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  1. *****UPDATE***** cabinet1 fans! Version 2 of the cabinet1 extension pack is here with a new desk and bench model as well 5 unique hutch and curio cabinet prefabs! Big thanks to cabinet1 expert @Dragofer who generously polished the models and prefabs and fixed up the naming/pathing/definitions to be core mod compliant. God speed! cabinet1_xtended.zip *****Original Post***** Jumping over from the Discord where you should definitely join us if you aren't there already. No modelling skill here what so ever, but I have long found myself hopelessly addicted to cabinet1. Now it has gotten even worse with desk02 and desk03 being such great new assets. I just wanted/needed a little more matching furniture for my map so I put these together in DR. To be clear these are very basic but along the way I thought they might be of utility to anyone else who just needs more of that cabinet1 magic and can't wait for the pros to deliver the next dose. Of course just like cabinet1, desk02 and 03 they all have the "desk_old" skin variant and there is a prefab for the curio cabinet with working doors. God speed.
  2. Hello, as others have done, I'd like to start my own mapping thread to provide content I create in one place. Feel free to use anything from this map in your maps or for TDM integration. There is a book in the map with more description of the contained content. OGDA_Demomap Version v3: https://das-kartell.org/files/thedarkmod/ogda_demomap/ogda_demomap.zip Installation: Extract the content of the zip-file your "TDM install dir/fms" folder, the folder "TDM/fms/ogda_demomap" should be present afterwards. I'll post new versions from time to time when I have new content ready. Current map contents: v1: New Paintings (for details see here: New paintings thread v2: TDM Fountain prefab expanded with base, water, light and particles Drainable/fillable bath with sounds and secret compartment only accessible when drained Moving bookshelf with hidden compartment, very failsafe, the setup ensures no clipping or false states will happen (with one tiny exception, see book) Buildings (TDM defaults) with lights, monster-clip ond some details added New Buildings, mainly created from Springheel's TDM modules v3: Ambient light setup Additional info for the current version: - Foutain still needs monsterclipping - the largest building on the right side has a working window where the candle is, you can fill the room with content or revert the window to a func_static - most of the content that belongs together is grouped for easier copying/moving - most of the content is created for A night of loot 2, but that map is still in extremely early stages, there's no guarantee or release date for that one Credits: Additionally to content created by me, this map contains content provided by: - The Dark Mod - Obsttorte (i.a. fog script, texture blending) - Springheel (modules shipped with TDM) - TDM community github repo (Thread) Please let me know if you find content created by you in this map in case there isn't a mention yet. Screenshots:
  3. Hello dear developers! Why do many variables not work in your darkmod.cfg? I changed the following variables and set the value to " 0" seta pm_bobroll "0" seta pm_bobpitch "0" seta pm_bobup "0" seta pm_runroll "0" seta pm_runpitch "0" seta pm_runbob "0" seta pm_walkbob "0" seta pm_crouchbob "0" I launch the mod. . I run training mission. And all settings are reset!! The game also does not read variables from autoexec. cfg.
  4. It’s my first FM I’ve ever created for any game. I’ve essentially finished the map but I’d like to have some feedback. I’m still open to changing things depending on feedback, so it hasn’t officially hit the beta stage yet. The mission is quite different than the standard thief/dark mod mission (more story driven and atmospheric) so I’ve got no idea how well it will be received. Due to the nature of the mission it will have lower replayability so keep that in mind if you wanted to test it before its official release. When there’s a few people interested I will post it in the beta testing forum. Thanks. Type of mission: Mansion/Estate/Horror Some screenshots attached.
  5. I get the feeling antialiasing does not wish to work for me, even when I use the 4x or 16x option in the main menu. I remember getting the impression that it worked sometimes in the past, but yesterday I looked at the edges of some objects and could clearly see the jagged edges of the geometry. I wonder if this is specific to the Linux version: I have an AMD card and use the free amdgpu driver... there was talk about Mesa having issues handling AA properly depending on how the engine calls it. What do you suggest I check?
  6. It seems like statuses work again? Cool.

  7. I'm going dark

    Feel free to reassign all my tickets and delete unfinished work (multi-light shaders, x-ray view, etc) in trunk

    Special thanks to @nbohr1more and @stgatilov for putting up with my countless bugs and making great company

    1. Show previous comments  1 more
    2. JackFarmer

      JackFarmer

      You've been of great help during testing of my first two releases.

      Thank you for your help and stay healthy!

      Jack

    3. stgatilov

      stgatilov

      Sad to hear.
      I hope you are OK, and it's just real life that needs attention.

      Thank you for working on the game!
      Despite my complaints, you have improved TDM a lot. Without you, rendering would have been near Doom 3 level still.

       

    4. Petike the Taffer

      Petike the Taffer

      Duzhenko, whatever it is, I hope everything will go well for you. Thank you for all the hard work so far for the community. Come back anytime you'd want. As far as I'm concerned, the door will be always open and the light always on for you. Best wishes, P.

  8. mmij

    I thought to write you directly so as not to take the main thread off-topic, I hope you don't mind.
    And I would have written sooner, but I've been tied up dealing with idiots occupying armchairs at the Saigon consulate.

    Regarding reading material about city growth, a lot of what I know comes from pratical experience and multiple city planning and history books. So I don't have one ready source to give you, sorry.

    But if you know that you're looking for a pattern, and you know that there are two main types to be aware of, then you can use satellite maps to see the 'why' of sity growth.

    Open your Google maps and pick an old city. I suggest starting with one of these: Moscow, Paris, London, New York City (including the surrounding burroughs), Bangkok, Dublin, or Hong Kong. What you first want to look for are the geometric patterns that show planned growth. Once you have these pinned down, then identify the asymmetric growth. If you're using Google maps, you can go to street view and look for physical structures (hills, rivers, depressions, etc. _and_ pre-existing geometries from parks, statues, monuments etc.) that created the sprawl.

    Historic geometries will not be as straight and true as modern ones. So a planned road from 1500CE will have some twists and turns between its start and finish, but the points themselves will mostly remain geometrically aligned. (Example below. The asteriks are points and slashes the roads.)  
    *---___----*
    |             |
    *-----------*
    \   Here   |
     |   be     |
    /  Rocks  \ 
    *             *

     

    1. Melan

      Melan

      Thanks for your comments! If you are writing with reference to The Painter's Wife, do note that most of the basic street geometry is the work of Shadowhide, who built it about five or six years ago (he is no longer active on the forums). All later contributions, including mine, are refinements of that basic blueprint.

      That said, my designs follow fairly similar principles based on organic city growth patterns. My main reference work is Christopher Alexander's great Pattern Language, combined with personal experience visiting old cities throughout Europe (mainly the Mediterranean). While my personal research field is a bit different, I do work in regional studies, and have a natural interest in city development.

      Of course, there are two caveats:

      1) My cityscapes are rooted in surrealism, not realism - they are architectural fancies, not socio-economic experiments;

      2) they also serve gameplay (navigation, stealth, route-finding, climbing, etc.), which is an important consideration, too.

    2. mmij

      mmij

      You have some very interesting studies! I'll look up that book later. I'm reading a book called "A Burglar's Guide to the City" by George Monaugh right now. I posted a short message about it in the Off Topic section of the forum, but I thought I'd bring it to your attention as well. It's very entertaining.

      I'm wondering though, about your first precept. Do you create your own structural guidelines for each cityscape indivually, or do you have a master template that you've built up that governs your universe?

    3. Melan

      Melan

      I have read Monaugh's book; it is excellent! Very useful in thinking about level design, too. I think I first read about it on these forums, then purchased a copy.

      On your question, I have ideas about how the City looks and works in general - lack of open spaces, organic construction, rapid industrialisation that's still struggling to keep up with demand, and very little if any planning (beyond some basic public works). This is a core idea that is open to development in multiple directions. I also try to experiment with new ideas, so Penny Dreadful 2 or 3 is fairly different from Disorientation, which is different from Rose Garden. For example, PD3 is built on a stretch between canals and a hilltop fortress, which is different from Disorientation's waterfalls and steep streets, or Rose Garden's massive, derelict noble palaces. The basic idea dictates the details. So there is some logic o it - even though the results are not plausible in conventional reality. Springheel's TDM missions are definitely more realistic in this respect.

  9. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  10. It's been a while since I've played Dark Mod FM's and now I'm realizing that all of my save's, regardless of Fan Mission, doesn't load and boots me to the beginning. I haven't changed my computer in any way, other than updates to Win 10. No video card change, no change in hard drive, nothing. Version 2.07 / 64. Any help would be appreciated.
  11. Moving the gamma and the brightness sliders does not do anything if I have set the Nvidia GPU in Nvidia X Server Settings, but they work with the Intel HD GPU. This is very annoying since I think the Intel HD GPU is a lot slower than the Nvidia one so I mostly use later, but if I want to play The Dark Mod (and I want to see the level (the default brightness and gamma is very dark)) I have to switch to the Intel HD GPU. What should I do to make the brightness and the gamma changeable with the Nvidia GPU. I am using Ubuntu 16.04, GeForce 820M/PCIe/SSE2(I guess).
  12. Currently I'm playing the "Perilous Refuge" fan mission. My TDM version is 2.07/32. I tried to change the FOV by the advanced video settings dialog to an higher/wider value. First it seems to work fine ( also I'm not sure after all). Then I tried to change it even more but nothing happened. The wider FOV only happens if I grap any object in game e.g. a candle holder, but switches back to the default FOV if I drop the object again. Can someone tell why this doesn't work ? In an older forum post I read of how to change the FOV by editing some INI file but I didn't tried this yet, also since it don't seem to be the common way to do it no more. So I don't know if this would work better. Could someone help me out please ? Greetings Martin My OS is Win7/64 Graphics Card is NVidia GTX 960
  13. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  14. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

  15. So for long time now I've been working on a map, and lately I got really enthused lol. So it's almost done now. Here's a sneak peek. I turned the gamma way up on the vid so it can be seen in the video. https://www.youtube.com/watch?v=zjemP2LfzXw&feature=youtu.be
  16. AMD at Computex:

    (discuss in CPU/GPU news thread)
  17. I set the control for it. It's in the inventory [capslock], but clicking on it, or hitting the compass key (V in my case) does nothing in latest version. Is there a problem with it?
    1. Tarhiel

      Tarhiel

      Awesome, congratulations!!! :o

    2. Bikerdude

      Bikerdude

      Yup, all the remianing bugs were ironed out, so it nigh on perfect now.

    3. AluminumHaste

      AluminumHaste

      version 2.1 is now uploaded to mirrors ready to download.

  18. Hi there, One of my NY's resolutions is to make a small but fun mission with nice visuals. Now, I'm really tired of getting around T3Ed's quirks, so I thought that I should at least give DarkMod a try. I took a few days to teach myself DR basics with the Wiki and the comprehensive (but slightly outdated) A-Z course, and now I'm at the point where I find DarkRadiant... not so awful? It still takes minutes to do what I did in seconds with Unreal editors, but that should improve over time, I guess. I used the wiki and forum search to find answers to my questions, but I'm still not sure I get everything right, so here it goes: Questions: 1. I'm familiar with concept of additive and subtractive geometry, but to be sure I get this in 100%: TDM uses additive geometry, but needs to be air-tight, as with subtractive levels? Can I have a big box (e.g. with skybox dome) for my whole level, so I can focus on building floors and floorplans for gameplay first and add walls/ceilings later? This is just for clarity and faster work, T3Ed used subtractive levels and only inner sides of subtractive brushes had textures, so they were easier to see and navigate. 2. What's the real distinction between entities, prefabs and models and what should go where in terms of content creation? (I hope that does make sense.) T3Ed used mostly entities (actor classes) and meshes. E.g. lights were the invisible light source attached to meshes with some particle FX and scripts. Here I can find lights in entities, prefabs and models, do I get a bit confused. 3. I'm a bit worried about the cuboid (Omni) lights. They look OK while touching the ground, but the falloff ends quite abruptly on walls. Any tips about the placement would be appreciated. Or maybe it's better to stick to spotlights and fake the effect? (With T3Ed it was better, performance-wise, to use multiple spotlights touching fewer objects per light than having one big omni light.) That's what I got for now, I also have a couple suggestions that might speed up the work in the future: Suggestions: 1. The Entity/Media/etc. browser window should have Minimize and Maximize buttons, like the Generic Browser in UE3. It will be much easier to use, especially on laptops with smaller resolution. 2. The rotation widget should have some angle snap by default, and it should be displayed next to grid icon on the lower right side. Using Arbitrary Transformation window for that is tiresome. 3. Writing your materials with a notepad is a big no. Well, writing anything in code is frustrating for LD, and that goes double for visual stuff. I know that's a shader language, and I'm not asking for a fully-fledged node-based editor, but some simple GUI material code generator with source textures to choose, checkboxes for common options, and simple preview window would speed up the whole process by years. (Maybe an external tool would be a good idea?) I tried searching for something like that for Doom 3 engine, but didn't find anything.
  19. Put an nVidia 1060 and an AMD 570 into my work PC. Vendor-specific issues should get resolved faster.

    1. nbohr1more
    2. stgatilov

      stgatilov

      Wow!

      And I have not yet got to the shop to get AMD part...

      Hope to catch up soon =)

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