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  1. I've been meaning to suggest this for months, but the previous improvements have already made Layers so nice to work with that I just got lazy about this. But there's a few things I think could still be improved. And personally, I would prioritize the first one below, if I had to pick one. I haven't been following DR's development, so I don't know if any of this is already done and ready for the next release. But in case it's not, here goes. 1- it would be nice to be able to right-click a layer in the Layers panel, and have all the options to add to layer and move to layer and remove from layer, right there. This would make it much easier and quicker to manage layers. And, I personally keep adding prefixes to layer names, so that they're sorted in the list below, so I can find them easier, because the list gets big and confusing. This improvement would remove the need to do that. It would even remove the need for using this list, I think. 2- It would also be nice to add a new layer directly as child of another layer, just by right-clicking the intended parent layer. Currently, you have to click the New button at the bottom, and then manually drag the layer to its intended parent. Or when clicking New, the new layer could be created as child of the selected one. 3- I've suggested this one before, but I don't know if it's doable or not. It's harder to explain and I think the benefits aren't very obvious. It would be nice to override the visibility of objects that are contained in multiple layers, by toggling one of those layers on/off. So the layer you toggle, overrides their visibility. So regardless of whether its objects are visible or not, hiding this layer, would hide all of its objects, and vice versa. This can be useful when you have certain objects in their respective layers, but then you'd like to have also have a way to toggle all of them on/off at a single click. And with this improvement you could add them to a separate layer, and then just use that layer to override their visibility whenever you needed. For example, to get the ceilings of a whole bunch of rooms out of the way all at once, so you could have a clear view of the rooms while you put in furniture or path nodes or something. Currently, objects are always visible if any of the layers that contain them is visible, so this kind of thing can't be done. (And to be honest, because of that, currently it seems to me that there's no point having objects in multiple layers.) This is also useful for grouping things for easy group-selections. Arguably, you can also use selection sets for that, but the way you create and delete them makes them more suitable for quick and dirty one-time grouping, rather than something a little more indefinite. The two approaches have different levels of control, which makes them appropriate for different use cases.
  2. Is there something wrong with the forums lately, or is it my browser? I've been having trouble formatting posts, and just now I couldn't format anything at all.

    I'm using Vivaldi.

    Usually I have to: select text, click bold, nothing happens, select again, click bold, then it works. 

    Same for other stuff, like creating spoilers, bullet points, links. Nothing works the first time. 

    1. datiswous

      datiswous

      I have no problem. I use Firefox. @Zerg Rush also uses Vivaldi. Have you tried without extensions, or in another browser?

      (btw. bold, italic and underline have shortcut keys: Ctrl B, Ctrl I and Ctrl U, you could try that)

       

  3. I think a little dynamics to the windows (with light) on various buildings would add quite some life to the dark mod. A first step might be to just simply animate the brightness of *some of* the window texture slightly and randomly +/- 5% or so to give the impression of a candle burning inside. Windows that are close to rooms - for example a window next to a window that you can open could perhaps be enhanced by shadows moving inside (for example when a guard/person is moving by). Not sure if this have been suggested before, or if this at all possible. Personally I think it would add a lot of life to the game and make it less static in places.
  4. People who use Blender for object editing sometimes run into a problem with material names. It has a character limit of 63. That's usually fine but some existing TDM materials have names which are longer than that, so it becomes impossible to use them. An FM author can make a copy of the material with a shorter name, but that might be adding unnecesary complexity for people who are just making standalone objects to share. I've been mounting a valiant campain on various Blender forums, and some of their LinkedIn posts, to get them to increase the limit, but to no avail. So it's time to take a different approach. Would it be feasible for TDM to rename long materials? The rendering system would have to intercept and replace calls to the original names, or something like that. I'm not sure if that would be an easy thing to implement or if it would set off a chain of complex events or coding etc. Another possible approach could be a material ID sytem, so in Blender the material name could be WoodPlanks_4ACFB987B, which would correspond to something like TDM\long\path\to\material\WoodPlanks That might even be beneficial for shorter material names, as even they are not user friendly to look at in some interfaces.
  5. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  6. Poor people slept on ropes, in coffins or sitting while leaning on a rope. Some would require new animation. If you would use this in a mission, you should add some explanation to the player like a signboard or whatever. https://www.familytree.com/blog/sleeping-over-strung-out-rope/
  7. Was thinking aboput this, using the Rope Arrow to make a new Tight rope arrow. Can only be fired into a specific item (like in Shadow of Tomb Raiders rope coiled around a log) Fire into that and it makes a tight rope the player can use to cross a void. It would have to have a balancing mechanic not too intense, but still a bit of a challenge. It has to be a special use item, otherwise players could use it to get to places they shouldn't. There's a few ways you could do it. Easiest is a script to spawn in a narrow invisible walkway where the rope is and have the rope horizontal. A better would be to have a springy rope the player walks on, and has to balance on. The reason is on my Venice map I'm still working on, the player will have to do a fair bit of high level crossing of canals, n a tight rope would be the perfect way to do it, so I don't have to use Assassin Creed 2 gantry type arrangement. Thoughts?
  8. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

  9. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  10. I mean this thing I'm not entirely sure what's in the future plans for the inventory grid, but I really like how it makes selecting objects much much easier compared to using keys. My idea is that it can be made even more useful by adding some extra mouse functions, so it can potentially become the main way of managing items over keyboard commands. Currently the only function is: Left mouse click - selects an item and close inventory window I suggest the following: Right mouse click - uses an item and closes inventory window (i.e, a readable or a potion, eliminating the need for the U key afterwards) Left mouse click and drag - closes inventory window and automatically puts item in frob mode, if possible (makes dropping items easy, replaces R key) Note that I think we should still keep R, U and all other inventory associated keys, but this would provide a full GUI-based alternative to them.
  11. Hi all, First off let me say that TDM has renewed my faith in gaming at a time where bloated, soulless open world/multiplayer gaming seems to have taken over. There's real passion behind each level released, not a whole bunch of filler added in by devs working death-shift hours. This, the numerous S.T.A.L.K.E.R and Skyrim mods are pretty much all I play now. The only small suggestion I would have, if it hasn't been suggested a million times already, is perhaps getting a Moorish/Middle-Eastern setting going. The whole 1001 nights context would be an open pallette to explore. I personally can't wait to sneak around some Sultan's palace or some long forgotten tomb in the desert. Just my 2 cents. Anyways, keep up the great work all! Cheers, g0kud0
  12. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  13. Why not give an official torrent for a release? Post it everywhere from the PirateBay, vodo.net, legittorrents, and, of course, here. This will also help people download the game even if the servers go kaput again. The updater isn't very efficient, it does not resume partially downloaded files and mine on Linux keeps getting stuck on tdm_models.pk4. The speed and progress just freeze. I've already tried different mirrors. (now if it was using libtorrent to download the files, that would be amazing )
  14. Okay, so, I love rope arrows. No. I LOVE rope arrows. So freakin awesome and freedom-giving. I love this stuff. All I want is a big mission, in which you have dozens of places to use this, not 1-2 roofs, where you get up once to get into the bank and after that forget about ropes at all. Can you guys suggest me a mission with such a freedom? If there not only human enemies, but also monsters / ghosts - that would be even more awesome. Thanks!
  15. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  16. I D/L'd the mission from the download page, installed them manually, started the game and they all registered fine. When to the in-game 'download missions' page to check for updates etc, and realized that for missions with long names the * or # for 'update' or 'translation' cannot be seen. Is there a chance the * and # indicators can be listed at the start of the mission names, with one or two spaces between them and the FM titles? I've no need to download missions for new languages, and doing so just wastes bandwidth - if that's even a concern for the hosters any more. Thanks for reading.
  17. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

  18. At the moment the materials browser shows a list of material names, but only when clicking on each one do we see the editor image. It would be nice if each time we selected a category, we then saw a grid of thumbnails, like the texture browser, so we could see them all.
    1. Tarhiel

      Tarhiel

      Awesome, congratulations!!! :o

    2. Bikerdude

      Bikerdude

      Yup, all the remianing bugs were ironed out, so it nigh on perfect now.

    3. AluminumHaste

      AluminumHaste

      version 2.1 is now uploaded to mirrors ready to download.

  19. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
  20. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

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