Jump to content
The Dark Mod Forums

Search the Community

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

  • 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. PM sent for you to give it a try if you want. The mechanic can be extended to water arrows or any other type but for this stage it is limited to broad-heads. Yes, you can apply any recipe to any of the 10 arrows. The reagent weakens the arrow though and arrows cannot be retrieved back. Very good questions. Picking up reagents makes perfect sense to me but I cannot reliably add anything to the maps therefore our protagonist is already equipped with some home-brewed recipes. If the mod is well received perhaps a mapper or the developers will explore the idea further and implement reagents the way it should be done. My advice is: forget this or any other mod exists. Don't be bothered by it just like you aren't bothered about players using noclip. Stick to the sandbox the core game offers and to your vision. Job done! The rest is out of your control. It may sound disheartening but the nature of mods is to change something that shouldn't be altered or to create something that isn't supposed exist. I see TDM missions as a playground with few rules, and I am of the opinion that the more abilities and gadgets at our disposal the richer the experience for all kind of play-styles. I personally rarely put torches out with water arrows. It kind of feels wrong to me in TDM, so I opt not to use them even if I have plenty in stock. Different players with different personalities will use different tools and strategies to fulfill their appetite. We all eventually reach a common place (the end) but the experience has been different from player to player. The more play-styles TDM embraces the higher the player-base, I believe. Back to your question, you can forget about mods, you can recommend a mod to your user-base or you can warn players that a particular mod might ruin the intended experience. What you should not do is to map with a mod in mind or to account for a mod that isn't integrated in your map or mission. That mod has a form today but it can have a different form tomorrow. Just my opinion. Cheers!
  2. I have returned to TheDarkMod after a few years (I played it a lot around 2015-16, even tried making a map, it did not go anywhere so I donated those few assets). The missions are great. In this one in particular, the navigation is awesome. The city is very good. I have noticed a trend though: the puzzles are more complicated; a lever may open something *somewhere*. Do you think that large TDM missions are suffering from "puzzle creep", that the veteran and in-community players do not notice? [/spoiler] So you have to go *all the way back* to use the crystal key on the teleporter thingy? And I don't know how to deal with the burning crystals either. I ended up killing nearly all enemies in the mages' place, with sword and holy water, because, yeah, I need to figure things out and I can't be bothered to stealth from one place to another anymore, lol. I will try checking the readables and environment with a bit more patience and see. [spoiler] The old format for spoiler tags does not work, not does changing the '/'. Wow, what a way to advertise "I am dumb" XD IMO the best way is to place gradual spoilers in the forum thread. I know it's a bit of a burden on the authors but answering 20 questions disjointly from different users is one as well.
  3. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

  4. https://github.com/HansKristian-Work/vkd3d-proton/tags <- directx 12 wrapper for dxvk https://github.com/doitsujin/dxvk/tags <- directx to vulkan wrappers D3D 9 to 11 eg. dxvk if you want to try it with horizon zero dawn you need to copy out dxcompiler.dll from Tools\ShaderCompiler\PC\1.0.2595\x64 and bink2w64.dll from Tools\bin and place them next to HorizonZeroDawn.exe. then copy over dxgi.dll from dxvk and d3d12.dll from vkd3d and place them next to it to. now fire up the game and let the shaders recompile -> profit.
  5. If a water arrow hits above a sleeping AI, should the falling water wake him?
  6. Realtime water sim in a browser: http://madebyevan.com/webgl-water/

    1. Show previous comments  3 more
    2. Bikerdude

      Bikerdude

      So hypothetically, what would ti take to get something like that into TDM..? multi core support and or GpGpu support..?

    3. ungoliant

      ungoliant

      got a bit laggy and noise-ridden when i spammed all over it. makes me think if we tried putting rain splash on something like this that it would slow down tdm to a crawl.

    4. kyyrma

      kyyrma

      As a person who simply adores water, I love this. Even if its not completely accurate or anything, its still pretty mesmerizing to just play around with. Thanks for sharing, you just killed my productivity :D

  7. TTLG? That's Through the Looking Glass Forums. A looking glass fan community. Has been around for a long, long time. https://www.ttlg.com/forums/
    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.

  8. Can this "fix" holy water arrows? They're weak, time limited, and kind of have a fiddly mechanic. Personally, I've always liked the thought of a holy arrow that would absolutely decimate undead things, but the holy water arrow isn't it.
  9. I think the reason the dev forums exist is to provide a place where the implementation of features can be discussed without getting mixed up with other debates when someone believes what the devs are doing is wrong. We often post public discussion threads for features with subjective elements like the frob outline, because community feedback is very important. But there will always be vocal defenders with strong views for or against certain features, or how exactly it should be implemented in their opinion. At some point a decision has to be made and be carried through, which is what the dev forums are for. Almost all of the threads are very technical, basically explaining and discussing recent or potential code changes with other devs. Its hard to say. Its a hobby the devs do in their spare time, so people come and go when they're in the mood and when they have the time. The team page is mostly accurate except for some relatively newer additions like myself.
  10. I just read@motorsep Discovered that you are able to create a brush, then select it and right click "create light". Now you have a light that ha the radius of the former brush. Just read it on discord and thought it may be of use for some people in the forums here too.
  11. It is ok. I sometimes stumble across and odd candle and get a little paranoid. The "Blow" attacks small flames, not the holders, as if it was a stim of water (although it isn't). Both the flame and its holder react naturally, as in shooting a water arrow. The same is true for "Ignite", but as if it was a fire arrow, if you like. Sometimes though, custom candles are set to be extinguished on frob but creators didn't take into account water arrows, and the "unlit" skin doesn't' change accordingly. I will not be addressing particular cases, I rather leave "oddities" in the open. I have mixed feelings in this area with the Unofficial Patch. Oil flames are frobable in a mission but the same oil flames aren't frobable in the next mission. And then you offer the Blow. I don't know. Time to re-evaluate and settle to a common approach?
  12. @nbohr1more Had some time to test the game, and I think I found the culprit on my end regarding the "Written in Stone" water arrow crash. That still leaves the "Hazard Pay" crash a mystery though, more on that below. So I began to test your suggestions out, one at a time, played a good chunk of "Written" (and "Hazard") going around quickloading, using water arrows, dousing flames as much as I could. Bow aimer off: no crash. Frontend Acceleration off (with bow aimer on): no crash. Then I decided to turn back Frontend On, also with Bow aimer On, trying to replicate the crashes I had originally a few days ago. Went around most of "Written" again for awhile using arrows with these original settings, and to my surprise, no crashes. Then I remembered a crucial detail I forgot when I wrote my post here, I might've been running MSI Afterburner + RTSS while playing "Written" a few days ago when those crashes happened. So I fired MSI + RTSS up again, started "Written" with original settings (bow aimer on, frontend on). Started dousing flames with arrows in the starting area, quickloaded, and then, as soon as I pushed the left mouse to charge up a water arrow, bam. Crash. So I think this pretty much confrims why the water arrow crashes were happening. But this still leaves the "Hazard" crash a mystery, I played that yesterday and I specifically remember that nothing was running in the background while playing. I was trying to replicate the crash I had yesterday, testing out your suggestions, going around shooting zombies in the head, but the crash didn't happen again..
  13. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

  14. Thanks for leaving your feedback! Firstly with the mention of continuity. My missions since Shadows of Northdale Act 1 have very much strayed from the standard core of TDM. There are design and game choices in the core game which I personally am not a fan of, so for all of my missions I decided to flow a certain way adopting changes such as using Kingsal's arrow models and animations, to implementing Epifire's custom models and of course to my own tweaks and feel. I always set out to make missions that I personally want to play and prefer, now with that I completely understand it's not for everyone. Some people find my missions bad, some find them great, and some just okay. And that's completely fine, just the nature of games and mods. We are all entitled to enjoy or not enjoy whatever we want. I just make missions the way I like them and prefer them to be made, and among my missions I try to keep a strong sense of continuity among my design/game choices. If people dig it, sweet, if not, sweet! Now as for your other points: It was awesome doing a brand new protagonist. This was the first TDM mission with a female protagonist and it felt quite refreshing when writing dialogue and how she would interact with the world. There are about 60-80 custom player sounds I had to implement as well as narration lines of course. But to implement the player sounds I think you would need to do quite a lot of work to get them into the core mod. Firstly some of the sounds aren't the best pick for the action they're doing, good enough for my mission but not good enough for a core asset imo. Additionally there are some other unknown issues which need to be beta tested, such as one other poster pointed out of the guards using the same sigh vocal as the player which means sometimes they make a noise that is meant for Clara haha. So there would have to be some changes to the core vocal definitions to address that as well as what ever other issues come up. If someone wants to do that, they have my blessing but I don't have the time personally to do that. This is another Goldwell FM feature, one that I don't think would be appreciated if it was in the core. You'll have players ask "well why can't I pick up food anymore? I wanted to throw it to distract a guard". That animation was originally scripted by Obsttorte, and then optimized by Grayman. Complaining that sometimes objects fly through solids is not something i've ever experienced with the script, and it is a bit nitpicky and doesn't really matter or negatively impact the overall effectiveness of the animation, that's my personal opinion on that. As for it being added into the core game, because the script in its current form alters how frobability works it would need to be changed so as to not break previous missions. For example if you frob an object that is targeting another entity, the script breaks. Which is why all of my missions use a S&R system. You would have to either change the script to support that, or go through and retroactively change every mission that has such an action. It could be done, but it's a lot of work. This is a personal preference of mine and one that I actually saw in a few Thief 2 FMs. Having two lockpicks doesn't add anything of value, it just makes it more annoying having to switch back and forth. When the actual action of lockpicking remains the same, I figured okay lets just simplify this down to just having one lockpick. You still need to engage in our lock picking "minigame", so you still need to listen to the clicking and time it so that they click on the right time to get the door/chest open. So nothing has changed on a technical front. As for why would the lockpicking be different in this mission? Well again because I prefer the system of just having one set of lockpicks instead of a snake and triangle lockpick. Additionally I recieved very positive feedback during beta on that so I decided to keep it in. This doesn't feel like a big deal to me. If I had a full water arrow sitting in the basin of Lady Volta's bathroom for example, instead of just the arrow head people would complain "well why is there a full arrow in the basin?". I think that falls down to a matter of preference, because opening it up to the realism critique just opens a whole can of worms that neither side can win. And extends even beyond that, why can our thief carry so much? why can they hide in a shadow when being right infront of a guard? why can you fall from a great distance and not sprain your ankle? etc. There's a lot of choices you make whether to gamify something or make it realistic. Of course you can't go too silly, but I think having just an arrow head for the water arrows in area of waters is well within acceptable limits of being gamified. The player sees a source of water, they check to see if there are water arrows. I personally love and prefer the new sounds along with the loot animation, I feel the two go together great. But there is no right or wrong opinion on that, just opinions! I see what you mean! I definitely could have improved the new menu screen there. Fair point! Blasphemy! The sword is mightier than... the shadow? Thanks once again for playing and leaving your input
  15. I just found this thread on ttlg listing Immersive Sims: https://www.ttlg.com/forums/showthread.php?t=151176
  16. If I remember correctly: It is a city mission where you are supposed to infiltrate a thieves/gang hideout and do something in the thief/gang boss luxurious apartment. In this mission you could go through/along area of water-way with little boats - you could move to either bank (it was not wide water). This is when you are making your way through the city toward the hideout. The hideout does first consist of exterior where guards are patrolling in the open. Maybe there is some water between them, and they are walking on ramps, alongside walls. The hideout interior begins in a cellar or a jail-alike area. Or I did at least first go there. Might be multiple approaches from the hideout exterior. It was a nicely designed mission. Not short. Maybe medium or between medium and large.
  17. The Transaction is a small/medium sized map in which aspiring thief Thomas Porter delivers the cryptic book, 'De Vermis Mysteriis' to a bookstore owner named Victor de Grenefeld. It is the fourth mission in the Thomas Porter series, continuing from where The Glenham Tower ended. The mission was created by me, Sotha and I wish to thank BrokenArts, Melan and Ocn for playtesting and Bikerdude, BrokenArts and Ocn for voiceacting. An enormous thanks goes also to the fine people who created TDM and are still working hard, bringing it ever closer to perfection. Thanks also to the community for helping with my mapping efforts. Extra thanks to freesound.org -contributors who make excellent quality sound effects available for free. Trailer (thanks to ocn!) http://www.youtube.com/watch?v=EBdEsKoqWl4 Briefing: Ah, the town of Glenham. I never really thought I would be happy to see its shabby wooden miner dwellings, but after the nightmares of the Glenham Tower I'm happy to see any kind of civilization. During my return trip from the tower the ghostly mist veil transformed into an intense thunderstorm and heavy rain. My clothes are soaked and I'm dreadfully tired of the harsh tribulations of the past few days. My task for tonight is simple. All I have to do is to get the strange and incomprehensible book I obtained from the tower, 'De Vermis Mysteriis,' to the bookstore owner Victor de Grenefeld. And more importantly collect the hefty sum the bookstore owner promised to pay me. With that kind of sum I can sit back and relax for a while. I'd better stay in good terms with my customer and not steal from him. I have the hunch that de Grenefeld is a well connected man so staying on his good side might be beneficial for me in the future: maybe they'll need a skilled adventurer like me and I could turn legitimate. I could earn my keep and I wouldn't need to constantly hide from the city watch. At any rate, I've got it all planned out for the remainder of the night. I'll visit the bookstore, drop the book to de Grenefeld and collect my fee. After that I'd better hide in the basement of an abandoned building I've spotted near the town north gate and get some well deserved rest. I don't think the city watch would think a cloaked and armed person like me would be on honorable business in a stormy weather like this so it would be wise to avoid all confrontation with the guards. I do not need any misunderstadings with the city watch right now. The undead horrors in the Tower forced me to expend most of my tools and I desperately need more equipment if I intend to continue my budding adventuring career. I should get some extra gold for new gear and maybe a few holy water potions just in case. There is a Builder church nearby where I might be able to find some. I suspect those fanatics might have gold hidden there as well.. It is time to move in the town and get the things done quickly. Somehow I have a bad feeling about all this. It's probably nothing, probably I am just jumpy because of the horrors in the Tower and sleep deprivation. Tomorrow I'll sleep long, relax and eat well. UPDATED LINK: Use the ingame downloader to get it. Bikerdude was added in the author, I forgot him. No other chages. Could The Powers That Be make sure that this version ends up in the ingame downloader? Thanks! Known bugs: One betatester experienced an error ("ERROR: Failed to spawn player as 'atdm:player_thief'"), which drops the player back to main menu upon map load. If you experience this scenario, please turn EAX off in the options menu. That cleared the problem for the tester. Warning! There is ALWAYS someone who fails to use spoiler tags appropriately. I recommend you read this thread further only after playing the mission! Avoid spoilers.
  18. I don't know if this is a bug or just a thing we have to live with, and if in Dark Radiant we can do anything about it: While trying out ways of building spiral stairs I noticed that the splash effect from a water arrow fell through the the stairs and put out the torch on the level below (the equivalent of falling though the floor to the room below). There will be ways of positioning torches to prevent this sort of thing (not lining them up in the top view, having a good height difference etc), but I think it's quite reasonable to expect the splash not to fall through the floor. Is there any special brush or model (or other technique) that stops effects like this?
  19. Recently revisiting the forums after a longer period of time I wanted to check the unread content. I don't know if I am doing this wrong since.. ever... but on mobile (visiting the unread content page on my smartphone) you have to click on that tiny speech bubble to go to the most recent post in a thread. If you don't click correctly you'll hit the headline and end up at post 1 in the beginning of the thread. It's terrible on mobile, since not only the speech bubble is really small and was to miss. But also the thread headline is just millimeters away from it so you go right to the first post that was ever made instead of the most recent ones. Am I doing it wrong? I just want to go through u read content a d the to the newest post from that topic.
  20. A@datiswous Ah yeah, well sorry, I was quiet busy and only visiting discord. First time here on the forums since months now I think.. Thank you for the subtitles. I encourage everyone who is interested in using them to download it from here as I'm not sure when I'll be able to implement them myself into the mission. Again, thank you for your work.
  21. Mabey they have. I've yet to see ANY Guild themed facilities - at all, in any mission for TDM. Case on point, Many-a-map is themed around; Ancient Multi-Hundred year old Castles - (no plumbing evident of ANY kind). brick Industrial Warehouses, City back-alleyways... rediscovered Ruins, often below a Church/Temple/Mausoleum/Graveyard... huge old Mansions - rarely even updated to TOWN-GAS Lamp lighting, let alone 'modern' plumbing... This does leave out; Civil Service offices Watch Stations / Prisons High-class Merchant shops & stores Multi-Tenant Apartment / Hospital / Hotel (ect...) Factory / Office buildings The 'modern' design we are all familiar with was only perfected by 1877. Yet the 1st version was patented in 1778~ (ish). So here's a old plumbing catalogue page from 1884. Will anyone model & skin a Water-closet I wonder?
×
×
  • Create New...