkRadiant - you'll also need your FM to be in a project folder so you can add custom models), or - the easier method - bind the doors to model-based handles. The latter will cause the doors to use the handles' local axis.

    2. Wolfmond

      Wolfmond

      @Dragofer Heya, thanks so much for your tips 😊🙏 these are really helpful. Next time when I rotate doors diagonally I'm going to use the translate tool instead of the [R] Rotate Sphere 😅 

      My level is still looking very plain; nothing comparable with what I've seen in other Missions. But hey, it's like an art class: some of you design since 15 years or more; I've just begun 😁 I should lower my expectations and keep on learning 😎👍

      At the moment I'm super addicted to DarkRadiant 😅 these are the days of much sitting and less sleeping 😬 I need to find a new balance 😄

  13. Hehe thank you so much ^.^ Yes, my love for recording Field Recordings has started as I discovered https://mynoise.net - one of my main resources to find peace in this loud and fast world. Professional recorded sounds, built into really useful generators, that really catched my interest. So I bough (affordable, "beginner") Equipment (Zoom H5) and started my own journey. It's super interesting to catch noises and sounds; when I'm outside and focus on sounds, anything is like a big orchestrated melody. There's so many stuff going on that our normal hearing isn't capable of hearing or even recognizing, but that can be made hearable / layed a focus on, by recoding it with a good microphone and recoder. Thanks for linking me to the newbie section ^^ I've also roamed a bit through the wiki. At the moment I'm at lesson # 5 of "TDM New Mappers Workshop" by Springheel and I've created my first room. Yay! ... what I really need to know asap is how to make readable books. That's super fun ^^ I'm going to find out, soon. What I already managed is to import a selfmade texture; a .tga image on a thin brush. That's all newbie stuff you all certainly just can slightly grin about; but for me it's a huge thing, as I'm learning totally new stuff here. I already have some experiences by using an level editor for OpenSimulator (opensource equivalent to Second Life), that's a small advantage in handling the camera angles and editing. But EVERYTHING is new to me at the moment and super interesting. Can't await to learn more and tryout more. I'm super hooked at the moment and can't await to build and construct and tryout things ^^
  14. Hi @JackFarmer thank you very much for your nice welcome message ^^ If you want to use any of my soundtracks, feel free to do so. My songs are all under a Creative Commons license. Thanks for the idea to start small. I'm particularly interested in programming things; buttons, switches, machines. But first learn the basics ^^ @jaxa Thank you for your detailed message and your explanation of the ambient loops. The link you clicked did indeed take you to “Dawn Fades”, as I chose that track as a starter track for people listening to the album for the first time. The songs are partly my diaries. For example, the song “Hiob?” https://wolfmond.bandcamp.com/track/hiob ... in it I was processing my thoughts and fears about a medical diagnosis of my wife, which worried us a bit. I worked with granular synthesis for the first time in this track. The Background Sounds at https://wolfmond.bandcamp.com/track/sandkrug I've recorded in a local supermarket, in stealth mode ^^ couldn't wear my usual equipment there to not get kicked out For a while I uploaded sounds for Freesound.org. At the moment, I still have a lot of sounds waiting to be reviewed and edited. A lot of houses are being built where I live. There are a lot of metal machine noises, which sounds quite interesting. One of my latest purchases is a contact microphone. It can record very interesting metal noises; maybe I'll show you some when I have them ready. ____ Many thanks for your kind comments and those to come. I look forward to getting to know you all. Greetings to all of you, Wolfmond ____ Edit: @datiswous thanks for you welcoming ^.^
  15. After doing a bit more homework and poking around, I've discovered that the answers to (2) and (3) are "make your own prefab", and a prerequisite for doing that is "make a proper project folder for your map, in which you can place a prefabs/ subfolder", which is a thing that I should have done anyways before I spent several hours making a wooden shack for players to break into, and also a long winding forest path up to said shack. So the only real question I have now is (1) - is there any sort of entity multi-spawner for chunks of physics objects that I can use for wooden flinder.
  16. EDIT: This maybe should've been in the editors guild instead of here, whoopsie. I am working on a map and trying to design a breakable wooden object so that my players can bash their way into a junky old wooden hut. So far, I've converted a func_static model into a func_damageable that triggers a func_remove, func_emitter for some sparks, and speaker for a wood smashing noise. This solution is working, but I have a couple questions about it: 1. Right now the effects I've put together are missing a little spice - I'd like the object to spawn some wooden plank giblets when it breaks that go flying generally-up-and-away from the player, and then remain as physics objects on the ground. I saw this sort of thing referred elsewhere on the wiki as "flinder", and I found the junk models I'd like to use, but I'm having trouble finding a generic entity-with-velocity-and-spread multi-spawner? Maybe I've just missed an obvious but weirdly named func somewhere? 2. Is there an easier built in way to do this with fewer moving parts? I found func_breakable, which had a lot more built in spawnargs (and the whole flinder mechanic), but that seemed to be optimzed for turning brushes into breakable glass panes. When I changed my func_static's class to func_breakable, the model disappeared, so it seems like its not the tool for this job unless I did something wrong. 3. If the answer to (2) is "not really", is there a good way for me to duplicate this work so that I can make more breakable wooden objects that work basically the same way? Behind this door, I would like to make a makeshift "barricade" of several pieces of furniture and crates and etc that I would also like the player to be able to smash through. I can copy and paste the whole setup and just change the model, but I'm wondering if I can make my own kind of multi-entity prefab definition in DR that only has a few configurable bits that I actually want instead of all possible args for func_emitter, func_remove, speaker, etc.
  17. @MAyheM - Absolutely - this is a map I can go in and just wander around. Cheers!
  18. Ok, I can give it a try. It does depend on enough info-locations available inside the map though. Sometimes there's not enough (I had this with Grayman's WS1).
  19. And some info can be found on this forum topics and wiki. Wiki article: https://wiki.thedarkmod.com/index.php?title=Parallax_mapping Topic: https://forums.thedarkmod.com/index.php?/topic/22574-experimental-support-of-parallax-mapping-in-213/
  20. A quick fix for the paintings in that area: Unzip the materials folder from northdale1.pk4 In the materials folder you find file tdm_models_decorative_wall.mtr . Open it in a text editor. Find material painting03_L and put // (two forward slashes) in front of line program ambientEnvironment.vfp // program ambientEnvironment.vfp Now the paintings can be frobbed without tdm crashing. It might be better to put // before all other instances of this line in the material file. Or completelly remove all frob and ambiant stages. This whole block (frobstages and ambiant stages) can be savely removed. { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map models/darkmod/props/textures/painting03_l_d rgb 0.15 * parm11 } // TDM Ambient Method Related { if (global5 == 1) blend add map models/darkmod/props/textures/painting03_l_d scale 1, 1 red global2 green global3 blue global4 } { if (global5 == 2) blend add program ambientEnvironment.vfp vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular vertexParm 2 global2, global3, global4, 1 fragmentMap 0 cubeMap env/gen1 fragmentMap 1 models/darkmod/props/textures/painting01_local // Bump fragmentMap 2 models/darkmod/props/textures/painting03_l_d // Diffuse fragmentMap 3 models/darkmod/props/textures/painting01_s // Specular }
  21. What a fantastic mission. Took me 3 hours and a half and only found half of the loots! too many stuff to explore! replayability is high on this one. Again, thanks to the recent update, i had very few stuttering on some areas, i think i remember trying it when it was released and it was barely playable, or didn't even load. This mission also shows TDM can rival Thief's fan missions in terms of size and details, i think this one is the largest map i've played so far
  22. The only issue I have is that it's possibly a bit too easy (I played medium though and knocked out everyone). For the rest it's a nice small mission.
  23. well just for giggles try throwing a 2080 ti on a ryzen 5900x and get ready for a big surprise. it runs almost as fast as a 3080 10 fps difference in cyberpunk. yeah i just did that hzd and hfw also show 10 fps difference so its not a fluke. the 2080 ti is PCIE 3 but the ryzen boards and the 3080 use PCIE 4 which makes it even more funny as the bus should allow them to run much faster. i can easily reign in those 10 fps with a low overclock. the 2080 ti is also a lot faster in pure raster as it is basically a 1080 ti with tensor cores and faster ram.
  24. taste in playstyle is different these days, maybe because so many of the current games come from the console world but who knows. personally i love fear, fear 2 is also ok but fear 3 i kinda loathe it became to mainstream and was not even close to the atmosphere of the former two. not to say all console game ports have been bad, i absolutely love the horizon series despite it starting its life on playstation. the old and sadly very buggy call of cthulhu dark corners of the earth was also a console port from xbox and it was a lot of fun when it worked. sadly the studios trying to fit square blocks in round holes to make porting games easier has been rather rocky and playstyles as a consequence have suffered. like not being able to jump or invisible walls keeping you from exploring. most times due to the maps kinda ending shortly after said wall and causing some rather funny deaths because whoops you fell through the map at times they forget a wall and either you get stuck on invisible geometry or fall through the map. also some games with truely attrocious keymappings. older games from before console gaming got serious also used tricks to keep users from exploring to far but it was much better integrated with the games so did not fell as forced.
  25. A new patch version has been uploaded to the ModDB: https://www.moddb.com/mods/the-dark-mod/addons/the-dark-mod-unofficial-patch This is mostly about it being compatible with the just released TDM 2.13 including some more minor changes: v2.3 26.03.2024 ---- Updated to 2.13 and renamed most missions because of new list style. Moved compass to tools inventory section and improved training map. Added each 5 minutes auto save game feature, thanks to chumbucket91. Removed invisibility potion as this is a part of the core game now. Added sortable inventory, thanks Snatcher, datiswous and nbohr1more. Removed numbers for non stackable inventory items, thanks Snatcher.
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