Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/thedarkmod/' or tags 'forums/thedarkmod/q=/tags/forums/thedarkmod/&'.

  • 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. Release of datBounds v 1.0 My new tool to visualize the font metrics in a .dat file is now available. For more, see https://wiki.thedarkmod.com/index.php?title=DatBounds I've been using this and testing it as I begin the long process of extending the Stone 24pt character set.
  2. For free ambience tracks it's as Freky said: you look around on the internet for tracks with the appropriate license to be included in your FM. Fortunately, you likely don't even need to bother doing this as a beginner as there's an entire "Music & SFX" section of the forums full of good ambient tracks for you to use if the stock tracks do not meet your fancy. You might also be interested in Orbweaver's "Dark Ambients", which come with a sndshd file already written for you.
  3. By searching at several music sites on ambient music (looking at the license) Or by creating them ourselfs, https://wiki.thedarkmod.com/index.php?title=Composing_Ambient_Tracks_and_Music_Tracks
  4. okay - bug report: https://bugs.thedarkmod.com/view.php?id=6532
  5. Added a note to this wiki: https://wiki.thedarkmod.com/index.php?title=GUI_Scripting_Language#The_Basics_for_Mappers
  6. 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/
  7. Arrows are a core part of TDM. They should be moved to C++ and have dedicated Cvars for both players and mission authors. Plan: 1) Implement Arrows in C++ ( evaluate changing some old defaults ) 2) Make associated Cvars "non-archived" 3) Mappers add mission.cfg to enforce their customizations 4) Players can alter mission.cfg to their preference Along the way, reduce some of the performance impact of the weapon script constantly invoking "raise torso" and other nonsense due to using scripts rather than C++ https://bugs.thedarkmod.com/view.php?id=4203
  8. To summarize bullet points: https://github.com/fholger/thedarkmodvr/wiki/Gamepad-support https://bugs.thedarkmod.com/view.php?id=5400 Also an idea is having vibration while lockpicking: http://www.thief-thecircle.com/thief3/saamspreview.asp "Now, what are the differences in the controls between the Xbox and PC versions of TDS? For starters, lock-picking on the Xbox enables the force-feedback on the controller, so you feel different levels of “rumble” as you get closer or farther away from a successful pick. It does make lock-picking easier, especially when you’re in a hurry (while a guard is coming your way!) but you can always turn the rumble off if you’re a purist in playing everything to the hardest level possible."
  9. As a matter of fact, I implemented passing info from briefing to game and from game to debriefing: https://bugs.thedarkmod.com/view.php?id=6509#c16671 At some moment I think I should put this info to wiki... This will be available in the future dev build. P.S. By the way, you can also override which .map file to start, although I'm very skeptical that this feature is worth the trouble you'll get in maintainability. Small variations of the same map should be better implemented by writing the "main" game script.
  10. Could somebody update the article about the lightgem? 1. Add a sentence that a red frame around the lightgem indicates that it is at maximum intensity. (see https://bugs.thedarkmod.com/view.php?id=6525) 2. Remove the lingering quotation mark after "Stealth & Shadows". Update: Dragofer added a sentence about the red frame in this edit, but the orphan quotation mark is still present.
  11. https://wiki.thedarkmod.com/index.php?title=Objectives#Mission states: Is this correct? Because DR's objective editor creates an entity called atdm_target_addobjectives . Edit: Changed it into atdm_target_addobjectives
  12. At the end of darkmod.cfg. like what xlm posted. or do a "seta" in the console, like "seta mysetting value" According this site, you can also to change some def files. https://doom.fandom.com/wiki/Doom_3 (See header "difficulty) A link to Info about A.I (what xlm posted earlier) https://wiki.thedarkmod.com/index.php?title=Cvars_in_The_Dark_Mod#AI
  13. This might be frowned onto by tdm mappers/veterans, but I find it strange that it's considered ok to use text inside entities, which can then be found inside map files. That in general seems badly organised. Like for example with text decals: https://wiki.thedarkmod.com/index.php?title=Text_Decals_for_Signs_etc.#The_Decal Personally I think xdata could/should be used for all instances of text (except maybe darkmod.txt and subtitles), including readme files and GUI files. Or at least some kind of external text file. Could be something else, but the xdata format seems good and supported. So the sign text prefab could have a default xdata_contents spawnarg instead of gui_parm1 . Edit: Objective description text is also inside an entity inside the map file, but it could just as well be a reference to an xdata file. I posted about this before, here:
  14. Then your experience is different than mine. I just recently downloaded a very old mission, The Outpost, that is listed as having German, French, Italian translations, to test out language capabilities. It was not converted (no "#str" found in .map file). Nor was there a language pack included (at least not from thedarkmod downloader).
  15. I wanted to internationalise The Hare in the Snare before I released it but I couldn't get the scripts to work and had some other questions as well. I posted about it Newbie Dark Radiant Questions and nobody replied, so I gave up. It being my first FM I didn't feel confident digging into it and just wanted to release the FM. I just got the impression that it wasn't a big deal and nobody cared about it. From memory, the script worked once but I needed to re-run it and just couldn't get it to work. It's also Perl which nobody really uses anymore. I think I recommended to a 'I want to help' person to convert it to Python, but that didn't go anywhere. I don't think you need the script though if you internationalise from the very beginning (i.e. create your own dictionaries). At the end of the day it's extra work for the mapper and if it adds too much overhead (i.e. is broken or is a PITA) then nobody is going to use it. https://wiki.thedarkmod.com/index.php?title=Internationalization
  16. 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/
  17. In considering my possible upcoming TDM projects, such as upgrading some fonts to Latin-1 or "TDM Latin", I reviewed the current status of support for European Latin-based languages. Basically, for FMs, the translation system has fallen into disrepair and disuse (or perhaps kicked into the grave). Neither "converted" (i.e., #str using) FMs nor Language Packs are now being maintained and distributed by thedarkmod.com. As to other sites, for Cyrillic/Russian, DarkFate provides such resources. Are there any such sites in native Western European tongues, say, German, French, Italian, that likewise offer translated TDM FMs? So, turning back to thedarkmod.com, questions - - is Western Language support (outside the main menu system) officially dead? - if so, maybe it's time to stop pretending otherwise. - if not, should the converted #str system be revived, with better infrastructure? - or an alternative translation system be devised... if so, what? I'm just trying to identify work worth doing. (I started to draft a doc with a litany of problems with Western language support, and possible sub-projects to address them, but TL;DR. And really, not pertinent if support is considered dropped.) Thanks for your thoughts.
  18. 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.
  19. The commit which introduced unconditional writing of the s_mindistance and s_maxdistance spawnargs was this one: https://github.com/codereader/DarkRadiant/commit/541f2638c810588ada12e9a28360f16df6143d45 and it appears it was intended to fix this bug: https://bugs.thedarkmod.com/view.php?id=6062 The current logic is to set the spawnargs to the same values as in the sound shader, if a shader is set: // Write the s_mindistance/s_maxdistance keyvalues if we have a valid shader if (!_spawnArgs.getKeyValue(KEY_S_SHADER).empty()) { // Note: Write the spawnargs in meters _spawnArgs.setKeyValue(KEY_S_MAXDISTANCE, string::to_string(_radii.getMax(true))); _spawnArgs.setKeyValue(KEY_S_MINDISTANCE, string::to_string(_radii.getMin(true))); } This happens in the freezeTransform method which is called after performing some manipulation of the speaker entity such as moving or resizing it. In this case _radii is the object which contains the modified speaker radii, so this code is persisting the modified radii into the relevant spawnargs. This seems to be working correctly when I manipulate a speaker with a valid sound shader. The only way I can get 0 is by creating a speaker with a sound shader like blackjack_swing which does not have radii defined. In this case the speaker has a default minimum radius of 0.0 and a default maximum radius of 10.0. We could avoid setting a radius at all, but then the speaker just appears as an entity box rather than a sphere/circle, which I assume is the original reason for setting a default value. Right now I have no idea what code path would lead to having both a minimum and a maximum of 0.0. I think we'd need more detailed reproduction steps. This is the current logic for setting the spawnargs on speaker construction (rather than manipulation, which is the previous code): // Initialise the speaker with suitable distance values auto radii = soundShader->getRadii(); entity.setKeyValue("s_mindistance", string::to_string(radii.getMin(true))); entity.setKeyValue("s_maxdistance", radii.getMax(true) > 0 ? string::to_string(radii.getMax(true)) : "10"); So there is a specific check that s_maxdistance is greater than 0 before setting it as a spawnarg. Code similar to this has existed for many years, as far as I can see, and I have to go as far back as 2009 to find something different (originally all speakers just had hardcoded 16/32 radii to make them visible).
  20. I've added your much better description of the process to the existing mention of resizing speakers in https://wiki.thedarkmod.com/index.php?title=Setting_Up_Speakers#maxDistance%2F_s_maxdistance
  21. @Mortem Desino already implemented detail textures into No Honor Among Thieves and his tech demo: https://wiki.thedarkmod.com/index.php?title=Detail_Textures
  22. Ok I added info about this in on the wiki page: https://wiki.thedarkmod.com/index.php?title=Creating_Multiple_Skins_For_A_Model
  23. SVN is here? https://svn.thedarkmod.com/publicsvn/darkmod_src/ no idea where these files are
  24. 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.
  25. Yes. Sure, I will change it, but I do mind. In addition to changing the forum title, I have also had the name of the pk4 changed in the mission downloader and the thiefguild.com site’s named changed. It's not just some "joke". The forum post and thread are intended to be a natural extension of the mission’s story, a concept that is already SUPER derivative of almost any haunted media story or most vaguely creepy things written on the internet in the past 10 or 15 years. Given your familiarity with myhouse.wad, you also can clearly engage with something like that on some conceptual level. Just not here on our forums? We can host several unhinged racist tirades in the off-topic section but can’t handle creepypasta without including an advisory the monsters aren’t actually under the bed? (Are they though?) I am also trying to keep an open mind, but I am not really feeling your implication that using a missing person as a framing of a work of fiction is somehow disrespectful to people who are actually gone. I have no idea as even a mediocre creative person what to say to that or why I need to be responsible for making sure nobody potentially believes some creative work I am involved in, or how that is even achievable in the first place. Anyway, apologies for the bummer. That part wasn’t intentional. I am still here. I will also clarify that while I love the game, I never got the biggest house in animal crossing either. In the end Tom Nook took even my last shiny coin.
×
×
  • Create New...