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  1. Yes, the description is somewhat unclear. When it says "The in-game downloader might show something different than the main menu.", I don't perceive that as a problem. Sorting a list by titles (articles last) is one thing; presenting the full title (with article first) is another. And they serve two different purposes: * When presenting the title in a list along with other titles by other authors, I would want to put more emphasis on functionality, usability and the overall presentation of the list as a whole. It is in everybody's interest that the list is functional and neat. * When presenting the title by itself, I would want to put more emphasis on the author's wishes. I think the web page and the list on the wiki should follow CMOS too, for the same reasons. By the way: the web page (https://www.thedarkmod.com/missions/) has a column "Type" which has values "S" or "C" but it does not explain the difference. Does anyone know?
  2. I've been asked to post about the increased mantle speed in 2.12 as some folks have been curious about the change. After a lengthy internal discussion along with testing and input by several mission authors, it was agreed internally to increase the mantle speed. But during 2.12 beta testing, we would like feedback on any bugs or issues that you find. The reason for the change was to address feedback from players that mantling was "painfully slow", "slow and clunky", "mantling sucks - it's just slow", and so on. Several mission authors supported making mantling faster, and so the dev team decided to tweak the mantle speed. There were multiple implementations with the final implementation being a compromise. Also, the dev team studied some parkour techniques to ensure that the mantle phases and timings were good enough. The changes include: The original mantle phases were kept as that is what longtime TDM players are used to, and only the duration of some phases were reduced. Changed the pull animation so that it has both acceleration and deceleration rather than just deceleration. Tweaked the swaying back and forth a bit to work better with the increased speed. When the player in forced into the crouch position at the end of a mantle, crouch near the end of the mantle rather than the beginning in order to remove the sudden "dip" of the player's view. A majority of dev team members were against adding a menu setting, so being able to toggle between the old and new mantle speeds will not happen. It is recommended that you try out different "Mantle Roll" values as some prefer "0.1" and others prefer "0.5". We hope you all enjoy this adjusted mantle speed, especially the overhead mantle, which is now more consistent with the other mantle types. Bug tracker: https://bugs.thedarkmod.com/view.php?id=6343
  3. So we are gonna revert to 2.05 style: https://bugs.thedarkmod.com/view.php?id=4499 ? Needs a vote I suppose.
  4. If you disable VL by spawnarg, I believe they act like normal lights. Pretty sure you could use lod_bias args so that moonray patches show at low and lowest detail settings while VL would render at normal to highest. https://wiki.thedarkmod.com/index.php?title=LOD_Bias Still, VL performance hit is pretty low in 2.11 and newer.
  5. If someone wanted to tackle a Libre mission, the mission with the smallest size and fewest assets is "Closemouthed Shadows": https://www.thedarkmod.com/missiondetails/?internalName=closemouthed_shadows
  6. See the section "Additional Information" in https://bugs.thedarkmod.com/view.php?id=6402 for a possible workaround where you control the movement type (creep, walk, or run) by the left analogue trigger. What you are requesting may be something like "control movement type by movement speed" mentioned higher up in the description of that issue.
  7. In the file DarkmodPadbinds.cfg (https://wiki.thedarkmod.com/index.php?title=Bindings_and_User_Settings): 1) bindPadButton LONG_PRESS PAD_B "_mantle" is listed and does what it says. bindPadButton LONG_PRESS PAD_A appears to do "jump-mantle". Standing in front of a box and doing jump will differ from doing "jump-mantle". Why is "jump-mantle" not listed in the file? (And how come it works without being listed in the file?) 2) bindPadButton MODIFIER PAD_L2 appears to bind a modifier functionality to the "button name" PAD_L2. If a user wants to find out the "button name" of other buttons on their gamepad (e.g. buttons which are not currently listed in the file), what would be a good way to do that? 3) Will TDM be able to recognize unusual "button names" (i.e. be able to capture any "button name" or will button names have to be implemented in the code before it works)?
  8. Check this: https://wiki.thedarkmod.com/index.php?title=Location_Settings#Ambient_sound Look for the headline "Sound fading". Maybe it comes in handy in your case.
  9. Thanks for the welcome! I found that page too, but that appears to only document the text formatting for DokuWiki (which MantisBT uses for documentation). I'm asking for how to format text within Mantis issues. "<del>" does not work to strikethrough text, see https://bugs.thedarkmod.com/view.php?id=6403
  10. Also the same linking problem is happening for me with 2.10, after I got past the doctest problem. [ 31%] Building CXX object CMakeFiles/TheDarkMod.dir/sys/posix/platform_linux.cpp.o /home/user/Games/tdm210/sys/posix/platform_linux.cpp: In function ‘void Sys_ReLaunch()’: /home/user/Games/tdm210/sys/posix/platform_linux.cpp:410:41: warning: ‘int readdir_r(DIR*, dirent*, dirent**)’ is deprecated [-Wdeprecated-declarations] 410 | while( readdir_r( devfd, &entry, &result ) == 0 ) | ~~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~ In file included from /home/user/Games/tdm210/sys/posix/platform_linux.cpp:28: /usr/include/dirent.h:185:12: note: declared here 185 | extern int readdir_r (DIR *__restrict __dirp, | ^~~~~~~~~ [ 32%] Building CXX object CMakeFiles/TheDarkMod.dir/sys/posix/posix_input.cpp.o [ 32%] Building CXX object CMakeFiles/TheDarkMod.dir/sys/posix/posix_main.cpp.o [ 32%] Building CXX object CMakeFiles/TheDarkMod.dir/sys/posix/posix_net.cpp.o [ 32%] Building CXX object CMakeFiles/TheDarkMod.dir/sys/posix/posix_signal.cpp.o [ 32%] Building CXX object CMakeFiles/TheDarkMod.dir/sys/posix/posix_threads.cpp.o [ 33%] Linking CXX executable thedarkmod.x64 Error copying directory from "/home/user/Games/tdm210/glprogs" to "/home/user/Games/tdm210/../darkmod/glprogs". make[2]: *** [CMakeFiles/TheDarkMod.dir/build.make:8574: thedarkmod.x64] Error 1 make[2]: *** Deleting file 'thedarkmod.x64' make[1]: *** [CMakeFiles/Makefile2:83: CMakeFiles/TheDarkMod.dir/all] Error 2 make: *** [Makefile:91: all] Error 2
  11. The output of condump log would be nice. Please hook up a monitor the troubled displayport and load the mission using some start-parameters. After And post the output of the condump in this topic. Maybe we can answer it by giving some driver setting changes. More info: https://wiki.thedarkmod.com/index.php?title=Debugging_TDM_systemerrors
  12. Try this, it's the development WIP of those dat files that Tels was patching to include features for other languages: fontstuff.zip See also: https://wiki.thedarkmod.com/index.php?title=Font_Conversion_%26_Repair
  13. If any mappers have encountered weirdness with kill objectives not working with drowning AI, I think I've found out why. I don't think it would be a particularly difficult one to fix either. I've raised this bug report: https://bugs.thedarkmod.com/view.php?id=6323 Some context here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=487316 I think this is a bug, but just raising here in case some people think otherwise.
  14. I dom't use it, i found it here with the filter set to OpenSource. the TOS and PP isn't excluding for an OpenSource app, if they use ads mean that they also need to pay an server for this online service. OpenSource is not synonymous with free either, perhaps after the beta phase it is no longer free, so perhaps you can take advantage of the fact that it is still free to create a series of textures that can be used or search another one in Futuretools. AI generated textures and assets, by definition, don't have any copyright, so you can use them as you want. https://www.futuretools.io/?pricing-model=free|open-source&tags-n5zn=gaming
  15. https://wiki.thedarkmod.com/index.php?title=Material_Files I made a link to wiki page Surface Types. I renamed it to Deprecated stages and moved it to bottom and hid them. Btw. I'm not sure if frobstages are entirelly deprecated, because I think they can optionally still be tweaked: So I think you don't have to specify them, but if you want you still can. Edit: I added info for optionally customising frobstages.
  16. I made changes: https://wiki.thedarkmod.com/index.php?title=Material_Files Suggestions?
  17. Horror themed fan mission - exploration of seemingly deserted keep in the middle of swamps. Spiders, undead, darkness. ----------------------------------------------------------------------------------------------------------------------------- This is the story about the fate of my family. My uncle, Ralph Mac Roberts, is the baron of a keep nestled deep within the Rahenaen marshes. It was once an important outpost tasked with guarding one of the few Builder roads that cross the marsh, but after the Inventor`s Guild built a system of nearby dams that flooded the whole land, the road closed and there was no longer anything to watch over anymore. The keep itself needed reinforcement against the raising water level and the trade routes become almost impassable, not only for the carriages but for lone couriers as well. There hadn`t been any messages coming from the keep for over a year and my father was about to assemble a caravan so he could go on an expedition to the keep himself. However, in the middle of the night before he was set to leave, a carrier pigeon landed on his windowsill. My father received the letter and read the apologies from my uncle and his family, excusing their long absence. As a way to make reparations for their extended silence, my uncle invited me to the keep to stay there for a fortnight or so. My uncle had instructed me to leave my horse three leagues away from the keep by the nearest charcoal burning hut and hike the remainder of the road on foot, as the trek through the marsh is treacherous for horses. The weather will be awful this time of year, but my father insists that I should go anyways to ensure that our relatives are okay. These plains become dreadfully deserted - to the point where you more expect to meet the dead than the living. And by the way - I think I`m lost. ----------------------------------------------------------------------------------------------------------------------------- Download link: https://1drv.ms/u/s!Aj1DVS465udZgVkXteBbr6cUxdPH Thanks: to the TDM team for great tools, and all the contributors for their assets, to betatesters: Amadeus, Bienie, Boiler's_hiss, Dragofer, Filizitas, Judith, nbohr1more, s.urfer, again to Amadeus for proofreading and text tweaks, and to all the players for their time! Few screenshots: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=434716 http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=429558 http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing/?p=434507 Enjoy! Walk-through !major spoilers! Finding a way across the marsh area: Getting inside: Bed objective: Light sources: Maps: Enemies: Room objective: Hut objective: Sealed objective: Gold: Key: Bodies:
  18. What are the current missions with subtitles present? To my knowledge (I update them from your responses as well): A house of locked secrets A new Job A Night in Altham Braeden Church By Any Other Name Hazard Pay Mandrasola No Honour Among Thieves One Step Too Far Requiem Seeking Lady Leicester Sir Talbot's Collateral Sneak & Destroy (v2) Somewhere Above the City Tears of St. Lucia The black mage The Hare in the Snare, Part 1 Who watches the watcher Written in stone WS1: In the North WS2: Home Again WS3: Cleighmoor WS4: The Warrens WS5: Commerce Bank Eye on the Prize The Terrible Old Man I added the included in mission ones to the mission list on the wiki: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod Missions that have voice sound files in them, but don't have subtitles yet (I have looked in all the mission pk4 files for such voice soundfiles):
  19. Btw. https://www.thiefguild.com/ has outdated links for mission downloads (Sneak and Destroy got outdated with this update, for example). I think all missions there should link to the mission page here https://www.thedarkmod.com/missions/ for the download.
  20. Because the mission got an update (subtitles) the download link on The Thief's Guild doesn't work anymore. Sorry! Could you, instead of listing one download, link to this page for the download: https://www.thedarkmod.com/missiondetails/?internalName=sneak_destroy The download links there are automatically updated with every release and there are more of them.
  21. Yes: That's normal and intended when notarget is enabled, it's funny to play that way when you want an easy and abnormal experience in a run. In this case I didn't use any of the cheats, this all happens by default. Posted this on the bug tracker just now as it seems like something to be aware of. https://bugs.thedarkmod.com/view.php?id=6436 The core issue appears to be that AI doesn't actually connect attacks to the attacker... hitting a guard does put them in alert, but doesn't also make them aware of the player's presence like seeing you does. A similar result can be observed if you shoot an arrow at guards from a distance: The guard never thinks of running to the location the arrow was shot from, only searching the area right in front of him which no self aware person would do.
  22. Mandrasola is a small sized map in which aspiring thief Thomas Porter steals some herbal products from a smuggler. The mission was created by me, Sotha and I wish to thank Bikerdude, BrokenArts and Ocn for playtesting and voice acting. Thanks goes naturally to everyone contributing and making TDM possible. This mission occurs chronologically before the Knighton's Manor, making it the first mission in the Thomas Porter series. Events in chronological order are: Mandrasola, The Knighton's Manor, The Beleaguered Fence, The Glenham Tower and The Transaction. The winter came early and suddenly this year. Weeks of strong blizzards and extremely harsh cold weather hit Bridgeport hard. With the seas completely frozen, a rare occurence indeed, most of the City harbor commerce has stopped completely. Vessels are stuck in the ice and no ship can leave or enter the City, resulting in the availability imported goods declining and their prices skyrocketing. One of these imported items is Mandrasola, a rare herbal product, which is imported overseas from the far southern continents. Mandrasola has its uses in alchemical cures and poisons, but mostly this substance is used for its narcotic qualities by commoners and even the nobility. The problem with Mandrasola is that excessive use is extremely addicting and the withdrawal effects are most grievious. Many are utterly incapable of stopping using Mandrasola and are transformed into quivering human ruins if they do no get their daily dose. And now this expensive and rare substance is running out from the whole City. Me and my fence, Lark Butternose, would love to grab this monopoly to ourselves: selling the last few doses in the City would probably be worth a fortune. According to Lark's sources, there remains only one smuggling lord who still has Mandrasola in stock. The problem is that this individual maintains an exclusive clandestine operation and only supplies a few nobles. Despite our best information gathering efforts we couldn't learn who the smuggler is and where he or she operates. Luckily we have an alternate plan. While searching for Mandrasola related information, we learned that a noblewoman called Lady Ludmilla is addicted to the substance and has paid high prices for small amounts of it. We also know that she has visited frequently someone in the Tanner's Ward waterfront, and since she goes to the area personally we believe she is visiting the smuggler. The plan is simple: I must monitor Ludmilla's most likely entryway to the Waterfront and then follow her to the smugglers hideout. I'd better be very careful around Ludmilla. She must not realise I'm following her or she probably won't lead me to her dealer. Hurting her is also out of the question. After she leads me to the smuggler's hideout, I can take my time to break in carefully and steal all the Mandrasola I can find. While I'm there it wouldn't be a bad idea to grab some loose valuables as well. I've now waited in the blistering cold for a few hours already. Looks like there are a few city watch patrols in the area to complicate matters... I think I heard a womans voice beyond the north gate. That must be lady Ludmilla, I haven't seen many ladies in these parts. I'd better get ready.. Links: Use the ingame downloader to get it. WARNING! Someone always fails to use spoiler tags. I do not recommend reading any further until you've played the mission.
  23. I just commented out the lines you suggested in CMakeLists.txt and redid the cmake setup: Same issue. Yet I managed to fix it: Doing a fresh SVN clone resolved this problem. I have no idea what could have gotten stuck in the old one... even after a fresh build directory, no errors from SVN itself, and two different SVN reset commands. Compilation now works up to 77% after which it fails with a standard compile error. To avoid making a new thread I'll just share it here, something in the engine code is unhappy with my compiler or OS libraries I take it? [ 77%] Building CXX object CMakeFiles/TheDarkMod.dir/game/physics/Physics_Player.cpp.o In file included from /home/mircea/Games/Quake/TheDarkMod/engine_SVN/idlib/../game/Game_local.h:1248, from /home/mircea/Games/Quake/TheDarkMod/engine_SVN/build/TheDarkMod_pch/precompiled.h:105: /home/mircea/Games/Quake/TheDarkMod/engine_SVN/idlib/../game/physics/Physics_Player.h: In constructor ‘idPhysics_Player::idPhysics_Player()’: /home/mircea/Games/Quake/TheDarkMod/engine_SVN/idlib/../game/physics/Physics_Player.h:980:49: warning: ‘idPhysics_Player::m_bMidAir’ will be initialized after [-Wreorder] 980 | bool m_bMidAir; | ^~~~~~~~~ /home/mircea/Games/Quake/TheDarkMod/engine_SVN/idlib/../game/physics/Physics_Player.h:975:49: warning: ‘float idPhysics_Player::m_fPrevShoulderingPitchOffset’ [-Wreorder] 975 | float m_fPrevShoulderingPitchOffset; | ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /home/mircea/Games/Quake/TheDarkMod/engine_SVN/game/physics/Physics_Player.cpp:3021:1: warning: when initialized here [-Wreorder] 3021 | idPhysics_Player::idPhysics_Player( void ) | ^~~~~~~~~~~~~~~~ In file included from /home/mircea/Games/Quake/TheDarkMod/engine_SVN/idlib/../game/Game_local.h:1248, from /home/mircea/Games/Quake/TheDarkMod/engine_SVN/build/TheDarkMod_pch/precompiled.h:105: /home/mircea/Games/Quake/TheDarkMod/engine_SVN/idlib/../game/physics/Physics_Player.h:977:49: warning: ‘idPhysics_Player::m_ShoulderingStartPos’ will be initialized after [-Wreorder] 977 | idVec3 m_ShoulderingStartPos; | ^~~~~~~~~~~~~~~~~~~~~ In file included from /home/mircea/Games/Quake/TheDarkMod/engine_SVN/idlib/../game/Game_local.h:1248, from /home/mircea/Games/Quake/TheDarkMod/engine_SVN/build/TheDarkMod_pch/precompiled.h:105: /home/mircea/Games/Quake/TheDarkMod/engine_SVN/idlib/../game/physics/Physics_Player.h:273:49: warning: ‘float idPhysics_Player::m_fSwimTimeStart_s’ [-Wreorder] 273 | float m_fSwimTimeStart_s; | ^~~~~~~~~~~~~~~~~~ /home/mircea/Games/Quake/TheDarkMod/engine_SVN/game/physics/Physics_Player.cpp:3021:1: warning: when initialized here [-Wreorder] 3021 | idPhysics_Player::idPhysics_Player( void ) | ^~~~~~~~~~~~~~~~ In file included from /home/mircea/Games/Quake/TheDarkMod/engine_SVN/idlib/../game/Game_local.h:1248, from /home/mircea/Games/Quake/TheDarkMod/engine_SVN/build/TheDarkMod_pch/precompiled.h:105: /home/mircea/Games/Quake/TheDarkMod/engine_SVN/idlib/../game/physics/Physics_Player.h:278:49: warning: ‘idPhysics_Player::m_fSwimSpeedModCompensation’ will be initialized after [-Wreorder] 278 | float m_fSwimSpeedModCompensation; | ^~~~~~~~~~~~~~~~~~~~~~~~~~~ /home/mircea/Games/Quake/TheDarkMod/engine_SVN/idlib/../game/physics/Physics_Player.h:274:49: warning: ‘bool idPhysics_Player::m_bSwimSoundStarted’ [-Wreorder] 274 | bool m_bSwimSoundStarted; | ^~~~~~~~~~~~~~~~~~~ /home/mircea/Games/Quake/TheDarkMod/engine_SVN/game/physics/Physics_Player.cpp:3021:1: warning: when initialized here [-Wreorder] 3021 | idPhysics_Player::idPhysics_Player( void ) | ^~~~~~~~~~~~~~~~ /home/mircea/Games/Quake/TheDarkMod/engine_SVN/game/physics/Physics_Player.cpp: In member function ‘void idPhysics_Player::PerformMantle()’: /home/mircea/Games/Quake/TheDarkMod/engine_SVN/game/physics/Physics_Player.cpp:5099:50: error: ‘numeric_limits’ is not a member of ‘std’ 5099 | float floorHeight = std::numeric_limits<float>::lowest(); | ^~~~~~~~~~~~~~ /home/mircea/Games/Quake/TheDarkMod/engine_SVN/game/physics/Physics_Player.cpp:5099:65: error: expected primary-expression before ‘float’ 5099 | float floorHeight = std::numeric_limits<float>::lowest(); | ^~~~~ make[2]: *** [CMakeFiles/TheDarkMod.dir/build.make:5856: CMakeFiles/TheDarkMod.dir/game/physics/Physics_Player.cpp.o] Error 1 make[1]: *** [CMakeFiles/Makefile2:83: CMakeFiles/TheDarkMod.dir/all] Error 2 make: *** [Makefile:91: all] Error 2
  24. Edit: in post 5 I discovered Whisper which does this task MUCH better. So don't use vosk. Some of the info till post 5 is still relevant for subtitle editing in Kdenlive in general. I previously posted about this in a status update. To make it a bit more in-view for the future I post the info also in this topic. I recently figured out how to make subtitles work for missions following this wiki guide: https://wiki.thedarkmod.com/index.php?title=Subtitles You can type in the subtitle-text manually either in the .subs or .srt files (in a text-editor) or use an video editor for that (recomended for .srt). What is also possible on some advanced editors including the free and open source multiplatform (Windows, Linux and Intel-Mac) Kdenlive editor is to auto generate the subtitle text for you from the audio or video file. You can then export to an .srt file that works directly in tdm. If you want to use the subs files for shorter sentences, you can just copy text from the .srt files. In Kdenlive you can install speech to text libraries from VOSK. For this to work you have to download and install Python. Info how to do the process of installation and usage can be seen in the following video (6.5 minutes): To sum it up: Configure first time: Install Python. (on Windows) During setup, you have to select Advanced Options and there mark Add Python to environment variables (super important!). In Kdenlive go to menu settings, click on configure Kdenlive. In that configure window, click in the left menu on Speech to text. There you click on the link to download speech models. On the website ( https://alphacephei.com/vosk/models ) you can click on a model download link, but keep the click pressed and move your mouse with the link to the configure Kdenlive window. Kdenlive then asks to install the model from url. vosk-model-en-us-0.22-lgraph is probably decent for most use cases. but you can install and test them all. To use it: First load an audio or video file into the view by dragging the file in one of the audio or video bars at the bottom (video: v1, v2 or audio: a1, a2). Click on menu Project > Subtitles > Edit Subtitle tool. You see an extra Subtitles bar on top. Now you select the audio or video file (it is sellected when it is outlined with an orange border) in the specific bar and then click on menu Project > Subtitles > Speech recognition. In the Speech recognition dialog, you select the correct language model and choose option Selected clip. After generation, you can preview the generated subtitles via the top right window. Make sure it is at starter position for playback. Using an audio file, you see a black background with the subtitles on top. Now you can tweek the position and edit the text directly in the Subtitles bar. This takes up the most time. Unfortunatelly the generation is not flawless, so you have to correct some words. Tweeking the subtitles for Requiem took me hours, becouse I wanted them to line up differently. Usually the subtitles are not generated as full senteces. This looks sloppy. If you want to add subtitles quickly without spending much time on it, it can be done this way. If you want to do it right, it still takes a lot of time in my experience. To export to .srt is shown in the following video: Although actually it's just one step: Click on menu Project > Subtitles > Export subtitle file. Alternativelly you can just save the kdenlive project and then the srt is exported as well. Every save will update the srt file. I might create a wiki article about it later. Kdenlive edit window:
  25. Most inventory objects have their own article (see category https://wiki.thedarkmod.com/index.php?title=Category:Equipment), but the topic is how to apply for a wiki account. I wasn't able to immediately find that information on the wiki either, so once I find out how I would add that information too. I think its nice that I want to help too. A wiki account would help me help.
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