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  1. As mentioned in this post: https://wiki.thedarkmod.com/index.php?title=Combined_light_entities#Example_entities In the entity atdm:sconce_2candles_rigid there's no name_attach . I think the name_attach should be present inside the def file? Maybe there are more def files where no name_attach is present. For example: atdm_ship_lamp_lit atdm_standing_chandelier_3_candles atdm_lamp_hanging02
  2. TDM 2.12 is ready for beta test This is how to get beta versions: Upgrade from any version (fast): 1 - Start tdm_installer in darkmod folder. 2 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.12 list, should look like "beta212-NN". 3 - Click on "Refresh" button to ensure that it is not going to download too much stuff. 4 - Continue installing with "Next". Fresh install (slow): 1 - Create darkmod folder anywhere you like. 2 - Download the TDM Installer from downloads section of the website. Extract tdm_installer executable from the downloaded ZIP and place it into your darkmod folder. 3 - Start tdm_installer (in case of Linux, first edit file permissions to allow executing it). 4 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.12 list, should look like "beta212-NN". 5 - Continue installing with "Next". In general, upgrade is recommended over fresh install. If you don't want to lose your current TDM installation, then you can copy the whole TDM directory and upgrade the copy. This way you can have both 2.12 beta and 2.11 at the same time. At the end of installation, tdm_installer resets your config by renaming darkmod.cfg to darkmod_{datatime}.cfg. This is a recommended procedure on upgrade, otherwise you are likely to have issues due to old config. If you need your old config for some reason, you can always find it in darkmod folder. 32-bit builds of TDM are deprecated, so they are not present in beta versions. They will be added at the very end of beta phase. Notes 1 - Please try to be specific when reporting a problem. What you were doing, where you were when the problem occurred, can you reproduce it, etc. This wiki article provides many suggestions for good bug reports. 2 - Make sure to check every mission for update just before playing it. We expect to apply small tweaks to missions during this beta phase. 3 - This effort is to find out if we broke anything in TDM with our 2.12 changes, if a new 2.12 feature isn't working correctly. We won't be trying to fix bugs that have been around for a long time. Instead, we will create an issue in bugtracker (if not yet present), to fix it after beta. 4 - If you find something wrong, it would be helpful if you report whether the issue happens in 2.11 too. By the way, you can easily get 2.11 version: just copy your darkmod folder and run tdm_installer on the copy, selecting "release211" on the custom version screen. Thank you for testing !
  3. To be honest, perhaps it's better to make a wiki page for this kind of issues. Most of the authors probably won't fix the missions themselves.
  4. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  5. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  6. If the "mission fails as soon as stealth score turns non-zero," that would not be good for ghost players. They might need to find out "how" they failed and experiment to avoid alerting guards. They might need to take those score points as a "bust". They might need to take those score points to complete an objective. Then, mission authors would need to encode exceptions into their missions, which would be a lot of work (if they decide to do it at all). However, part of what makes ghosting challenging and fun is when mission authors do not create their missions with ghosting in mind. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Writing code for these rules would be a huge undertaking. Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Creating an official mode could alienate these dedicated ghost players, because it would clash with what is considered ghosting in the community. Including the Stealth Stat Tool mod in the official release would be more useful. Or, making the audible alert states of guards quick and easy to recognize could help as well. For these reasons, I don't agree with an official "Ghost" mode. If the dev team were to do it, we should consult with @Klatremus so we get it 100% correct or not pursue it at all. (This ghosting bit should probably be in its own thread.)
  7. I loved it. Awesome game. I faceplanted at the people who asked for quest markers in the Steam forums there... Herr, lass Hirn regnen. The game is so great, and so true to the original, because it doesn't hold your hand. When is the new breed of gamers gonna learn.
  8. The subtitles of The Wench vocal set are now available for eventual incorporation into TDM Two versions, created earlier in the year, are released today with just-revised names. The first (created on Apr 21) was fully QA tested under April's 2.12dev: testSubtitlesWenchOriginal.pk4 But it was noticed at the time that some of the voice clips do not correspond well with their TDM event categorizations. So, the second testSubtitlesWench version (created on Apr 24) is designed to be used with corrected voice clip names and categorizations, as detailed in bugtracker 6284. It was hoped that this bug report could be addressed in a timely way, so that this patched version could also be given final testing. But waited long enough; released now without final testing: testSubtitlesWenchPatched.pk4 CAUTION: If you run this version with current 2.12dev and step through the subtitles, at some point it will fail with a console error. It will only fully succeed with a future 2.12dev with bugtracker 6284 changes incorporated. EDIT: Since this was posted, progress has occurred on 6284. The result is reportedly a bit at odds with "Patched". Expect a 3rd, fully-aligned version of testSubtitlesWench to be forthcoming. About The Wench The Wench character is described as "uneducated, saucy and bold. The wench has been around the block; she is confident and flirty." She is further characterized in the wiki as "a low-class woman with something of a foul mouth". This vocal set comes with slightly different versions for soft-spoken women and "barmaids, whores, and female thieves". Statistics Original: In file fm_root.subs there are 535 inlines, including: 50 with an explicit linebreak, intending 2 lines 485 without Patched: In file fm_root.subs there are 533 inlines, including: 48 with an explicit linebreak, intending 2 lines 485 without None of these needed explicit duration extensions. For both original and patched, there are 20 SRTs, including: 19 with 2 messages 1 with 3 messages Of the 41 total SRT messages, there are: 13 with an explicit linebreak, intending 2 lines 28 without In all, in this vocal set, there are: Original: 555 voice clips with subtitles, showing 576 messages. Patched: 553 voice clips with subtitles, showing 574 messages. Corresponding Excel Spreadsheet WenchOriginalSubtitles.xlsx This spreadsheet was organized with an early "v1" barks template.
  9. The subtitles of The Critic (aka Bossy) vocal set are now available for eventual incorporation into TMD: testSubtitlesCritic.pk4 The wiki's "Voices" article describes The Critic as "a slightly upper-class, know-it-all voice", good for a male character who "has an opinion on everything and frequently offers advice. Suitable for nobles, mages, inventors, and snooty servants or guards." For inventors and mages, specific vocal phrases are provided. This speaker is a relatively fast talker, requiring more subtitle time extensions than most characters. Statistics In file fm_root.subs there are 293 inlines, including: 79 with an explicit linebreak, intending 2 lines 214 without 69 of these inlines have explicit duration extensions, as follows: 33 from 0.25 to 0.49, for 17 cps 32 capped at 0.50 seconds, for 17-20 cps 4 with more than 0.50 seconds, for 20 cps. The worst case one of these also was given non-verbatim shortening ("would have" replaced by "would've") There are 14 SRT files, including: 12 with 2 messages 2 with 3 messages Of these, 7 were given a time extension past the end of the clip, in the range 0.20-0.50 sec, analogous to duration extensions in the inline files. (In fm_root.subs, there are actually 15 srt commands. Two of these had the same subtitle text and so shared an .srt file. This file is one of those with a time extension.) Of the 30 total SRT messages, there are: 21 with an explicit linebreak, intending 2 lines 9 without In all, for this vocal set, there are 307 voice clips with subtitles, showing 323 messages. Corresponding Excel Spreadsheet SubtitlesCritic.xlsx As usual, this is based on Version 5 of the Excel Template for TDM bark subtitles.
  10. A couple more: https://forums.thedarkmod.com/index.php?/topic/21739-resolved-allow-mantling-while-carrying-a-body/ https://forums.thedarkmod.com/index.php?/topic/22211-feature-proposal-new-lean-for-tdm-212/ https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/ https://forums.thedarkmod.com/index.php?/topic/22249-212-auto-search-bodies/
  11. In the current user addons system, only one addon could ever be installed at a time. This was because every addon would try to overwrite tdm_user_addons.script, and only the one in the alphabetically latest .pk4 would win. Merging addons was not a practical solution for most since this required a similar level of proficiency as actually creating the addons. Coming to the next dev build for 2.12, this limitation has been lifted by automatically including or calling all script files or functions that start with a specific prefix. Addon creators will need to choose unique names, however, which could for example include one's username. For now, backwards compatibility with the old style of addons will be maintained so they will still work, but they will need to be updated before several can be installed at once. Note to creators: as this may result in a surge of popularity of user addons to "mod the mod", it feels like some remarks are necessary: it's important to communicate to players downloading the addons that these are to be used at one's own risk and there's no certain way to ensure that no mission will break. releasing a stable mission with the default TDM package is hard enough. Addons create another layer of complexity that is out of the authors' hands. So while it's okay to ask, please respect the authors' decision not to support addons. savegames will only work with the exact combination and version of addons that they were created with. Updated instructions for creating addons can be found here: https://wiki.thedarkmod.com/index.php?title=A_to_Z_Scripting:_Script_addons_for_players
  12. As part of the 2.10 update, a long extinct engine feature was restored by duzenko that allowed the visual changes to happen. Meanwhile, when the item is used its custom scriptobject cycles through all entities on the map that have been marked with a custom spawnarg and updates their solidity. 2.10 was a very feature-heavy update so that became a theme in the contest and using this back-then experimental feature gave bonus points. Meanwhile it's become a core feature. @MirceaKitsuneas this FM is the first instance of the overhauled and quite complex multi-part version of this AI script, it'd probably be good to compile all known issues like yours so the script can be finetuned further. Could probably also do with a wiki page to describe how to use its features.
  13. I'm happy to present my first FM, The Spider and the Finch. There may be a spider, but no ghosts or undead. It should run a couple hours. It's now available on the Missions page or the in-game downloader. Many thanks to the beta testers Acolytesix, Cambridge Spy, datiswous, madtaffer, Shadow, and wesp5 for helping me improve and making the mission to the best of my abilities. This would not be have been possible without Fidcal's excellent DarkRadiant tutorial. Thanks also to the many people who answered my questions in the TDM forums. Cheers! 2023-12-13 Mission updated to version 3. Fixed a bug where the optional loot option objective was not actually optional. Updated the animations for Astrid Added a hallway door so the guards are less likely to be aggroed en masse.
  14. Yeah, there's nothing in the syntax that tells you if the gui parameter is set in a gui script or the engine. Sometimes there's a comment in the script that helps out by saying, for instance, "// set by SDK". If you really need to know - say, you're writing a wiki article - then typically you'd do a full-text search for the parameter name within and across files. Namely, the search scope may include: FM-specific .gui files Core .gui (and sometimes .guicode) files Engine .cpp (and sometimes .h) files, of the source code retrieved from, for instance, github I use TextPad to do this. In the case of (2), I have a local copy of the latest official TDM distribution (currently 2.11), where I have replaced every .pk4 with its unzipped equivalent. Because TextPad can't look inside .pk4 files. In the case of "ModNotesText", method (2) found nothing except the line you indicated. Method (3) found this line in a version of the source code: \darkmod_src-trunk\darkmod_src-trunk\game\ModMenu.cpp(81): gui->SetStateString("ModNotesText", info != NULL ? info->GetModNotes() : ""); So, yes, it's set by the engine.
  15. Source: https://wiki.thedarkmod.com/index.php?title=GUI_Scripting:_GUI::_Parameters I think this should be: I don't actually understand this. Where is it defined what BriefingVideoMaterial is?
  16. The subtitles of the Builder 1 and 2 shared vocal set are now available for eventual incorporation into TDM: testSubtitlesBuilder1and2.pk4 Under the wiki's "Voices", Builder 1 is described as "middle-aged; somewhat zealous; (suits builder guards, acolytes)". Note: The St. Lucia FM has a dozen-odd "conversation" subtitles for Builder 1 & 2 distributed with the core files, and already defined in tdm_sound_vocals_decls01.pk4\tdm_stlucia.subs. These are excluded from the work here. Statistics In file fm_root.subs there are 483 inlines, including: 61 with an explicit linebreak, intending 2 lines 422 without Four of these have explicit duration extensions, all from 0.25 to 0.49, for 17 cps. There are 11 SRTs, all with 2 messages. Of the 22 total SRT messages, there are: 14 with an explicit linebreak, intending 2 lines 8 without In all, there are 494 voice clips with subtitles, showing 505 messages. Corresponding Excel Spreadsheet SubtitlesBuilder1and2.xlsx As usual, this is based on Version 5 of the Excel Template for TDM bark subtitles.
  17. @kingsal Thanks for the interest. In Hazard Pay you included "script/tdm_user_addons.script" to load @Dragofer's Stealth Statistic Tool and that prevents players from using this file to load additional add-ons. script/tdm_user_addons.script #include "script/tdm_statistic_message.script" void user_addon_init() { statistic_message_init(); } "script/tdm_user_addons.script" comes with a useful "user_addon_init()" that gets called automatically but unfortunately we don't have an equivalent in "script/tdm_custom_scripts.script" so we cannot use "script/tdm_custom_scripts.script" and we must think something else. Unless it is decided to do without the add-on, I propose we make use the map's own script "maps/hazard_night.script" since it comes with a "main()" that gets called by the game automatically, as explained in the Wiki: #include "script/tdm_statistic_message.script" void main() { statistic_message_init(); // rest of your code } Once we do this we can safely delete "script/tdm_user_addons.script". In addition to all this I suggest deleting "script/tdm_frobactions.script" since it is not doing anything other than preventing other mods from working. ----------------------------------------------- Summing up: Replace "maps/hazard_night.script" with the one attached to this post (*). Delete "script/tdm_user_addons.script" Delete "script/tdm_frobactions.script" (*) For this exercise I downloaded a fresh copy of Hazard Pay from the built-in downloader. Happy to discuss further. hazard.zip
  18. I'm sorry if I made it sound like you made an error. This is not the case. Thanks for updating the wiki page.
  19. You will find windowDef leftPageCurl {.... within each multipage .gui, for example: tdm_gui01.pke\guis\readables\sheets\sheet_paper_print_stone.gui (line 20) I was just using this as a syntax example. I am not responsible for the code itself. As to newish more numerous console warnings: It is certainly possible that some syntax forms that were previously accepted without complaint (at the time I wrote this wiki series) are now causing warnings.
  20. On wiki page: https://wiki.thedarkmod.com/index.php?title=GUI_Scripting:_Commands#Examples_2 I see: I don't see this defined in tdm_gui01.pk4\guis\readables\readable.guicode
  21. @MirceaKitsune, looks like you're in luck: https://wiki.thedarkmod.com/index.php?title=Custom_Death
  22. Public release v1.7.6 (with Dark Mod support) is out. Improvements since the final beta 14 are: Fixed a few remaining bugs with zip/pk4 support. Game Versions window now properly displays TDM version. Import window no longer has a vestigial off-screen TDM field (because TDM doesn't need or support importing). Web search option is now disabled if an unknown/unsupported FM is selected. If an FM with an unknown or unsupported game type is selected, the messages in the tab area now no longer refer to Thief 3 ("Mod management is not supported for Thief: Deadly Shadows"). The full changelog can be viewed at the release link. The de facto official AngelLoader thread is here: https://www.ttlg.com/forums/showthread.php?t=149706 Bug reports, feature requests etc. are usually posted there. I'll continue following this thread though. Thanks everyone and enjoy!
  23. If you haven't already, take a look at https://wiki.thedarkmod.com/index.php?title=Setting_up_Campaigns#Scripting Calls like sys.setPersistantArg and sys.getPersistant* might do what you want?
  24. Good work! I enjoy short missions because things are nice and focused - you get in, you get out. Also I tend to do better with the loot amounts and I was able to get all the loot without too much trouble, which is rare for me. If I were to make a suggestion though - I found the intro briefing sequence a bit distracting because it was so obvious the narration was pitch-shifted to make a deeper voice. If you felt the original voice wasn't deep enough for your needs, I would either get someone on the forums to record it for you or just leave as is. That's my only real complaint and it's not even about the mission itself, so pretty good first start!
  25. I have it currently disabled. This is because sometimes there is a guard nearby and you want to wait with opening. Sometimes the door opens in your direction and then you want to step back before opening. There should be a wiki article about how to fix dependency on it. For example if you have a door that opens automatically after a number input, how to make it work when auto open on unlock is disabled.
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