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  1. I wanted to internationalise The Hare in the Snare before I released it but I couldn't get the scripts to work and had some other questions as well. I posted about it Newbie Dark Radiant Questions and nobody replied, so I gave up. It being my first FM I didn't feel confident digging into it and just wanted to release the FM. I just got the impression that it wasn't a big deal and nobody cared about it. From memory, the script worked once but I needed to re-run it and just couldn't get it to work. It's also Perl which nobody really uses anymore. I think I recommended to a 'I want to help' person to convert it to Python, but that didn't go anywhere. I don't think you need the script though if you internationalise from the very beginning (i.e. create your own dictionaries). At the end of the day it's extra work for the mapper and if it adds too much overhead (i.e. is broken or is a PITA) then nobody is going to use it. https://wiki.thedarkmod.com/index.php?title=Internationalization
  2. Ok I added info about this in on the wiki page: https://wiki.thedarkmod.com/index.php?title=Creating_Multiple_Skins_For_A_Model
  3. That is fair. I have reported 84 issues in the bugtracker (and contributed to some of the existing ones), proposed articles to the wiki (see above) to demonstrate that I am familiar with the format, and contributed some on the forum. In the event a wiki user does not contribute in a constructive way, it is easy to block them and revert their changes.
  4. 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
  5. Does this work? https://www.pcgamingwiki.com/wiki/Thief#Disable_shroud_effect_.28black.2Fwhite_fog_at_screen_edges.29
  6. Flakebridge Monastery In this mission you will visit a Builder outpost to steal some valuable books. It is the first in what I hope will be a series about Selis Woderose. I would like to take the opportunity to thank my beta testers: Aprilsister, Bikerdude, Chiron, lost_soul, and prjames. As well as Fidcal for his starting map, and Melan for his texture pack. Known bugs: A small number may appear at the bottom left corner of your screen when the mission loads. Press sheath weapon to make it disappear. As already mentioned this is the first mission in a series. When you have completed it you may know what you'll be going after in the next mission. You may even know where! Enjoy! And please use spoiler tags where appropriate. A couple of screens: (thanks lowenz) http://2.bp.blogspot...0/shot00001.jpg http://3.bp.blogspot...0/shot00003.jpg
  7. DarkRadiant 3.9.0 is ready for download. What's new: Feature: Add "Show definition" button for the "inherit" spawnarg Improvement: Preserve patch tesselation fixed subdivisions when creating caps Improvement: Add Filters for Location Entities and Player Start Improvement: Support saving entity key/value pairs containing double quotes Improvement: Allow a way to easily see all properties of attached entities Fixed: "Show definition" doesn't work for inherited properties Fixed: Incorrect mouse movement in 3D / 2D views on Plasma Wayland Fixed: Objective Description flumoxed by double-quotes Fixed: Spinboxes in Background Image panel don't work correctly Fixed: Skins defined on modelDefs are ignored Fixed: Crash on activating lighting mode in the Model Chooser Fixed: Can't undo deletion of atdm_conversation_info entity via conversation editor Fixed: 2D views revert to original ortho layout each time running DR. Fixed: WX assertion failure when docking windows on top of the Properties panel on Linux Fixed: Empty rotation when cloning an entity using editor_rotatable and an angle key Fixed: Three-way merge produces duplicate primitives when a func_static is moved Fixed: Renderer crash during three-way map merge Internal: Replace libxml2 with pugixml Internal: Update wxWidgets to 3.2.4 Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.9.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep creating Fan Missions! Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  8. You don't. That is one of the 3 xy views. So you have to remove one of the other ones. This is how you do it: First uncouple everything and make sure you have 2 (extra) xy-views. Move the camera-view to the side. It takes up the full height Move the first xy-view to the bottom. It takes up the full width. Move the second xy-view to the side inside the other xy-view Now you get this and you can simply resize these windows. Maybe something for in the wiki?
  9. This post differentiates between "gratis" ("at no monetary cost") and "libre" ("with little or no restriction") per https://en.wikipedia.org/wiki/Gratis_versus_libre * A libre version of TDM could: ** Qualify TDM for an article on the LibreGameWiki *** TDM is currently listed as rejected https://libregamewiki.org/Libregamewiki:Rejected_games_list because "Media is non-commercial (under CC-BY-NC-SA 3.0). The engine is free though (modified Doom 3) (2013-10-19)" ** Qualify for software repositories like Debian *** TDM is currently listed as unsuitable https://wiki.debian.org/Games/Unsuitable#The_Dark_Mod because 1) "The gamedata is very large (2.3 GB)", and 2) "The license of the gamedata (otherwise it must go into non-free with the engine into contrib)" and links to https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/LICENSE.txt Questions: 1) tdm_installer.linux64 is 4.2 MB (unzipped), which is far from the 2.3 GB which is said to be too large. Yes, the user can use it to download data that is non-libre, but so can any web browser too. If the installer itself is completely libre, does anyone know the reason why it cannot be accepted into the Debian repository? 2) If adding the installer to the repository is not a viable solution, would it be possible to package the engine with a small and beginner friendly mission built only from libre media/gamedata into a "TDM-libre" release, and add user friendly functionality to download the 2.3 GB media/gamedata using "TDM-libre" (similar to mission downloading)? 3) Would such a "TDM-libre" release be acceptable for the Debian repository? 4) Would such a "TDM-libre" release be acceptable for LibreGameWiki? 5) Would the work be worth it? * Pros: Exposure in channels covering libre software (e.g. the LibreGameWiki). Distribution in channels allowing only libre software (e.g. the Debian repository). * Cons: The work required for the modifictions and release of "TDM-libre". Possible maintenance of "TDM-libre". I'm thinking that the wider reach may attract more volunteers to work on TDM, which may eventually make up for this work and hopefully be net positive. 6) Are there any TDM missions that are libre already today? If not, would anyone be willing to work on one to fulfill this? I'll contribute in any way I can. 7) I found the following related topics on the forum: * https://forums.thedarkmod.com/index.php?/topic/16226-graphical-installers-for-tdm/ (installing only the updater) * https://forums.thedarkmod.com/index.php?/topic/16640-problems-i-had-with-tdm-installation-on-linux-w-solutions/ (problems with installation on Linux) * https://forums.thedarkmod.com/index.php?/topic/17743-building-tdm-on-debian-8-steamos-tdm-203/ (Building TDM on Debian 8 / SteamOS) * https://forums.thedarkmod.com/index.php?/topic/18592-debian-packaging/ (Dark Radiant) ... but if there are other related previous discussions, I'd appreciate any links to them. Any thoughts or comments?
  10. jaxa

    2016+ CPU/GPU News

    3060 has 192-bit bus (cut to 128-bit for the maligned 8 GB model), and the gimped cards (like 7600 XT 16 GB 128-bit) can definitely use the extra VRAM in some scenarios. https://en.wikipedia.org/wiki/GeForce_30_series#Desktop
  11. I wouldn't have thought it was a big deal to just use a script using atdm:target_callscriptfunction. You can change the spawnarg (using setKey()) with the script or you can make entities visible/invisible by calling Show() / Hide() on the entity. You could try this thing: https://wiki.thedarkmod.com/index.php?title=Atdm:target_postscriptevent to call Show/Hide. I tried it the other day because I didn't know about func_remove and it didn't work (see the note I left on that wiki page), but you could give it a try and see if it works.
  12. I've added your much better description of the process to the existing mention of resizing speakers in https://wiki.thedarkmod.com/index.php?title=Setting_Up_Speakers#maxDistance%2F_s_maxdistance
  13. To the "Path Nodes" wiki article, I've added a few sentences about path_follow_actor. It mentions that it currently doesn't support the actor being the player, and has pointers to the new bug report and the workaround given in this thread. The entry for path_follow_actor in the Entity Database now reads "... actor (= other AI, not player)...
  14. @Mortem Desino already implemented detail textures into No Honor Among Thieves and his tech demo: https://wiki.thedarkmod.com/index.php?title=Detail_Textures
  15. I'm wrapping up a new series, with hub named "GUI Scripting Language" and children (except preexisting) named "GUI Scripting: ..." If you find an error for me to fix or otherwise recommend an improvement, please mention it here. Thanks.
  16. Is it possble to make skins for brushes/patches by conferting them to func_static? Models are func_static when you add them in DR, but in the skin file you reference them with the model name instead of the entity name. When you convert a brush/patch though, it converts it uses a model with the same name as the entity name, so in this case func_static_1 for example. Would it be enough to use that in the skin file? Allthough the wiki article states it's important to add an extension.
  17. I have been attempting to create a skin for a model. No matter how closely I follow the wiki tutorial, I can't seem to get it to work. Here is a pic of the model directory, the skin directory, and the skin file I wrote. I even tried to make a standalone copy in the skins folder, in case DR doesn't like digging through folders when pulling up skins. Am I missing something? Am I running into problems because skins cannot be made for .ase files?
  18. 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.
  19. Yes. Sure, I will change it, but I do mind. In addition to changing the forum title, I have also had the name of the pk4 changed in the mission downloader and the thiefguild.com site’s named changed. It's not just some "joke". The forum post and thread are intended to be a natural extension of the mission’s story, a concept that is already SUPER derivative of almost any haunted media story or most vaguely creepy things written on the internet in the past 10 or 15 years. Given your familiarity with myhouse.wad, you also can clearly engage with something like that on some conceptual level. Just not here on our forums? We can host several unhinged racist tirades in the off-topic section but can’t handle creepypasta without including an advisory the monsters aren’t actually under the bed? (Are they though?) I am also trying to keep an open mind, but I am not really feeling your implication that using a missing person as a framing of a work of fiction is somehow disrespectful to people who are actually gone. I have no idea as even a mediocre creative person what to say to that or why I need to be responsible for making sure nobody potentially believes some creative work I am involved in, or how that is even achievable in the first place. Anyway, apologies for the bummer. That part wasn’t intentional. I am still here. I will also clarify that while I love the game, I never got the biggest house in animal crossing either. In the end Tom Nook took even my last shiny coin.
  20. It's strange this is not mentioned on the wiki page.. I do find it logical in program logic. Cool, didn't think of that. I wonder if it's possible to do something like this: skin one_brick_teal_blue { model models/title_models/walls/wooden_frame/straight_frame/* textures/darkmod/plaster/plaster_01 textures/darkmod/stone/brick/blocks_tealblue_dark } So you can make folders of specific models that you can skin in the same way.
  21. Hi quick question: Is it correct that you cannot use a number as the start of a skin-name? Does this apply to all defenition type names, like materials, def, gui, etc. ? I mean, where does this rule apply and where not? I want to make sure before I add info to the wiki. Edit: No answers, so I added the info
  22. Stokesay Castle, one of the best-preserved fortified manor houses in England and the British Isles in general. Rather than remain an original castle or castle ruin, or completely converted into a mansion, manor house, chateau, or romantic folly, this older rural castle was converted into a traditional fortified manor house in the early modern era and hadn't really changed its nature throughout the centuries. I feel this is a very good inspiration for TDM, given the style of architecture in TDM's fictional universe. https://commons.wikimedia.org/wiki/Category:Stokesay_Castle https://commons.wikimedia.org/wiki/Category:Stokesay_Castle_(interior) https://www.geograph.org.uk/snippet/6359 https://www.geograph.org.uk/snippet/4859 Loads and loads of great photos behind these links, so don't think these are the only interesting ones I could share. There's a huge amount of interesting details in this fortified manor house.
  23. If you have suggestions to make it more clear and easy on the wiki please let us know!
  24. AHA, you're indeed correct! Changing the skin names so they start with "a1"' did the trick! This was actually a successful experiment I was trying out! The wiki goes into some detail about making "general skins" that can affect all models. My hope was that, if I made two models using the same skins, then I could just write a single skin file that would change all of them! For example, since "Straight Frame" and "V-Frame" models both use plaster_01 as their main background... ...all I have to do is make a general skin to change that specific plaster texture... ...and then any of the "V-Frame" and "Straight Frame" models can have different backgrounds! It's not a perfect system, as some skins just don't contrast well with the wooden beams, but I should still be able to get a LOT more out of my models now!
  25. Hello fellow mapper comrades! The briefing wiki article has been updated and now it gives simple instructions how to create Text-only BriefingsButton Controlled Animated BriefingsTimed Flowing Animated Briefings The article also contains a simple packages to edit in order to easily create animated briefings of both types. Note that the briefing_flowing package has a .gui-file which has been fixed against the ESC-press-no-more-mouse-cursor -issue (thank you LEGION!). Animated Briefing Creation has never been this easy! (And fun.) Enjoy! http://modetwo.net/d...?title=Briefing EDIT: I have linked from the wiki article to the briefing package creation .zip's which are currently hosted at mediafire. Would it be possible to have them in a more stable place? I am talking about two .zip files weighing approximately 100kb each. It would be nice if we had these easily accessible from the wiki article. I tried to attach them to this post but alas I cannot.
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