Jump to content
The Dark Mod Forums

Search the Community

Showing results for '/tags/forums/star wars the last jedi/'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. Congrats to all the busy Dark Mod developers! TDM 2.12 is here!

    1. Show previous comments  1 more
    2. snatcher

      snatcher

      Congratulations to everyone involved!

    3. chakkman

      chakkman

      Thanks for all your work. 2.12 is great. :) Especially the one click shouldering of bodies is a HUGE improvement. 

    4. SeriousToni

      SeriousToni

      Thanks for all the hard work guys. Playing this game since the early versions and wow - so much has changed to the positive!

  2. I usually share other people's photos of historical and industrial architecture in this thread, but I've decided to finally share some of my own photos that I've accumulated over the years. Over the years, especially the last twenty or so years, I've wandered many of the old town quarters in cities and towns all around my country, taking snapshots. Wereas many of the main streets and major landmarks have long since had nice and beautiful restoration work done, many of the more obscure side streets, back alleys and occassional overlooked corners had interesting sights to behold. I've particularly been fond of old townhouses that show elements from different eras of history, as well as all the wear accumulated over the years and decades. As much as I like that many of these eventually also receive decent restoration work and look nice again, the sight of a well-worn, dilapidated or even ruined house or ocassional public building can prove really stimulating for the imagination. They've got a lot of proverbial "texture" (not just in the surface sense) and "character" that can hike one's imagination, especially with regards to lived-in environments with long histories.
  3. I believe the engine sets mindistance = 1 and maxdistance = 10 if they are not set explicitly in the sound shader. At least that's what I see here: https://github.com/stgatilov/darkmod_src/blob/trunk/sound/snd_shader.cpp#L154 Anyway, if DR sets spawnargs to the same values as in sound shader, that's not a problem for the suggested change in the meaning of zero value. But setting maxdistance = 0 will be
  4. NOTE (3 March 2024): This mission has problems running on DarkMod 2.11. Be sure you are running the DarkMod 2.12 or later. A rare artifact, the Builder's Chalice, is available for the taking. Looks pretty straightforward, but looks can be deceiving... Yes, another mission for 2022. I think this makes eight this year already; we had eight for all of 2021! Great work, everyone! This is a smallish mission. It does not have any spiders or undead. It is a puzzle-heavy mission, with a built-in hints system in case you get stuck. This mission contains a couple of small homages to Grayman. This mission requires TDM 2.10. It uses some 2.10 features (subtitles, secrets, volumetric lights). Note that the volumetric lights are used in a specific way, such that your "Shadows Implementation" can be either Maps or Stencils, the volumetric lights will work either way. Version 2 of the mission is here: https://www.dropbox.com/s/pbz6spmqpo4vrg4/byanyothernameV2.pk4?dl=1 This fixes the "Open Doors on Unlock" problem. Have fun! Special thanks to JackFarmer, who created some wonderful and appropriate ambient sounds. He also did some Alpha testing to catch some early mistakes. Also thanks to the Beta testers, who struggled with some frustratingly-hard (or impossible) early variations: Cambridge Spy, Acolytesix, wesp5, datiswous, Bienie, Shadow Thanks to Chloe for some great voice work. I made plentiful use of sounds from freesound.org: https://freesound.org/people/HerbertBoland/sounds/75194/ https://freesound.org/people/craigsmith/sounds/482781/ https://freesound.org/people/InspectorJ/sounds/403005/ https://freesound.org/people/rhodesmas/sounds/322930/ https://freesound.org/people/fisch12345/sounds/325112/ https://freesound.org/people/BockelSound/sounds/489507/ https://freesound.org/people/ultradust/sounds/167747/ https://freesound.org/people/Crinkem/sounds/496328/ https://freesound.org/people/LucasDuff/sounds/467697/ https://freesound.org/people/RuidosoSoundFX/sounds/507161/ As always I've used some of Springheel's modules and Orbweaver's ambient sounds. And finally, huge thanks to the developers of The Dark Mod, especially 2.10, another milestone in this fantastic game. A few more screenshots
  5. There are a few ways to state the version number: Inside darkmod.txt, included in the .pk4. The version number in here is what should be shown ingame in the mission downloader. Mappers can write whatever they want inside the readme.txt included in the .pk4. This is the same as writing a version number into the release thread. There is also the internal version number, which always has to be a whole number. It's entered directly in the admin interface, and only team members can see it. The existence of the last, internal-only number has led to some confusion among mappers. I think I used to put whole version numbers into my darkmod.txt (i.e. v2 or v3), but declare a decimal update (i.e. v1.1 or v1.2) on the forum thread and in the readme.txt. It's also possible to have different version numbers in the darkmod.txt and readme.txt. This is something that should be caught during beta testing.
  6. Another leak in Written in Stone near start (230 -1820 65): This case is more interesting because it is not just light leaking vs not leaking through a wall. Here we see view-dependent scissoring rectangle which limits the light effect. The light source is in the farthest area behind a wall (on the middle of the two far visportals). There is no way to cast a ray from the light source through visportals that would reach the viewer area: if you hit one of the far portals, then you surely don't hit the near portals. So the frontend decides that the light is not active in the viewer's area. Then the light scissor is bounding rectangle around all the visportals. Normally, the wall in between should occlude the light, but apparently it was set to noshadows. This wall seals the areas, so this is the same kind of bad input as usual. But the resulting behavior is indeed interesting. So I wonder how should we fix it @Amadeus @Dragofer
  7. I felt like an absolute dunce, when I started the mission for the first time... Because, the note confused me. I thought that I was supposed to complete the task on the note and then return to this door, it will be open I'll talk to an NPC or something and will progress further. So I spent several minutes looking for a door outside, and finding none. I thought - maybe I need to use the window, it's partially open, I bet I can squeeze through it. So I did, and fell out of the map, whereupon I saw the rest of the map and realized that the note was slipped under MY front door. Had to restart =D I enjoyed the mission, but I also missed the painting. I should've tried "the Number" right away. The sneaky boi was great, I wish we had encounters like that on some occasion. It's such a novelty IMO. I wasn't attempting the Ghost so eventually I was fed up with this guard and used my gas arrow, then... this happened. I enjoyed the final stretch, but my immersion was broken a little, because the area where we get a new mission had a missing wall and a floating tree, for some reason. Great map, and mission. PS: I realize that they probably just drop them, but taking first mission into the account, I can't help but think that people eat fingers with rings on them.
  8. He thanks for the nice words! Alot going on! Delightfyl demo 2 should be in german? Well its abondanware now You do not yet save in project SITN. I will do saving last this time, i want to focus on stability and fun first Make sure to join the discord! https://discord.com/invite/2azhNerAgM
  9. Hi, I've tried to install the latest version of TDM four times now (no previous installation), each time I get the same error: ERROR: Unexpected CURL error 56 on URL The urls seem to change (examples are http://darkmod.taaki.za.net/release/zipsync/release/release200/tdm_textures_metal01.pk4, /tdm_models02.pk4, /tdm_textures_carpet01.pk4) but the installation always fails around 20% of the way through. Am I doing something wrong? I tried the default mirror and the German mirror (also version 211 just in case). I'm using Windows 10 (64 bit) and don't seem to be having any internet issues that would cause the error. Any help would be appreciated!
  10. jaxa

    2016+ CPU/GPU News

    This was a great purchase for me, covers all my needs, and brings me up to immunity to any massive chip shortage as a result of geopolitics. It appears to be running a core at 4.2 GHz basically forever even with low usage, but is quiet most of the time. Clearly faster than the i5-6600T despite the years of quad-core stagnation. The higher TDP and hyperthreading really helps. I doubt there's any noticeable improvement going from HD 530 to UHD 630 iGPU, but it does gain the better H.265/VP9 HW decode that came immediately after Skylake.
  11. I liked the atmosphere, build up of tension, without actual scares. Although, when I started, and got into Captain's quarters... I read the readable and thought.... Okay, so there are 11 sailor thugs, only to find a lot more in the house, and wonder what the heck. Maybe I didn't scroll it? I liked the dialogue too, but I was a little disappointed that the interior didn't match the description, it wasn't until I returned for the first time did it change to match. And I expected some sort of ghost or ghoul to pop up. Then the transition, and when I went looking for the spot, I noticed the way it was highlighted. =D That was pretty funny TBH. Then - Two missions in one was a bigger surprise than I expected. How does it even work? The only thing I don't get is the finale, but I suppose that's the point.
  12. I made a small update today removing two modpack skills that were indeed not regular features of the original game, namely Whistle and Peek Door. The real reason though was that I never really use any of them! If I want to alert a guard, I can always hit something with my blackjack and I almost forgot about the peering through a keyhole feature before I noticed that it works with handles without a keyhole e.g. in the current mission I beta test. I kept the numbers scroll, because this basically gives you access to something the game already has only any time, and the Blow skill, as a last resort if mission creator use uncommon flames, again like in the current beta. Also this way there is a bigger distinction between Snatcher's modpack with all the cool new stuff and my patch!
  13. Oh my gosh, thank you for this! After reading what you just said, I realized I've in fact noticed the same thing in another program, but assumed it must be something completely unrelated: I've been working on creasing a CPU based voxel raytracing engine in Python, for which I settled with using PyGame. When the time came to implement first person camera control using the mouse, I noticed it did not work initially... however if I told my code to hide the mouse pointer first, locking it in the center of the window started working. It must be the same thing here in some form, Wayland likely has some very particular expectation on how the mouse pointer must be set in order to be locked. In fact just a few days ago, I tried a virtual worlds software called Vircadia / Overte again to see how it's been progressing. I activated mouse look mode and guess what happened: The exact same behavior of the view spinning endlessly as the cursor drifts away from the center due to lack of locking. So it's clearly happening to many things and not just GTK / WxWidgets related... but no all of them, most games (including TDM itself) work perfectly fine and mouse control never breaks. I'll try your solution later and mention the results, likely tomorrow as it's late now and I need to head off. If it works that would be incredible! At least as a workaround, we could simply not hide the cursor on Wayland, which will look ugly but at least allow using DR without needing hacks until they can solve whatever is happening on their end. Also Plasma 6 was just released, my distribution (Manjaro) will likely be getting it a couple of weeks or at most months from now. I'm curious how that will affect it: Hopefully it won't make the issue worse, but just in case I'd be happy to have a solution in Radiant before then.
  14. Wasn't "Megatextures" the reason Doom 2016 (IdTech 6) takes years to load though, even on a high-class SSD? I've then heard that Megatextures were scrapped out in Doom Eternal (IdTech 7), which apparently could add to the fact it loads incredibly fast.
  15. I havent tried in 2.11 yet but I will. Just an update on this. For now I think I fixed it by: - Addressing most of the warning in the log above. Outside common errors like some missing textures and such that are part of the core. - Made sure to give my parallel lights "parallelSky " "1" spawnarg. - Deleted my .aas files and rebuilt them - Dmapped the entire thing Right now I am not getting the load error . It's a very hard problem to nail down because the console isn't giving a specific script name that it's getting hung up on (if that is even the issue similar to Amadeus's problem) AND I am actively working on the mission, creating new errors, fixing other broken things. ect. Its definitely something I fear will pop back up in beta testing though
  16. Here's mine, also 3 monitors but I only use 2 for DR: single XY view on the first monitor; switch between XY views using CTRL-Tab Camera and all other tools on 2nd monitor - now that everything is a tab no need to tile everything 3rd monitor for other non-DR stuff (like the forum )
  17. The Black Parade is now in the Top 100 list for Mod of the Year! Please vote again: https://www.moddb.com/mods/thief-the-black-parade

    1. Show previous comments  3 more
    2. nbohr1more

      nbohr1more

      logging in counts more though... :)

    3. chakkman

      chakkman

      Ah... fair enough.

    4. jaxa

      jaxa

      Ok, I finally voted. I had to reset my password since I hadn't logged in for so long.

  18. "The Threepenny Revue" https://www.thedarkmod.com/missiondetails/?internalName=threepenny "I've been in the business of other peoples' valuables for as long as I can remember, so I'm no stranger to breaking and entering. But until today, I've never done a robbery on commission. I guess there's a first time for everything..." Randal Cartier, a local theater owner, thinks himself above paying protection money to the local gangs. You've been hired to prove him wrong. "The Threepenny Revue" is a first attempt at a Dark Mod Fan Mission. After playing TDM for ages and loving it, I wanted to try my hand at creating one of my own. As such, this is a short, simple, and relatively straightforward mission made to learn the ropes. The experience was very enjoyable, and I'm planning to work on another one in the future. In the meantime, I hope you enjoy this one. It's available now in the mission list, but in the event anybody wants or needs a backup source I'm hosting the files on my own site here. Special thanks to @Cambridge Spy, @thebigh, @Shadow, @wesp5, and @boissiere for Beta Testing and giving feedback, which helped enormously in ironing out problems in DarkRadiant
  19. The coin is a little joke in the mission end stats. It exists solely to mock you, similar to the newspaper stating it's missing. There is no actual coin in the mission. Because it's missing, just like the newspaper says. You can clearly see how TDM players do not believe much in thieving-free missions. There has to be loot, right? Rather than pack their belongings and leave, they chase after a coin that does not exist, only because the stat screen tells them there is a coin even though there is none. TDM is a game about stealing, after all. There's no room left for locking your apartment, stacking your furniture onto a cart, and leaving. But perhaps sometimes that's all you can do. Maybe that is what you should do. Ignore the coin. Ignore the ugly stain on the wall, it's no good. Don't even look at it. Pack your belongings and forget. Ignorance is bliss.
  20. I like the setup and the atmosphere, and the new look for the... haunts. Even though their eyesight makes no sense =P (You can see their eyes having red glow near the walls, which reminded me of eyes in Gloomwood) You'd think they can see behind them, since the skull isn't in the way, so to speak =P And it's fun to imagine that this is what Hammerites Builders go through when they're not outright bad guys. But don't you think that it's a lot to expect from someone who never held a lock pick before, to open the 4 locks on the first try? =D I had no issue with the mission, although I didn't understand how was I meant to avoid arrows at the start (I just walked past them somehow). What I thought was going to happen, when I picked up the lock pick, was that our Builder will become a Thief by the end. Turning into what he despises, all because of Builder's guidance or something like that. That didn't happen =D
  21. Yes, definitely needs to be distinguishable. Clear glass with light bulb visible would be the best way: You know that if you see clear glass and the bulb inside you can shoot it. The distinction isn't always possible to make without first trying it out though... paintings are the best example, you always need to get close to see if a painting can be looted. As for players learning about this, we should add those lights to the tutorial level where the basics of TDM are taught: In one of the hallways we'd have examples with the message "solid lights can't be shot, but ones with fragile glass and a lightbulb can be broken with broadhead arrows", the player is given arrows and can shoot at different lamps to compare. As for explosive barrels those would be cool to have too! In their case they should already be doable with a script, just that no one's ever done them: Remove the barrel, spawn the same explosion as the fire arrow or mine, and some temporary lasting physical debris if possible. Breakable lights would need support added to the builtin spawnfunc.
  22. TDM 2.12 is ready for beta test This is how to get beta versions: Upgrade from any version (fast): 1 - Start tdm_installer in darkmod folder. 2 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.12 list, should look like "beta212-NN". 3 - Click on "Refresh" button to ensure that it is not going to download too much stuff. 4 - Continue installing with "Next". Fresh install (slow): 1 - Create darkmod folder anywhere you like. 2 - Download the TDM Installer from downloads section of the website. Extract tdm_installer executable from the downloaded ZIP and place it into your darkmod folder. 3 - Start tdm_installer (in case of Linux, first edit file permissions to allow executing it). 4 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.12 list, should look like "beta212-NN". 5 - Continue installing with "Next". In general, upgrade is recommended over fresh install. If you don't want to lose your current TDM installation, then you can copy the whole TDM directory and upgrade the copy. This way you can have both 2.12 beta and 2.11 at the same time. At the end of installation, tdm_installer resets your config by renaming darkmod.cfg to darkmod_{datatime}.cfg. This is a recommended procedure on upgrade, otherwise you are likely to have issues due to old config. If you need your old config for some reason, you can always find it in darkmod folder. 32-bit builds of TDM are deprecated, so they are not present in beta versions. They will be added at the very end of beta phase. Notes 1 - Please try to be specific when reporting a problem. What you were doing, where you were when the problem occurred, can you reproduce it, etc. This wiki article provides many suggestions for good bug reports. 2 - Make sure to check every mission for update just before playing it. We expect to apply small tweaks to missions during this beta phase. 3 - This effort is to find out if we broke anything in TDM with our 2.12 changes, if a new 2.12 feature isn't working correctly. We won't be trying to fix bugs that have been around for a long time. Instead, we will create an issue in bugtracker (if not yet present), to fix it after beta. 4 - If you find something wrong, it would be helpful if you report whether the issue happens in 2.11 too. By the way, you can easily get 2.11 version: just copy your darkmod folder and run tdm_installer on the copy, selecting "release211" on the custom version screen. Thank you for testing !
  23. I'm assuming we're talking about Stone 24pt font here, used in subscripts & elsewhere. Images of letters are arranged into a bitmap by a process that doesn't have to conform to a tidy alphabetic grid. See Figure 2 of my new article https://wiki.thedarkmod.com/index.php?title=Font_Bitmaps_in_DDS_Files In the figure, you can see there's an accented "a" to the left of the W, whose foot is presumably within W's bounding box. I think I looked at this earlier & concluded that I couldn't shrink W's bounding box enough in the DAT file. So probably the pixels of the W need to be moved to the right... I haven't tried such surgery yet.
  24. I wasn't really thinking about cohesiveness. i was trying to give the game a more Golden touch like in DXHR. I'm using Cinetool Lut which has many options for color combination. Each one makes the game look and feel different and it's a great Reshade Tool.
  25. Nothing regarding the skin, though I didn't have much time to look this morning. Sure! The map is "talents", and you should be able to find the proper models/skins from the post above. File size was too big, despite compression. Here's a file containing the models and skins. You should be able to find the related ones using the directories in previous posts. models and skins.7z
×
×
  • Create New...