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  1. What a small world.. I was looking for some Schubert on youtube and found what appears to be Fingernail's performance

    1. Diego
    2. Bikerdude

      Bikerdude

      ah cool, is that him on the guitar..?

    3. Diego

      Diego

      I think so.. I recognized the name.

    1. Show previous comments  4 more
    2. lost_soul

      lost_soul

      I've been considering reinstalling TDS for a wile now... I've still got my original CDs. Have these guys fixed the bug where you get stuck floating? Last time I played TDS, that happened and I was unable to get out of it, so I ragequit.

    3. chakkman

      chakkman

      You can surpass that bug by drawing your bow, performing a shot, and draw your blackjack when the bow is tensioned, to abort the bow shot. I'm hoping it's fixed in the Gold patch too though. Alongside the thing where you move sideways, when peeking left or right.

    4. nbohr1more

      nbohr1more

      @Biker Hmm.

       

      Build TDM mission in DR.

       

      Export as portions as ASE

       

      Edit in Blender and export in TDS compatible format

       

      Import into T3ED

       

      Edit

       

      Release TDS mission...

       

      (or just stick with TDM)

  2. Back in the days i remake existing ut and unreal maps for thieveryut. (Retexturing and add content). I found some old stuff on http://freyk0.tripod.com/thief/haven.htm and http://www.thievery-customs.com/download.php?action=kategorie&kat_id=4&d_anfang=20&as=3&ober_unter_kat=ON

    1. freyk

      freyk

      After i downloaded my mission, i detected there are some missing files. Let me know if you want to play it, i will repack and upload it again.

    2. SeriousToni

      SeriousToni

      This is such an awesome game, I really think people would like to play your maps :)

    3. SeriousToni

      SeriousToni

      Are some pretty nice Darkmod folks still playing this nice game? =)

    1. Obsttorte

      Obsttorte

      This looks cool, somehow oldschool in a nice way.

    2. demagogue

      demagogue

      I hope the gameplay is unique to justify him reinventing the wheel instead of, e.g., just forking off of us. The art design looks good.

  3. I have had a look but am having trouble following the wiki article - http://wiki.thedarkmod.com/index.php?title=Cube_maps and the article on the waybackmachine The issue is getting the images in the correct orientation, for example the WBM says the foreward image is basename_pz, but you look at the envshot image and its clearly not the forward facing image. What I am looking to do is place the player directly outside a window and then take an EnvShot, it would be great is if darkmod.exe took envshot in the correct orientation so the mapper dosent have to muck about trying to get them facing the right way, rotate or flip them. There dosent even seem to be any tools out there what will import your images to give me a preview, as I am convinced that TDM isnt taking EnvShots correctly.
  4. An appeal to mappers: If you're working on a map that crashes the game for no apparent reason, or if bits of your map don't get drawn on screen, or if you get glitches around visportals, please report it and/or PM me or grayman a copy of your work-in-progress. No need to tidy it up or resolve other issues. Crashes are very easy to diagnose in a special debugging version of the engine, and they're often easy to fix permanently in future releases. Reproducible renderer glitches are very useful for improving the renderer and dmap. If you fix them by tweaking the map instead of reporting them, we don't get a chance to fix the root cause. (Plus it might save you days of frustration struggling with a glitching map).
    1. Show previous comments  1 more
    2. Obsttorte

      Obsttorte

      Part two is recorded. Now I only need to add the subs and rip it down. Should be on youtube tomorrow.

    3. Lux

      Lux

      can't wait.

    4. demagogue

      demagogue

      I didn't know that first trick setting up the base, so thanks for that.

  5. The second tracker issue I want to ask about: This seems an ideal job for a python script in DR. The python interface already comes with methods to let a script explore a darkmod installation, including inside pk4s. I imagine this one popping up a filter menu where you can choose texture / entity / model (anything else?). The specific texture or entity type to search for could default to whatever the mapper has selected. Perhaps it should let users add additional filters if they want: e.g. entity selection could have an "advanced options" button that'd let you match spawnargs too. This could sometimes answer the question "which existing maps would such-and-such a change break?". Only sometimes of course. There are plenty of things you can't work out from just parsing the map file. One example where it would work: On the other tracker issue I just posted (a target entity to change objective amounts) it's tempting to wonder whether the "Amount" setting on objective components could be extended to work for items too (currently it doesn't. The objective will complete the first time you get an entity of the right spec without counting how many you've got). In the game code, there's a comment that indicates whoever wrote the code was considering adding that functionality later. The problem with adding it now would be that there could be maps out there that would break. A mapper could have tried setting up "Get 3 apple cores" using amount "3", found it didn't work, and made a workaround but leaving that amount=3 setting in place. That's a situation that could be tested by searching map and def and possibly script files. Questions: Does this tool already exist in some form? I'm sure I've seen people say things like "this model is only used in 4 existing maps" Anything else useful that it could do?
  6. Love your signature over at the Eidos forums. Hahaha!

    1. Maijstral

      Maijstral

      I don't normally even use signatures, but I've used a few to voice my displeasure at what EM is doing to Thief. I'll probably stick with that one until I lose interest in visiting the EM forums.

    1. rebb

      rebb

      What a pisstake ;)

    2. Diego

      Diego

      Now players will not onlyget spit on while hiding, they will be pissed on too!

  7. I think putting each map file into a hash function like sha or md5 and putting them in your db would be a good way to keep track of maps and different versions of them. It would also compliment my hopefully up and coming coop feature so that way we can accurately tell what maps are being used on the server.
  8. Evening I've never really made a good in-game map, so what techniques do people use or recommend..? ta.
  9. What's going on with the Thi4f forums? They've been down for almost a week now.

    1. Show previous comments  1 more
    2. Sir Taffsalot

      Sir Taffsalot

      Well that's not going to work. If they can't post about Thi4f on the Thi4f forums they can come and post about TDM on the TDM forums.

    3. jtr7

      jtr7

      People thought it was the server migration under Square-Enix that we've been told about, but they came back online like nothing happened, and the dedicated thread about the coming migration had no new info.

      Can't see this?:

      http://forums.eidosgames.com/showthread.php?t=139127

    4. stumpy

      stumpy

      maybe it was a migration test, and it broke.

  10. Afternoon Many mappers and myself have been plagued with the damn type of corruption and its comes in two forms from my experience. The corruption manifests itself as a visable rendering bug that the player can see into the void. the more insidious version manafest itself as a completely invisable bug that the player can walk into and it frezzes the game. My tradition fix for this is to export the map as prefab on a per-layer basis, I drag select all around the corrutoin and export each selection eg outside1, outside2, outside3 etc untill I get to the location with the corruption/bug and manulay shift-select all the remaining brushes/patches/entites/etc. The above works 99% of the time and is a right pain in the arse, but I have one map with the 2) type of corruption and the prefab-export trick isnt working. The map in question is the cathedral in NHAT, to the left of the podeum. Penny Dreful 2 has it but as its in mid air where the player cant get to, I didnt spend too much time trying to fix it. Does someone know of a better way to troubleshot, location and fix the above two issue..? A nice script or util to examin the map would obviously be the holy grale. ta.
  11. Holy crap are we getting another download spike? The forums keep going intermittent on me.

    1. Springheel

      Springheel

      The forums aren't on the same servers as the downloads.

    2. stumpy

      stumpy

      its sunday, the internet is always slow on a sunday for some reason.

    3. Lux

      Lux

      "for some reason" I imagine is you being sarcastic as we all know everybody and their brother/sister are online on Sunday either shopping or looking at porn combined with all the gaming packets.

       

      I'm sure there are also people just "reading things for the articles" though...

  12. After looking at an old TTLG post and seeing a video of a map I never thought I'd see a video of I realized people will posy ANYTHING online. So it got me curious to see if anyone had posted vids of my old Thief II maps. Which got me thinking, it would be cool to see videos of any work anyone here has done. How would i know if you made a certain Quake map or whatnot... So post 'em here. If you can find any video of ANY game stuff you've done, here's the place. Why not post your TDM work here too. ============ Crom's Blade : Thief II : Schwaa (aka me) http://www.youtube.com/watch?v=3f4_bywJ0UY Cosas : Thief II : well, not MY map, but our friend FenPheonix does read my name in the credits right before Digi (eherm... Dishounoured fame ), around6:00 you may recognized a certain gold trophy ,model that made it's way into TDM. I did custom meshes for two of the main characters, the opening furniture and several other objects. This is part 9, I can't bear to watch the series as I have yet (somewhat ashamed to admit, though technical problems are partly to blame, played it yet) http://www.youtube.com/watch?v=ltHLjSli_8I
  13. modetwo

    Forums fixed

    Had a problem with the web server yesterday that led to a crashed table in the forum database. This has now been repaired and things seems to work again. I was on travel so it took a while before I was able to fix it. Merry Christmas!
  14. I can get on the main forum now but still get an error when trying to load posts. Anyone else?
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