Search the Community
Showing results for '/tags/forums/wiki/'.
-
absence_noticeability spontaneously stopped working
peter_spy replied to Jnon's topic in TDM Editors Guild
It did bump the alert level to one arbitrary value, there was no way to control this as the description suggested. It should not work anymore. Absence_noticeability + absence_alert_increase are the pair that should work, as it is described in the wiki: https://wiki.thedarkmod.com/index.php?title=Alert_%26_Suspicion_Triggers#Controlling_AI_Reactions_to_Missing_Objects If they don't work like in the description, then there is a regression and should be reported as a bug. -
No that's me. And yes I don't think people who install a "patch" expect it to change art and story elements in people's missions. At a minimum there is usually a way to opt out of it. Didn't you learn this with your own Bloodlines patch already? Weird approach that you make authors “opt out” in the first place - but if that is the case I would just reiterate you do not have my permission to modify the art or story in anyway in *any* mission I have and will ever work on, not just the one. To be clear you do not *need* my permission to mod the game (and make no mistake - the unofficial “patch” is a mod, not a patch) but I would consider it a courtesy if you please honor my request. I don't know why I am doing this again, but in TDM "Britain" and "France" do not exist. TDM is set on psuedo continental europe in an alternate history which diverges thousands of years ago. While that is stated case on the TDM wiki, the art selections for the maps leave the contours of the continent vague enough, even “mysterious” to the point that users like you were not even aware this was the case: Let’s see how that aligns with some of your art selections: Wow - you really have to squint to make out Europe. Cool map - but you haven’t exactly kept the “mystery” intact here.
-
https://en.wikipedia.org/wiki/Dark_Engine I think I played Quake on LAN in the late 2000s and assumed the Dark Engine was based on Quake based on how similar they looked/felt.
-
I went ahead and tried triangulating and changing my export options to no avail, I did switch from lwo to ase but that didn't change either, I tried doing the obj export thing but for some reason objs werent showing up in dark radiant and I didnt find much info on objs on the wiki so I did the only other trouble shooting method I could think of and imported in the utah teapot model from the university of stanford's computer graphics website and its see through aswell, not sure what this would imply though other than the source of the issue not being the models themselves maybe the way I have my exporter setup is wrong?
-
Now this is the kind of spicy pepper that I enjoy biting into. I feel like this would be simplest to solve by adding some prefabs to tdm_prefabs01.pk4, with sensible defaults but some obvious exposed customizable bits, and maybe a tiny wiki article to document what can be done with them. No idea what it takes to make something(s?) part of the core package of TDM prefabs, but I'm willing to put in work to make it happen. When I revisit this (which will probably be a couple weeks), I'll upload whatever solution I end up with as prefab .map files to this thread and I suppose we can test/bikeshed from there. How to make it work well with the AI would be my big open question. I imagine kicking down a door/crate/exploding barrel should alert hostile NPCs and make neutral ones hostile, and should probably do so in a large radius. It sure feels like the kind of thing that should be a last resort with significant downsides in a Thief-y open source im-sim game. The breaking doors I was trying to get to work are in an area with no NPCs, so I haven't even tried to solve or test its effect on nearby AIs.
-
Fm Down by the Riverside crash to desktop
stgatilov replied to datiswous's topic in TDM Tech Support
"Frontend acceleration" is the user-side name of cvar r_useParallelAddModels, which controls job-based parallelism inside frontend. And cvar com_smp controls the original two-thread parallelization which was present in Doom 3. We used to have a troubleshooting switch for it in the menu, but later we deleted it because this parallelism seemed stable enough. If you are interested, it is described here: https://wiki.thedarkmod.com/index.php?title=Tracy:_timeline_profiler#Gameplay -
I have updated this section of wiki about crashdump analysis: https://wiki.thedarkmod.com/index.php?title=Analyze_a_Memory_Dump#Get_debug_symbols We treat debug symbols exactly the same Windows way on Linux. I save debug symbols for ~10 last dev builds/betas locally, and they are also saved in assets SVN (not public) for main releases. I can give them to anyone by request. Historically, crashdump analysis was not very popular activity, although it is very easy on Windows side. Anyway, the crash is hopefully fixed in the engine now: 6510 (will get into the next dev build).
-
Here's a new wiki entry on an old but under-explained topic: https://wiki.thedarkmod.com/index.php?title=Books_with_Illuminated_Capitals,
-
It seems that this isn't as much of the case as one would hope, unless I'm still doing something else wrong. I added the broken and hideModelOnBreak spawnargs to my current setup, but the model isn't hidden on destruction and the flinders still don't spawn. I then took a slightly different track and tried to rig the security camera to actually be a door. This approach seems like the correct-er one, although the sound effect when striking it with a sword seems a bit off. Like its repeating every frame that the sword is in contact with the model, maybe? Also, setting the clipmodel correctly is giving me trouble, so you have to swing at some air on the left side of the door to destroy it - I'd like TDM to derive the clip from whatever is set in the model arg, but setting a clipmodel to 0 or "" or some other obviously invalid value doesn't seem to trigger that behavior like the documentation strings claim it does - instead, it throws an error when I attempt to map (dmap completes just fine either way). In case it helps, I've attached a sample .map with a player start, an inventory full of smashing gear, a light, and my two breakable-ish doors. The one on the left is the doorified-camera, which sounds weird and clips weird (and crashes the game when I try to correct the latter by setting the clipmodel spawnarg to ""), and the one on the right is my model-turned-damageable and doesn't flinder or disappear. I'd be happy if I could get the left one to clip like its visual model (I would like to reuse this as a prefab, and swap out different models like half-broken crates or barrels - so just creating my own clipmodel isn't great (although it looks like a ~30s task based on https://wiki.thedarkmod.com/index.php?title=Moveables so maybe thats the way to go)), or the right one to flinderize and disappear. Is there something I'm still missing or misunderstanding about either setup? EDIT: Making sure I've uploaded the right version of the testmap I've made breakable_door_flinder.map
-
At long last there is also an accompanying Wiki article here: https://wiki.thedarkmod.com/index.php?title=Turret, complementing the info that was found in spawnarg tooltips and entity and prefab descriptions.
-
I have a working setup of a destroyable 3D objects in the form of the camgoyle, security cameras and the turret. I've extended the flinderize system for these entity types, but the basic components that should work on any static entity type are: A health spawnarg, so that the entity knows when to break. By default it'll be vulnerable to sword attacks, broadheads, fire arrows and fast-moving moveables. A "broken" spawnarg, which defines the model to switch to when the entity is broken. The flinder spawnargs shown above. The damage detection on a func_static is simple. For example, a fire arrow's splash damage is always 30 as long as the entity was within the splash radius, and you can't disable certain damage types. I don't recall a general-purpose entity type that offers better control atm, but technically you could turn your door into a disabled security camera if you wanted to make use of all of the damage spawnargs described on this wiki page, but you'd need to assign a simple collision mesh to the door.
-
Field Recordings / Dark Ambient Music / Level Design / Coding
Wolfmond replied to Wolfmond's topic in I want to Help
Hehe thank you so much ^.^ Yes, my love for recording Field Recordings has started as I discovered https://mynoise.net - one of my main resources to find peace in this loud and fast world. Professional recorded sounds, built into really useful generators, that really catched my interest. So I bough (affordable, "beginner") Equipment (Zoom H5) and started my own journey. It's super interesting to catch noises and sounds; when I'm outside and focus on sounds, anything is like a big orchestrated melody. There's so many stuff going on that our normal hearing isn't capable of hearing or even recognizing, but that can be made hearable / layed a focus on, by recoding it with a good microphone and recoder. Thanks for linking me to the newbie section ^^ I've also roamed a bit through the wiki. At the moment I'm at lesson # 5 of "TDM New Mappers Workshop" by Springheel and I've created my first room. Yay! ... what I really need to know asap is how to make readable books. That's super fun ^^ I'm going to find out, soon. What I already managed is to import a selfmade texture; a .tga image on a thin brush. That's all newbie stuff you all certainly just can slightly grin about; but for me it's a huge thing, as I'm learning totally new stuff here. I already have some experiences by using an level editor for OpenSimulator (opensource equivalent to Second Life), that's a small advantage in handling the camera angles and editing. But EVERYTHING is new to me at the moment and super interesting. Can't await to learn more and tryout more. I'm super hooked at the moment and can't await to build and construct and tryout things ^^ -
I think here is some info about flinders: https://wiki.thedarkmod.com/index.php?title=Breakable_objects#What_happens_when_an_entity_dies? So I think you replace the door model with different door pieces that fall to the ground. Maybe it's possible to make a custom one for wood pieces. Also maybe it's good to add a quick smoke particle or something that happens when it breaks so (maybe) you can hide the transition. I wonder if you could set: "def_flinder" "models/darkmod/junk/door01_broken_piece.lwo" "flinder_offset" "0 0 -5" "def_flinder1" "models/darkmod/junk/door01_broken_piece1.lwo" "flinder_offset" "0 0 5" "def_flinder2" "models/darkmod/junk/door01_broken_piece2.lwo" "flinder_offset" "0 5 -5" "def_flinder3" "models/darkmod/junk/door01_broken_piece3.lwo" "flinder_offset" "0 -5 0" Because I think"flinder_count1" probably makes copies and maybe you don't want same looking door pieces. At least that's my idea currently. But I never tried any of this.
-
I was just looking at that. I'm currently thinking to go with MIT License, since that's also used by the .Net Framework components I'm redistributing. Except for non-software (like app icon), probably CC Non-commercial 3.0 Share Alike. For now, I plan to just add a link to the wiki to the license; later, on next code update, add it into the zip download. Edit: Link to license done.
-
I just released a prototype Windows-desktop app, LangPeeker, for quick lookup of translation strings associated with #str_ values. For the whole enchilada, see the new wiki entry https://wiki.thedarkmod.com/index.php?title=LangPeeker
-
EDIT: This maybe should've been in the editors guild instead of here, whoopsie. I am working on a map and trying to design a breakable wooden object so that my players can bash their way into a junky old wooden hut. So far, I've converted a func_static model into a func_damageable that triggers a func_remove, func_emitter for some sparks, and speaker for a wood smashing noise. This solution is working, but I have a couple questions about it: 1. Right now the effects I've put together are missing a little spice - I'd like the object to spawn some wooden plank giblets when it breaks that go flying generally-up-and-away from the player, and then remain as physics objects on the ground. I saw this sort of thing referred elsewhere on the wiki as "flinder", and I found the junk models I'd like to use, but I'm having trouble finding a generic entity-with-velocity-and-spread multi-spawner? Maybe I've just missed an obvious but weirdly named func somewhere? 2. Is there an easier built in way to do this with fewer moving parts? I found func_breakable, which had a lot more built in spawnargs (and the whole flinder mechanic), but that seemed to be optimzed for turning brushes into breakable glass panes. When I changed my func_static's class to func_breakable, the model disappeared, so it seems like its not the tool for this job unless I did something wrong. 3. If the answer to (2) is "not really", is there a good way for me to duplicate this work so that I can make more breakable wooden objects that work basically the same way? Behind this door, I would like to make a makeshift "barricade" of several pieces of furniture and crates and etc that I would also like the player to be able to smash through. I can copy and paste the whole setup and just change the model, but I'm wondering if I can make my own kind of multi-entity prefab definition in DR that only has a few configurable bits that I actually want instead of all possible args for func_emitter, func_remove, speaker, etc.
-
And some info can be found on this forum topics and wiki. Wiki article: https://wiki.thedarkmod.com/index.php?title=Parallax_mapping Topic: https://forums.thedarkmod.com/index.php?/topic/22574-experimental-support-of-parallax-mapping-in-213/
-
I looked through the wiki and it doesn't seem that complicated. I don't want to spend the time to learn DarkRadiant enough to create testing rooms with different reverbs (I don't use it at all and when I tried it I spent too much time on basics like where to save which definition files and how to correctly use them etc.) so I'm not going to be super helpful here, but I looked through this thread dealing with that exact issue: And through this page: https://wiki.thedarkmod.com/index.php?title=Setting_Reverb_Data_of_Rooms_(EAX) It seems like the parameters in the version 2 of EAX Reverb are relatively sane, you only need a few of them and according to the linked thread (it includes a couple examples) it should be possible to just take existing presets and modify a couple parameteres that need to be modified. One important part of the wiki is the image of the table with existing parameters and their allowed ranges. It also contains contains a link to OpenAI EFX manual section that explains all the parameters in reasonably plain english: https://usermanual.wiki/Pdf/Effects20Extension20Guide.90272296/view#95 The way I understand it the parameters are used without the AL_EAXREVERB_ prefix and the most important one is the GAIN parameter, which controls how loud the reverb/echo is compared to the original sound, its default value is 0.32 and allowed range is 0.0 - 1.0, so setting it somewhere lower than 0.32 would be a good start. The second is DECAY_TIME, set in seconds, range 0.1 - 20.0: the larger the room, the longer the decay time, but at the same time the more filled with absorbent materials it is (carpets, beds, armchairs but also full bookcases), the shorter the decay and quieter the the gain. There are other parameters that would allow you to make the reverbs and echos more sophisticated, but these two should be enough to fix the big problems.
-
help [SOLVED] No sound on the native linux version
nbohr1more replied to Nachzehrer's topic in TDM Tech Support
Glad to assist! I updated the FAQ wiki with these details. -
help [SOLVED] No sound on the native linux version
nbohr1more replied to Nachzehrer's topic in TDM Tech Support
Do you have OpenAL installed? Please post the results for: ldd ./thedarkmod.x64 https://wiki.thedarkmod.com/index.php?title=Installer_and_Manual_Installation#Install_TDM_on_a_Linux_Distribution -
help [SOLVED] No sound on the native linux version
nbohr1more replied to Nachzehrer's topic in TDM Tech Support
Do you have pipewire-alsa installed in zypper ? Are you running tdm as root? ( don't do that if so ) https://wiki.thedarkmod.com/index.php?title=FAQ#Sound_Issues -
Maybe it's too much to ask, but if you can, can you update the following info on the wiki with some info on mipmaps: https://wiki.thedarkmod.com/index.php?title=File_formats#DDS
-
Ok, so the info on the wiki article "What's new in tdm 2.13" is wrong? Nevermind. I see the page just got updated.
- 79 replies
-
- color management
- tonemapping
-
(and 4 more)
Tagged with:
-
Here: https://wiki.thedarkmod.com/index.php?title=What's_new_in_TDM_2.13#Graphics it says tonemapping is altered So you didn't revert the defaults?
- 79 replies
-
- 1
-
-
- color management
- tonemapping
-
(and 4 more)
Tagged with: