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Start here: https://wiki.thedarkmod.com/index.php?title=How_to_pack_your_Mission https://wiki.thedarkmod.com/index.php?title=Readables also, the start map example has working readables: https://wiki.thedarkmod.com/index.php?title=Startpack_Mappers'_Guide
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@nbohr1more, I just recently noticed that back in Oct you reported in https://www.ttlg.com/forums/showthread.php?t=152771 I didn't see anything about this in the current "What's New in 2.13". Will this new functionality actually happen for 2.13, and if so what FMs can now be re-downloaded to get the enhanced translation packs? Particularly "early TDM missions [that] also have German, Italian, French, etc translations". Pointer to any new bugtracker/forum/wiki info about this appreciated.
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Something's wrong with the wiki. Going to anywhere but the home page returns something like this: MediaWiki internal error. Original exception: [521710f625297c8cef7aa5f4] 2023-12-19 13:47:30: Fatal exception of type "IntlException" Exception caught inside exception handler. Set $wgShowExceptionDetails = true; at the bottom of LocalSettings.php to show detailed debugging information. @taaaki
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@nbohr1more, I looked at your new Translation Packs column in https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod, chose Stumpy's "Dead Drunk" marked as having a translation pack, downloaded it (running 2.13 beta5), and no signs of translation pack. Is this because 2.13 isn't officially released? If so, how do people (namely me) get the new translation packs right now? When the official release occurs, I assume the download will include the translation pack if available. Will the Mission Archive web page once again have the "#" marked for translated versions? I remember there was a wiki page somewhere that said, for a given FM, what particular languages were actually translated. Is that now up to date too? BTW, from what you posted a while ago, there are some translation packs that are the traditional style and some with the DarkFate style. I'm interested in understanding the latter.
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============================================================== Title: Hidden Hands: The Anomaly Filename : hhta.pk4 Author: Jack Farmer Date of release: 01.05.2021 (version: 1) - 08.05.2021 (version 2) 16.03.2022 (version 3) EFX: Yes Version 2 available via the DM mission downloader (see subsequent post below for changes) Mission does not run under 2.08 due to missing new core assets - please update to 2.09 ============================================================== Hidden Hands series: I - Initiation II - Vitalic Fever III - The Lost Citadel IV - The Anomaly ============================================================== Jack Farmer: mapping & drafts Amadeus: revision/editing of all texts for readables, narration and dialogues, design consultation ("The walls are ugly!"...and your were right! ) Joebarnin: consultation for a custom script enabling a crucial in-game event Dragofer: consultation for custom scripts and S/R events, extraction & prefab packaging of Sotha's robots, bug fixes Destined: consultation for custom scripts and...fixing JacK's wrong custom scripts! Very special thanks go out to Geep for updating the Wiki helping me to solve several GUI problems within -literally - seconds! Beta testers: Joebarnin (lead) ate0ate Zerg Rush wesp5 datiswous Voice actors (in order of appearance): Malasdair The Thief AndrosTheOxen Jonus New Horizon Desmond Pilfered items: - portal sky with trees originally developed and arranged by Dragofer for "Down By The Riverside" - fireflies originally developed by Bikerdude for "Alberic's Curse" - floating boat set up (this time used for a different..."object") originally developed by Bikerdude for one of his missions - robots originally developed by Sotha for "Ulysses: Genesis" - new electric door move sound based on one of Sotha's robot sounds - selected cave architecture originally developed by Johannes Burock taken from the abandoned WIP thread - waterdrops sound taken from freesound.org produced by nicstage - custom machine sound taken from freesound.org produced by deleted-user4401185 - forest at night taken from freesound.org produced by felix-blume - machine3 sound taken from freesound.org produced by lupalenzuela - tape-deck-startup taken from freesound.org produced by soundjoao - electric-zap-electricity taken from freesound.org produced by wakerone - static_stylophone_a taken from freesound.org produced by inspectorj - steady-machine-with-hum taken from freesound.org produced by craigsmith - radio_noise taken from freesound.org produced by inspectorj - chain-rustling taken from freesound.org produced by nathanmanaker - wind_turbin taken from freesound.org produced by dommygee - selected guitar_feedback taken from freesound.org originally produced by oymaldonado - stream-water-c taken from freesound.org produced by inspectorj - mic-feedback-fx-short-mid-2 taken from freesound.org produced by chimerical - megaphone-feedback taken from freesound.org produced by deleted-user-2104797 All other new fx sound created by Jack Farmer using a Korg M1 synth, kitchen equipment and his weird voice All new ambient tracks produced and mixed by Jack Farmer sometimes with additional ambient sound samples originally produced by gigagooga Briefing video by SirSmokeALot --------------------------------------------------------------------------------------
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AI alert level too high when noticing a stolen item
peter_spy replied to peter_spy's topic in TDM Tech Support
Tested it with 2.12, it's renamed to absence_alert_increase now, but seems like it works as described in the wiki. Nice, thanks! I updated the name here: https://wiki.thedarkmod.com/index.php?title=Alert_%26_Suspicion_Triggers#Controlling_AI_Reactions_to_Missing_Objects One more thing though. Since the theme of my FM is dungeon/ruins, I also tested it on zombies and skeletons – and it doesn't seem to work. Was it designed to work on humans only? -
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 -
Inn Business It's business, at an inn, over three nights. Development screenshots: Download: https://drive.google...dit?usp=sharing Update 1.48 uploaded March 8th, 2014, one change: patches key rarely not being frobable in one of its possible spots Big thanks to my beta testers: Airship Ballet, Kyyrma and AluminumHaste! Development supporters of note: Sotha, Springheel and Obsttorte. Also thanks Sotha, for urinating in my mission. ;-) And thanks Kyyrma for the title screen! My appreciation to all forum/wiki contributors, without whom, this wouldn't exist. Thanks to positive commenters on my previous mission too, extra motivation helps! :-) Note this uses campaign features, what you use the first night, impacts subsequent nights. And to quote a tester, "...the level is maybe best experienced in more than one sitting". If you do pause between nights, please be sure to save, you can't begin partway through effectively. (If you accidentally start a night you already completed, just fail the kill objective to switch to another night.) If your frame rates are too low facing the cemetery, please reduce your "Object Details LOD" setting. It was designed with "AI Vision" set to "Forgiving", to be able to sneak through with minimal reactions, if you want more/less, adjust your settings accordingly. There are several random, conditional aspects, and ways of going about things, so others might have slightly different experiences. Post here if you discover hidden objectives for extra points! My condolences to loot completionists, I made a bit on the third night hard, you've got your challenge cut out for you! Speaking of which, there's a TDM bug that mission complete totals too high, here are the real amounts per night: 2026/970/202. Oh, there is something that in the U.S. would be rated PG, in case you play with kids in earshot. I hope you enjoy playing it, feel free to let me know you did, and I'm glad to respond to inquiries (like how stuff was done, nothing was scripted). (Note which night you are referring to if it's something specific.) (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] Developed for TDM 2.01. PS: Thiefette, good news, no spiders! Springheel, if you find an optional objective you can skip...you might find it immersion breaking. Others, no undead! There are a couple other interactive critters though. :-) Edit note: Some posts below were from users of an unreleased version of TDM 2.02 which broke several things, they do not reflect regular game-play.
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I did a bit of digging through the forum settings and I could not find any configuration for this. Looking at the underlying code, the comment count per page is hardcoded to 3. I could update the code, but I'm reluctant to do so as this would need to be re-applied after each update. That being said, it looks like we should start to brace for status updates being removed as Invision Forums v5 no longer supports status updates (we're still on v4.x): https://invisioncommunity.com/deprecation-tracker/status-updates-r19/ https://invisioncommunity.com/forums/topic/480551-status-updates-have-been-removed-in-v5/
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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
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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.
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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.
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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.
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Oohhhh, the day has come! This old lurker releases another creation of his deranged mind...! What has he in store? Does it involve sunlight and pollen and hayfever? Will it involve strange towers and priests with bad breath? Naah, just some mediocre airship type of mission, aimed at the Anniversary mapping contest! I have a lengthy/humourly rant/lore for some of the building process for anyone interrested, in spoiler tags. According to DarkRadiant I have worked 570 hours on this, and that doesn't take into account all hours of coding and scripting. This feels like an insanely huge amount of mapping time for this small mission but I try not to judge myself. DarkRadiant says 570 so...I say thanks to all calm hours at the night shift at work where I could sit and script and write readables. And I also humbly bow myself to the scripting genuses that are on the forums. A special thanks to my girlfriend who (almost) always lets me talk about my projects. She has also written some of the readables and voiced some recordings in the mission. Thanks to Dragofer, Mirceakitsune and Melchior for much needed scripting help. Thanks to YouTube channels BGM President and Sound Effects where I've borrowed some music and sound effects. Thanks to my betatesters; nbohr1more, Bergante, datiswous, Wesp5, nightmare, Jaxa and Cambridge Spy. And a big thank you to the mod in general for still being alive and supportive! ########################################## MISSION RELATED STUFF ########################################## On an airship, heading for Flowerdale a lot of strange things can happen. As some people guzzle down liquor in the bar, some others skulk around in the shadows. Certain people cannot be trusted and there are even those that kill for a living. Somebody may or may not work for foreign powers. But everyone yearns for those shiny pennies. There are some strange things in the cargo, huge coffers that can hold bodies, alive and dead. This story may unfold in several different ways; Three characters can be chosen; Zacharias the thief, Oliver Mortimer, the assassin or Rupert Peabody, youngling of the Wizlas woodfolk. DOWNLOAD LINK https://drive.google.com/file/d/10w_SJSBAxxVFYTwPjJhIo48fEzvuTo1M/view?usp=sharing
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Hello taffers, the people over at TTLG forums have started a speedbuild game jam. 1st Thief Speedbuild Jam It's not a contest, and you have a tentative submission date of Dec 1, to get a mission built for T1-3 or TDM. Looks fun, and I'm going to participate too.
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Some of the tutorials on the wiki are pretty outdated. I recently created some for GIMP on my homepage: https://wiki.thedarkmod.com/index.php?title=User:Frost_Salamander Other mappers have more in-depth processes that work for them, but these will get you started.
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There's a person messaging the Dark Mod twitter account, saying they can do a Catalan translation of the game. I pointed them in the direction of the Wiki and the forums, but they're saying they want to email someone about it. I'm not really involved in the translation side of things, so I don't have any useful input here. Any ideas?
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Following the discussion of the Released and Upcoming thread Fidcal and I came up with some ideas how we could save abandoned labours of love. We came up with the following for contributing and adopting unfinished work maintained in this thread: How to contribute? If for any reason you decide to quit working on a map, map parts, etc. please consider contributing your abandoned work to the community! Proof of concepts and appealing results from "just playing around" alike may be interesting for other people to pick up. To do so just send a private message to a team member (preferably a mission manager like nbohr1more) with all relevant information about your work so far (see format below) and a link where it can be downloaded. Please do not post any download links in this thread. Your work will be archived on one of the Team's TDM servers. FM's (WIP) Name: ... Former author(s): ... Current author(s): (If any) Status: (free for adoption / in work) Due Date: (the next date I expect a new WIP version and progress report) Type: (Mansion, City, Crypt, Wilderness, ...) Theme: (Gold Heist, Horror, Story Focused, Inventors, ...) Progress: (Geometry, Details, AI, Gameplay, ... in some rough percentage) Informations: (anything the authors like to share about the work so far) How to adopt? Send a PM to a team member (ideally a mission manager). If you have already released an FM for TDM then most likely adoption will be granted. If you have never released an FM it'll be less likely.. If you did release FM's for Thief or a mod for any other game please send details that help us to decide. If you're the original author you can always pick up your committed work again as long as it is still (or again) "free for adoption". What do we expect from authors who did adopt assets? All former authors must be given credit upon release. You may like to use the unfinished assets the way you like: use parts in your own map or continue finishing the abandoned map. We and the former authors have to trust anyone given responsibility of the assets of a possibly already superb unfinished map. We all know that it sometimes happens that people cannot continue a work for various reasons (if so, please PM the team member), lose interest or in the worst case just disappear! In this case, or if we try to contact you for a status update and do not hear from you in a reasonable amount of time, we will offer the map again for adoption to someone else who might want to finish the FM. We hope to see some great unfinished works being worked on again and completed. So, fellow authors ... contribute your unfinished work List of Abandoned Works _________________________________________ Please check the wiki for details of abandoned work free for adoption and adopted maps: https://wiki.thedarkmod.com/index.php?title=Abandoned_Works
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That makes sense. Means I'd have to think carefully before submitting any of my maps; I'm not motivated to work on a few old initiatives, in which case I don't want my work to be lost... at the same time I could become motivated again someday, and if someone picks it up I might feel bad that I can't work on my version again. I know... being undecided about everything is one of my biggest flaws, plus worrying and overthinking far more than I should One more thing I couldn't help wondering: Should this perhaps be turned into a forum section rather than a single thread? There's a section for posting finished FM's, another for Beta testing them, so a new category for posting abandoned projects would make sense. I think this would be cleaner as each FM or map group could have its own thread where the discussion is contained and you don't have to dig through one mega-thread, making it easier to find individual projects and look at replies to see if it was taken. The wiki page helps with having an unified list, but you can't have focused discussion on each abandoned project nor edit the page to post or update your FM unless you're a wiki mod. If others agree we can maybe ask Taaaki about it.
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Good question. I think it would be fairly reasonable to expect that if you choose to abandon an FM, you are also choosing to relinquish the rights to take it back again if someone else has already declared that they are going to work on it. You could always reach out to that individual personally and ask to take it back or participate in joint development, but since they have picked up an FM you abandoned, you should respect their choice. I'd also add that if this is an issue you are genuinely worried about, you might not be ready to abandon an FM of yours. Of course, if no one has picked up the abandoned FM, you can certainly take it back up again without issue, just say so on this thread so we can keep the submissions organized. As a side note, you can find the wiki page for abandoned FMs here: https://wiki.thedarkmod.com/index.php?title=Abandoned_Works
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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