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  1. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  2. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
    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.

  3. What you can do is: Download Manjaro Linux XFCE edition. (XFCE edition has best performance) Put it on usb-stick (usb 3.0 minimum, otherwise too slow). You can use Rufus for this. Boot from it, using the Proprietary drivers option in boot menu. Inside Manjaro linux, go to your Windows drive to the folder with your tdm installation. Start thedarkmod.x64 (NOT TheDarkModx64.exe) I tested this and it loads pretty fast.
  4. Heyo All, I've been working on my map, n at version 114 TDM stopped completing the Dmap, and subsequent versions (115, 116) also will not dmap. TDM crashes when writing the AAS. Here's the log. Anyone know what's going on and how to fix it? I redownloaded TDM into a new folder, and tried it there, but had he same problem, so it has to be the map. [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 374):INI (INIT) FR: 0] LogFile created at 2020.05.10 19:19:01 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 377):INI (INIT) FR: 0] Executable last cleaned and rebuilt on Apr 12 2019 18:21:55 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 380):INI (INIT) FR: 0] The Dark Mod 2.07/64, code revision 8079 (8079) [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogBegin: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogEnd: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogInfo: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogDebug: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogWarning: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogError: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_FRAME: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_SYSTEM: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MISC: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_FROBBING: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_AI: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_SOUND: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_FUNCTION: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_ENTITY: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_INVENTORY: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_LIGHT: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_WEAPON: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MATH: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MOVEMENT: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_STIM_RESPONSE: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_OBJECTIVES: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_DIFFICULTY: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_CONVERSATION: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MAINMENU: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_LOCKPICK: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_AAS: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_STATE: 0
  5. Awesome! Post is up! https://forums.thedarkmod.com/index.php?/topic/22200-beta-testing-the-house-of-delisle/#comment-487365 Thanks!
  6. Hi there, congratulations to the team for releasing version 2.08. Having watched this mod from the very beginning I am really amazed about the commitment this community still shows after all these years! I realized that there is now a 64 bit version of the game. Unfortunately when I try to run thedarkmod.x64 in my installation of Linux Mint 19.3 I get no sound. Any idea what might be the reason for this? The 32 bit version of the game works without a problem. When starting the game from a terminal I get some warning about "Couldn't load sound 'sound' using default". Here is the (slightly shortened) Terminal output:
  7. Here's the draft code patch so that folks who compile TDM themselves can give this proposal a try in game. And, if you do, I look forward to your feedback! https://gist.github.com/daftmugi/41d0324107e8734f364bb3e50ff00794 Install TDM v2.12 (dev16829-10455) Get the SVN repo Download "r10455-add-frobhold.diff" Apply SVN patch: "svn patch r10455-add-frobhold.diff" Compile Copy TheDarkMod.exe and glprogs to TDM (dev16829-10455) directory Or, @Wellingtoncrab has provided a Windows build. (includes new frob and new lean) Install TDM v2.12 (dev16829-10455). Download @Wellingtoncrab Windows build: https://drive.google.com/file/d/13lQig7Yzfc_jovU2zZklxLV1QOKAjkXe/view?usp=sharing Copy the TheDarkModx64.exe binary to your dev16829-10455 directory. Or, @Daft Mugi has provided a Ubuntu/Linux build. (includes new frob and new lean) Install TDM v2.12 (dev16829-10455). Download @Daft Mugi Ubuntu/Linux build: https://drive.google.com/file/d/1j7DoWBKuBAFdVH2Y-2LcYsgdtJNBabmn/view?usp=sharing Copy the thedarkmod.x64 binary to your dev16829-10455 directory.
  8. 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.

       

  9. There's a problem with Lady02 sound clips. A number of them are untrimmed, having dead air at the end up to modulo 5 seconds. Out of 310 sound clips, counts of suspect clips are: 69 at exactly 5 seconds 15 at exactly 10 seconds 4 at higher values, modulo 5 seconds If a clip has, say, 3 seconds of dead air, I don't want to keep showing the subtitle during those 3 seconds. Solutions are: 1) trim the clips. The best solution, but a good amount of work (that I hate doing. Any volunteers?) 2) use SRT in each case to end the subtitle early. This is a fair amount of extra work for me, for those clips that otherwise would not need SRT (namely, the 5 second and some of the 10 second ones). But I'll do this if (1) and (3) seem out of reach. 3) Change the -dx command so it can take a negative value, and end the subtitle early. It would still take some effort to determine the -dx value, but less than (2), and with less file proliferation. @stgatilov, is this viable/easy? EDIT: Reported to bugtracker as https://bugs.thedarkmod.com/view.php?id=6352
  10. Maybe increasing the frobbox_size of the loot item might help? https://wiki.thedarkmod.com/index.php?title=Frobbing
  11. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  12. Looks like this has been a bug since at least 2011. https://bugs.thedarkmod.com/view.php?id=2758
  13. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

  14. As mentioned in this post: https://wiki.thedarkmod.com/index.php?title=Combined_light_entities#Example_entities In the entity atdm:sconce_2candles_rigid there's no name_attach . I think the name_attach should be present inside the def file? Maybe there are more def files where no name_attach is present. For example: atdm_ship_lamp_lit atdm_standing_chandelier_3_candles atdm_lamp_hanging02
  15. Is it possible to script ai hearing behaviour based on distance from speaker? So modify the acuity_aud spawnarg based on the distance from a specific speaker ( distanceTo(entity other) ? ). Or based on the volume of the sound in that position ( getSoundVolume(string soundName) ? ). (I'm just guessing some stuff, so it could be complettely wrong.) https://wiki.thedarkmod.com/index.php?title=Adding_ambient_Sounds_to_your_Map#Ambient_Sounds_in_one_Area https://wiki.thedarkmod.com/index.php?title=AI_stats#Aural_perception https://wiki.thedarkmod.com/index.php?title=TDM_Script_Reference
  16. I loved it. Awesome game. I faceplanted at the people who asked for quest markers in the Steam forums there... Herr, lass Hirn regnen. The game is so great, and so true to the original, because it doesn't hold your hand. When is the new breed of gamers gonna learn.
  17. Well you are in luck! Here is a list of other missions with normal save options : https://www.thedarkmod.com/missions/ *** Also for people who want to play this mission and are getting discouraged by the restriction, its only on Expert. I wish there was a way to make it a check box option, but I couldn't find a solution with the time I had. @STiFUI like all your suggestions. A modifier would be a really cool solve for this problem.
  18. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
  19. Announcing the release of “A House of Locked Secrets” for The Dark Mod! Download Download the latest version of the Dark Mod here: http://www.thedarkmod.com/download-the-mod/ Download the mission here: Mediafire: http://www.mediafire.com/download/4awe6e756m12p71/ahouseoflockedsecrets.pk4 Southquarter: http://www.southquarter.com/tdm/fms/ahouseoflockedsecrets.pk4Taaki: http://darkmod.taaaki.za.net/fms/ahouseoflockedsecrets.pk4Fidcal.com: http://www.fidcal.com/darkuser/missions/ahouseoflockedsecrets.pk4 The mission should also shortly be up on the in-game downloader. General Notes -A House of Locked Secrets is a campaign, with two levels. -The mission is also a sequel to the Dark Mod FM “Requiem”. While you don’t need to have played Requiem to enjoy this mission, it is recommended, as it will help you better understand the lore of this corner of the TDM universe. -There is a companion novella to this series, Shadowcursed, available at Amazon.com or Smashwords.com. If you beat this FM, you can get a coupon code for 50% off the price! -The map you get of the manor is an automap which tells you which room you are currently in. Use it, along with the compass to help find your way. -Most inventory items in the game can be dropped, so no need to carry them around after they are no longer of any use. -If you use noclip or other console commands while playing, there is a good chance that you will break the intended flow of gameplay. Credits Mapping and Readables: Gelo R. Fleisher Voice Acting: Amber Collins, Bikerdude, Commander, Goldwell, Mortem Desino Additional scripting: Obsttorte, SteveL Additional textures and assets: Bikerdude, Crowind, Fidcal, Flanders, Goldwell, Grayman, Kyyrma, Melan, Nielsen, Sotha, Springheel Additional map optimization: Bikerdude Custom Soundtrack: Sarah Eide - www.saraheide.com Additional Music: cmusounddesign, Gigagooga, Lee Rosevere, Leonardo Badinella, Marianne Lihannah, NewEonOrchestra, Sarah Eide, Tabias Scot, Zoro. Additional Sounds: club20sound, ERH, geoneo0, Grayman, kevinkace, nothayama, qubodup, SoundsExciting, speedygonzo, swiftoid, viznoman. Testers: Airship Ballet, AluminumHaste, Baal, Bikerdude, Deadlove, demagogue, Diego, Dunedain19, gnartsch, Goldwell, Lowenz, Lux, nbohr1more, Oldjim, PranQster, SteveL, Xarg A note from the author After a lot of work ‘A House of Locked Secrets’ is finally ready for everyone to play. More than anything else, this FM was a team project. If the official TDM campaign never gets released, you might consider this to be the unofficial one, as almost everybody on the core TDM team lent a hand toward its completion. Of the many contributors, I especially want to thank SteveL whose custom code turned what was just an idea in my head into the FM you now get to play. I also want to thank Bikerdude, who performed a lot of optimization work on the map, and Goldwell whose voice brought to life many of the mission’s characters. If you like the music in the FM, check out the work of Sarah Eide (www.saraheide.com) who composed most of the custom soundtrack. Also, Marianne Lihannah makes a return from Requiem with a few songs, so check out her work too (www.funeralsinger.net). They'd both love to hear from you, so if you liked their music, let them know! On a personal note, I hope that this FM will give you a few hours of enjoyment, and if it does, feel free to drop me a line either in this forum thread, my work blog, or via email. In the future, other writing and game projects seem set to take up a lot of my time, so I give permission for anyone (preferably the TDM team) to update both Requiem and A House of Locked Secrets to fix any bugs or compatibility issues. I just ask that fixes be limited to correcting for glitches or for issues that come up due to future TDM releases. I do give permission for people to make visual & gameplay changes too but ask that you release these changes in a separate version than my release, and I ask that you make no changes to the story, readables, and plot. With that all out of the way, I want to thank you again for downloading and playing ‘A House of Locked Secrets’; I hope you enjoy it. God bless, Gelo “Moonbo” Fleisher
  20. So, I started playing Prey. I see many similarities with TheDarkMod controls Mantling, leaning, crouching, grabbing objects to move and throw, even dragging bodies. Perhaps both Prey and TDM use the same game mechanics from System Shock. Did System Shock allow dragging bodies BTW? Dragging bodies even feels equally useless in TDM and Prey. My brother played System shock 2 but I did not. But my vague memory says Prey is a game of the very same kind.
    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

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