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I should start by saying the suggestion was inspired by this exact feature being successfully implemented in the FPS Red Eclipse (Cube / Tesseract engine) for a long time with very good looking results. I'm a developer or at least mapper for RE as well, if you need more information I'll ask its admin Quin for more technical data on how the system works. I can also find or create a video showing how the wind mechanism functions if anyone can use that. TheDarkMod currently lacks any real system for simulating wind: If you want to make a FM that takes place in a stormy environment that looks good, you're out of luck. All we have is a handful of animated props animated to appear as if swaying in the wind, namely a tree and banner that move slightly: You can't adjust the intensity nor the direction of the wind effect, at best you can maybe tweak the animation speed to match the wind strength you'd like to depict. There is a much better way using vertex shader deforms defined in the global shader. The first step is defining wind direction, this can be done as a property of the location info and / or using an entity for radial wind direction. When touched by a wind value above zero, models (static or animated) will play a sine wave animation on vertices, its direction and distance and frequency defined by the wind entity spawnargs and the entity's distance from its epicenter. Obviously models must specify which vertices should be wavy, the most common way is using vertex colors though an intensity texture also works if that's preferred, in any case models must include per-vertice information to specify which points should sway in the wind and by how much. Particles also need to be blown away by the wind but that should be very simple, further effects like affecting the direction of noise transmission are optional and can be done later at best. Existing assets will need to be modified to make use of this. This includes every tree and grass so branches and leaves are affected by wind the further they are from the trunk and the base of the tree, obviously this should also be done for all banners and even the clothes on AI so you can see the the sleeves of characters flutter in the wind. All particles should be affected including flames and smoke so torches blow to the side. Note that old maps would not be affected even after the assets are modified since they'd need to specify wind information for the effect to activate.
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Here's my first FM. A small and easy mission, inspired by Thief's Den and The Bakery Job, where you must find and steal a cook's recipe book in order to save a friend from going out of business. Download (version 4): Mediafire (sk_cooks.pk4) TDM Website's Mission Page The in-game mission downloader Thanks to: The people who helped me get this far, both in the forums and on Discord. The beta testers: MirceaKitsune, Mat99, Baal, wesp5, Cambridge Spy, jaxa, grodenglaive, Acolytesix ( Per the author in the beta testing thread. ) Skaruts has given permission to the TDM Team to add Subtitles or Localization Strings to this mission. (No EFX Reverb.) If anyone from the Community or TDM team wishes to create these we will gladly test them and update the mission database.
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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?
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I'm happy to present my first FM, The Spider and the Finch. There may be a spider, but no ghosts or undead. It should run a couple hours. It's now available on the Missions page or the in-game downloader. Many thanks to the beta testers Acolytesix, Cambridge Spy, datiswous, madtaffer, Shadow, and wesp5 for helping me improve and making the mission to the best of my abilities. This would not be have been possible without Fidcal's excellent DarkRadiant tutorial. Thanks also to the many people who answered my questions in the TDM forums. Cheers! 2023-12-13 Mission updated to version 3. Fixed a bug where the optional loot option objective was not actually optional. Updated the animations for Astrid Added a hallway door so the guards are less likely to be aggroed en masse. 2024-05-31 Mission updated to version 4. Adjusted tower guards Added voices for conversations Improvements to objectives 2024-07-12 Updated to version 5. added dialog subtitles small bug fix
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The project to round up viable orphaned translations is mostly complete now. https://bugs.thedarkmod.com/view.php?id=4726 Since Darkfate has their own translations it took awhile to merge the older translations with the darkfate formatting since they generated new string numbers from scratch. A few missions are so radically changed that the old translations are practically worthless now ( and some Darkfate translations are also incompatible with the latest mission versions ) but most of the work was salvageable. I added a "Translation Pack" column to the Missions wiki: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod all entries marked with "Yes" are working translations that use Darkfate's translation design ( includes xdata, GUI and Map files if the author didn't perform localization changes in their own mission pack ). Sadly, these changes do not show in the mission downloader list. You will need to delete mission_l10n.pk4 files from the darkmod/fms/mission_name folders to acquire the new translation packs that "actually work". Not all mission packs contain all languages. Mostly you can count on Russian being in there, but a good percentage have German and Italian strings too. French, Polish, and a few other languages are represented but not very broadly. Hopefully now that the packs work other contributors will add more language strings. Mission administration details: Going forward, it would be courteous if the mission admins ( like myself ) would diff the map files when new mission updates are supplied and replace all the objectives, inv_name, pop-up messages, and shouldered names in a copy of the new map file with the previous string codes then copy that file to the map folder in the translation pack folder. Ideally, authors will be encouraged to run their missions through the converter so only new strings need be added to the packs but not everyone likes that workflow and how cumbersome it makes future edits to the mission.
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Beta Testers Wanted. The Lieutenant 3: Foreign Affairs
Frost_Salamander replied to Frost_Salamander's topic in Fan Missions
For the FM? For beta 1 it's here: https://drive.proton.me/urls/H1QBB04GA0#oBZTb1CmVFQb I've already done around 100 fixes though, so you might want to wait for beta 2 which should be ready in a couple of days hopefully. All links are in the first post of the beta thread here: https://forums.thedarkmod.com/index.php?/topic/22439-the-lieutenant-3-foreign-affairs-beta-testing/ -
The Dark Mod 15th Anniversary Contest - Entry Thread
nbohr1more replied to nbohr1more's topic in Fan Missions
https://wiki.thedarkmod.com/index.php?title=Your_Mission_-_From_Beta_Testing_to_Release_and_Beyond TLDR: Upload to google drive \ dropbox , etc Create a mission thread and add the shared mission link to it. -
Thanks! For me solved that problem om my phone and project. That sollution was also mentioned in the performance wiki article. (I should it read it and test those settings from the article) https://wiki.thedarkmod.com/index.php?title=Performance_Tweaks
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Does this mean the following info needs an update? https://wiki.thedarkmod.com/index.php?title=Setting_Up_Speakers#minDistance/_s_mindistance
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Since due to the nature of this forum, file/image sharing is used quite frequently, I thought to present some alternatives to the widely used Gdrive, which I don't like so much, especially since the last TOS change. File Sharing To share large files there are several options that also do not require registration. The first is File Hosting Online, which supports files up to 25 Gb, encrypted and also includes a Virus Scan that ensures safe use Another good option is Gofile, free to use, privacy focused and unlimited Bandwith. No refistry needed. While the files are accesed or downloaded at least one time a week, they are never deleted, otherwise inactive files are deleted after 10 days. If you prefer to use P2P, that means to share files directly from PC to other, without a hoster in the middle, there are also very good options, which permits to share files and folders without limites of type and size. The most easy to use is O&O File Direct, a small Desktop app (sadly only Windows), very easy to use 1 Open the app and drag the files/folders you like to share in its window 2 Optional adjust the days and amount of permited downloads and if you want a password 3 Share the link which apears in the app Done The only limits are, that the receptor only can download your files, when your PC is online, on the other hand this permits that you can stop the download in any moment, going offline or shutting down the PC. The other limit is, that the files to share can't be in a protected folder. Her are an Example with a list of Search Enines (Html file 423,56 Kb). While I am online, you can download it https://file.direct/f/pmjVFnjfkjFTKTt5 Videos One of the best options is Streamable (need a free account, inactive videos are deleted after 90 days in the free version) Alternatively you can use Streamja, a simple Video sharer with good privacy, free account optional (nick, mail) Images Ok, there are a lot of Image sharer, most used the known Imgur, because of this I add only one which offers some advantages over Imgur. ImgBox (free account) is a reliable platform to share and host images like Imgur, but it make it very easy to upload and post dozend of images simultaneous, selecting all the images you want and drag them on the window, offering coresponding bulk codes from the selected images to post them with one click for forums (BBcode), Html and others, fullsize or thumbnails. More since Imgur used since some time the hated webm formats for gif images, hardly accepted in most forums.
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I believed he needs to set up DarkRadiant in "project mode" where he points the editor to the right files. https://wiki.thedarkmod.com/index.php?title=Startpack_Mappers'_Guide#Non-Project,_Common_Map_Setup Project Desktop Shortcuts To access your map as a project from Dark Radiant you can either make a desktop shortcut OR set the game parameters in Dark Radiant: Setting Game Parameters within Dark Radiant To configure Dark Radiant to access your map in a project folder: Dark Radiant > Edit Menu > Preferences > Game: Mod (fs_game) = mymap Mod Base (fs_game_base, optional) = darkmod You must then relaunch Dark Radiant. When you want to access the maps in darkmod\maps you should delete mymap from Mod (leave it blank) then relaunch Dark Radiant. Dark Radiant Project Shortcut To regularly use Dark Radiant to switch to different project folders it is easier to create desktop shortcuts for each rather than set the game parameters within Dark Radiant: Create a Dark Radiant desktop shortcut RMB menu > properties Add to darkradiant.exe in 'Target' field the parameter: fs_game_base=darkmod fs_game=mymap So the target field should be eg, C:\DarkRadiant\DarkRadiant.exe fs_game_base=darkmod fs_game=mymap Rename the shortcut eg, Dark Radiant mymap Whenever you run that shortcut then the game parameters will automatically be set in Preferences.
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According to AppVeyor: c:\projects\thedarkmod\typeinfo\main.cpp(203): error C2143: syntax error: missing ';' before '*' [C:\projects\thedarkmod\typeinfo.vcxproj] c:\projects\thedarkmod\typeinfo\main.cpp(203): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int [C:\projects\thedarkmod\typeinfo.vcxproj] c:\projects\thedarkmod\typeinfo\main.cpp(203): error C2065: 'MAX_THREADS': undeclared identifier [C:\projects\thedarkmod\typeinfo.vcxproj] c:\projects\thedarkmod\typeinfo\main.cpp(206): error C2061: syntax error: identifier 'xthreadInfo' [C:\projects\thedarkmod\typeinfo.vcxproj] c:\projects\thedarkmod\typeinfo\main.cpp(207): error C2065: 'info': undeclared identifier [C:\projects\thedarkmod\typeinfo.vcxproj] c:\projects\thedarkmod\typeinfo\main.cpp(207): error C2182: 'Sys_DestroyThread': illegal use of type 'void' [C:\projects\thedarkmod\typeinfo.vcxproj] c:\projects\thedarkmod\typeinfo\main.cpp(207): error C2365: 'Sys_DestroyThread': redefinition; previous definition was 'function' [C:\projects\thedarkmod\typeinfo.vcxproj] c:\projects\thedarkmod\idlib\sys\sys_threading.h(208): note: see declaration of 'Sys_DestroyThread' c:\projects\thedarkmod\typeinfo\main.cpp(207): error C2448: 'Sys_DestroyThread': function-style initializer appears to be a function definition [C:\projects\thedarkmod\typeinfo.vcxproj] I think there were additional errors, but this is the first one AppVeyor stumbles over. Also, on Linux: [ 27%] Building CXX object CMakeFiles/TheDarkMod.dir/idlib/Thread.cpp.o /home/appveyor/projects/thedarkmod/idlib/Thread.cpp: In static member function ‘static int idSysThread::ThreadProc(idSysThread*)’: /home/appveyor/projects/thedarkmod/idlib/Thread.cpp:218:3: error: ‘_exit’ was not declared in this scope _exit( 0 ); ^~~~~ /home/appveyor/projects/thedarkmod/idlib/Thread.cpp:218:3: note: suggested alternative: ‘_Exit’ _exit( 0 ); ^~~~~ _Exit
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To https://wiki.thedarkmod.com/index.php?title=Teleporting_entities , under the topic "Making an AI Start a Path after Teleporting", at the end I've added a description of this new method, as: Technique 3: "Kicking a Single Path Target Down the Road" Plus a link to the wizard discussion above about Visual and Sound Effects During Teleport
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Added to https://wiki.thedarkmod.com/index.php?title=Pathfinding as new section "Viewing AI Current Path Goals and Obstacles"
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Peering to keyholes (WIP, proof of concept). http://forums.thedarkmod.com/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/page__view__findpost__p__351343
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Interesting idea. Not sure about my upcoming time availability to help. A couple of concerns here - - I assume the popup words uses the "Informative Texts" slot, e.g., where you might see "Acquired 80 in Jewels", so it likely wouldn't interfere with that or with already-higher subtitles. - There are indications that #str is becoming unviable in FMs; see my just-posted: https://forums.thedarkmod.com/index.php?/topic/22434-western-language-support-in-2024/
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Online tracking: Protect yourself - http://forums.thedarkmod.com/topic/16433-online-tracking-protect-yourself/page__pid__350848?do=findComment&comment=350848
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In post https://forums.thedarkmod.com/index.php?/profile/254-orbweaver/&status=3994&type=status @nbohr1more found out what the Fixup Map functionality is for. But what does it actually do? Does it search for def references (to core?) that don't excist anymore and then link them to defs with the same name elswhere? Also I would recommend to change the name into something better understood what it is for. Fixup map could mean anything. And it should be documented in the wiki.
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Fan Mission: Seeking Lady Leicester, by Grayman (3/21/2023)
datiswous replied to Amadeus's topic in Fan Missions
Maybe for now at least @Amadeuscan update the download link in the opening post to: https://www.thedarkmod.com/missiondetails/?internalName=seeking (seeing this happen a lot, download links getting outdated, I would probably wait for the release thread until the fm is added to the fm database and then link to that in my opening thread) -
Fan Mission: Seeking Lady Leicester, by Grayman (3/21/2023)
datiswous replied to Amadeus's topic in Fan Missions
Ah I see there's only one downloadlink on thiefguild.com ... You can find seperate downloads for all missions here: https://www.thedarkmod.com/missions/ Although it's best to use one system (in-game downloader or via website), because the built-in mission downloader doesn't work correctly with manual downloads and so it will state there is an update, even when you've already downloaded the newest version via the website. -
Compiling with --enable-debug I can see a few extra messages which might explain the ScriptingSystem error (lib64 -> lib symlink present): Gtk-Message: 00:01:30.237: Failed to load module "appmenu-gtk-module" ModuleLoader: loading modules from /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/modules/ ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/modules/sound.so' ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/modules/script.so' Error opening library: /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/modules/script.so: undefined symbol: PyExc_ValueError ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/modules/libradiantcore.so' /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/modules/libradiantcore.so: undefined symbol: RegisterModule ModuleLoader: loading modules from /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/ ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/dm_stimresponse.so' ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/dm_difficulty.so' ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/dm_gui.so' ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/dm_editing.so' ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/dm_gameconnection.so' ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/dm_objectives.so' ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/dm_conversation.so' XMLRegistry: looking for XML files in /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../share/darkradiant/ [filters] Loaded 16 filters from registry. Exception initialising modules: ModuleRegistry: Module doesn't exist: ScriptingSystem [skins] in tdm_epi_skins.skin: skin steam_engine_003_off previously defined in steam_engine_003.skin! [skins] in tdm_epi_skins.skin: skin steam_engine_003_on previously defined in steam_engine_003.skin! Aborted (core dumped) The block appears to happen when it reaches a certain "undefined symbol: PyExc_ValueError" in modules/script.so. Then there seems to be a similar error about "undefined symbol: RegisterModule" in modules/libradiantcore.so. It seems to only be those two undefined symbols... afterward the ScriptingSystem module is most likely seen as non-existent because script.so never loaded over that error.
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nVidia are looking into our DR ortho cylinder patch issue - http://forums.thedarkmod.com/topic/16203-minor-bugglitch-in-dr/page__pid__344197?do=findComment&comment=344197
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Hello, there were rumors, that the current antique shop owner and sometime-maybe-to-be-lord Geoffrey Rowanson had lost a shipment of fine paintings due to a thieving event. Luckily I was able to buy them from a fence so that they eventually can find their place in new locations in the city. ---- A large picture of the paintings is at the bottom of this post. I had quite some fun constructing this together. There are normal paintings, weird paintings, erotic paintings and irritating ones. On some of them a second look is needed to even identify that something is not as it "should be" (weirdness factor). It would be really nice if it would be possibly to integrate them into TDM. Documentation first: here is the source and licensing information for each painting. Each of the paintings also has its own sometimes very surprising story, so it's worth following the links to metmuseum.org. https://das-kartell.org/files/thedarkmod/paintings/sources_licenses.txt License information: Open Access/Public Domain Savitri painting_savitri.jpg https://www.metmuseum.org/art/collection/search/838323 Vanitas Still Life painting_still_life_vanitas.jpg https://www.metmuseum.org/art/collection/search/435918 The Garden of Love painting_garden_of_love.jpg painting_garden_of_love.png https://www.metmuseum.org/art/collection/search/468064 Rubens painting_family.jpg https://www.metmuseum.org/art/collection/search/437532 Merry Company on a Terrace painting_merry_company.jpg https://www.metmuseum.org/art/collection/search/437749 The Declaration of Love painting_declaration_of_love.jpg https://www.metmuseum.org/art/collection/search/438127 Woman_man_casement painting_woman_man_casement.jpg https://www.metmuseum.org/art/collection/search/436896 Vanderlyn painting_portrait_man.jpg https://www.metmuseum.org/art/collection/search/13053 Basket of Flowers painting_basket_of_flowers.jpg https://www.metmuseum.org/art/collection/search/436175 Judgement painting_judgement.jpg https://www.metmuseum.org/art/collection/search/436037 Daughters of Catulle painting_daughters.jpg https://www.metmuseum.org/art/collection/search/438014 Love Letter painting_love_letter.jpg https://www.metmuseum.org/art/collection/search/437227 The Smokers painting_smokers.jpg https://www.metmuseum.org/art/collection/search/435807 Following the stags trail painting_trail.jpg https://www.metmuseum.org/art/collection/search/468096 Feast of Acheloues painting_feast.jpg https://www.metmuseum.org/art/collection/search/437525 Vase of Flowers painting_vase_of_flowers.jpg https://www.metmuseum.org/art/collection/search/436634 Wolf and Fox hunt painting_hunt.jpg https://www.metmuseum.org/art/collection/search/437536 Oedipus and the Sphinx painting_sphinx.jpg https://www.metmuseum.org/art/collection/search/437153 The Horse Fair painting_horse_fair.jpg https://www.metmuseum.org/art/collection/search/435702 Aegina visited by Jupiter painting_visit.jpg https://www.metmuseum.org/art/collection/search/436580 The silver tureen painting_silver_tureen.jpg https://www.metmuseum.org/art/collection/search/435887 The dissolute household painting_dissolute_household.jpg https://www.metmuseum.org/art/collection/search/437747 A hunting scene painting_hunting_scene.jpg https://www.metmuseum.org/art/collection/search/437283 Springtime painting_springtime.jpg https://www.metmuseum.org/art/collection/search/438158 Temptation painting_temptation.jpg https://www.metmuseum.org/art/collection/search/828241 Woman playing a guitar painting_guitar.jpg https://www.metmuseum.org/art/collection/search/747607 The letter painting_letter.jpg https://www.metmuseum.org/art/collection/search/436904 Marriage painting_marriage.jpg https://www.metmuseum.org/art/collection/search/437083 Woman reading painting_woman_reading.jpg https://www.metmuseum.org/art/collection/search/437882 Moreau Galatee painting_galatee.jpg https://en.wikipedia.org/wiki/File:Gustave_Moreau_-_Galat%C3%A9e.jpg Moreau devore painting_devour.jpg https://fr.wikipedia.org/wiki/Fichier:Gustave_Moreau_-_Diom%C3%A8de_d%C3%A9vor%C3%A9_par_ses_chevaux.jpg Moreau Diosa painting_diosa.jpg https://www.wikiart.org/en/gustave-moreau/goddess-on-the-rocks Flowers in a Grotesque Vase painting_grotesque_vase.jpg https://www.metmuseum.org/art/collection/search/816522 Marriage of Wealth.png painting_marriage_of_wealth.png no direct link - Jan Saenredam, 1565-1607, public domain by date Stolen kiss painting_stolen_kiss.jpg https://www.metmuseum.org/art/collection/search/436325 Afternoon meal painting_afternoon_meal.jpg https://www.metmuseum.org/art/collection/search/437053 Courtiers in a rose garden painting_rose_garden.jpg https://www.metmuseum.org/art/collection/search/463189 Musical party painting_musical_party.jpg https://www.metmuseum.org/art/collection/search/436267 I made a Photoshop-file to easily apply borders (and created a new border color variation), containing the full size images and the adjusted outputs: https://das-kartell.org/files/thedarkmod/paintings/paintings_1024.psd (1 GB Download) The resolution of the new paintings is 1024px opposed to the 512px of the existing paintings. The detail difference was just too big to use 512px for a texture you look at so long and so often from a very close distance to analyse every detail, here is a comparison 512<>1024px ingame. I want to state that the 1024px texture doesn't make the existing painting look less good if placed side by side to the new ones, as quality and equality of existing textures already in the game according to the wiki have to be considered. Each painting was oriented, scaled and eventually clipped to appear as good as possible in the variety of possible frames. As specular maps the existing ones have been used. Because of the resolution and because of detail issues with the existing normal maps, the creation of adjusted normal maps was necessary. As I don't want to mess with the existing paintings in the game, I created new normal maps for the new images with finer detail and more subtle linen bumps. https://das-kartell.org/files/thedarkmod/paintings/_local.psd After intense testing, I made a 512px normal map layout, which consists of the existing 256px normal map area copied to the new map 4 times and flipped horizontally/vertically for seamless area filling. The intensity was reduced by 50% by overlaying the average color of the image area with a 50% transparency. The painting canvas part has been left untouched. The normal maps have been named after the border type in the paintings_1024.psd and the original normal map name (e.g. painting01, you'll see what I mean if you look at the files in the demomap). ----------------- Currently the paintings are only integrated in my demomap: ogda_demomap: Download (currently no pk4, set TDM\currentfm.txt to "ogda_demomap" and run over console with "map ogda_demomap"): https://das-kartell.org/files/thedarkmod/paintings/ogda_demomap.zip (23 MB) Skin definitions (ogda_demomap): https://das-kartell.org/files/thedarkmod/paintings/ogda_demomap.skin Material definitions (ogda_demomap): https://das-kartell.org/files/thedarkmod/paintings/ogda_demomap.mtr Diffuse and normal maps, Editor images (dds and texture folder): https://das-kartell.org/files/thedarkmod/paintings/paintings_dds_and_textures.zip Source images: https://das-kartell.org/files/thedarkmod/paintings/source_images.zip (101 MB) ----------------- Possible integration of the paintings into TDM. I'm not a team member, so this is speculation by me if this are the correct definitions and locations and of course they would have to be merged with a current development version): I tried my best, but this has to be reviewed (that is if you even want to include them in TDM). Here are my guesses: Diffuse maps should go here (source is the dds folder in https://das-kartell.org/files/thedarkmod/paintings/paintings_dds_and_textures.zip ) dds\models\darkmod\props\textures\ (tdm_models_decorative_wall.mtr references the dds-diffuse map to be in models\darkmod\props\textures\ though, not in dds\...?) _ed-Files and normal maps should go here (source is the texture folder in https://das-kartell.org/files/thedarkmod/paintings/paintings_dds_and_textures.zip ) models\darkmod\props\textures\ Adjusted material definition (my source should be from 2.09 live): materials\tdm_models_decorative_wall.mtr https://das-kartell.org/files/thedarkmod/paintings/tdm_models_decorative_wall.mtr Adjusted skin definition (my source should be from 2.09 live): skins\tdm_decorative_wall.skin https://das-kartell.org/files/thedarkmod/paintings/tdm_decorative_wall.skin ----------------- Finally, here's the overview of the paintings already ingame in my map "ogda_demomap". (additional info: there is a very slight thin dark shadow visible on the right side of each painting in the demomap and the pictures here. That's not a texture error but a shadow caused by a light sitting right of the painting in the demomap, I only noticed this after I was already done taking the pictures.) Direct image link: https://das-kartell.org/files/thedarkmod/paintings/paintings_overview.jpg Click 3 times to enlarge: Hope you enjoy these! OGDA
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DarkRadiant 3.9.0 is ready for download. What's new: Feature: Add "Show definition" button for the "inherit" spawnarg Improvement: Preserve patch tesselation fixed subdivisions when creating caps Improvement: Add Filters for Location Entities and Player Start Improvement: Support saving entity key/value pairs containing double quotes Improvement: Allow a way to easily see all properties of attached entities Fixed: "Show definition" doesn't work for inherited properties Fixed: Incorrect mouse movement in 3D / 2D views on Plasma Wayland Fixed: Objective Description flumoxed by double-quotes Fixed: Spinboxes in Background Image panel don't work correctly Fixed: Skins defined on modelDefs are ignored Fixed: Crash on activating lighting mode in the Model Chooser Fixed: Can't undo deletion of atdm_conversation_info entity via conversation editor Fixed: 2D views revert to original ortho layout each time running DR. Fixed: WX assertion failure when docking windows on top of the Properties panel on Linux Fixed: Empty rotation when cloning an entity using editor_rotatable and an angle key Fixed: Three-way merge produces duplicate primitives when a func_static is moved Fixed: Renderer crash during three-way map merge Internal: Replace libxml2 with pugixml Internal: Update wxWidgets to 3.2.4 Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.9.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep creating Fan Missions! 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!
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