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  1. 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
  2. I will update this list as we go, re-arranging info based on severity - Ongoing privacy concerns The trade-offs between privacy and features is not a simple black-and-white decision, even Windows 8 has an “Advertising ID” that follows you around. Ars Technica revealed that, even with all of the Win10 security settings on Off, Win10 still sends some data to the Micro$oft Mothership. The simple fact is that Microsoft hasn’t told us what data it’s collecting. With the release of Windows 10, Micro$oft have stepped up there 'illegal' data capture of private user data - http://forums.thedarkmod.com/topic/17379-microoft-data-slurp-now-not-just-limited-to-win10/?hl=windows M$ is now via the latest update, monitoring how long your Win10 session's are and how long you use various apps - http://betanews.com/2016/01/04/why-is-microsoft-monitoring-how-long-you-use-windows-10. At release ALL Win10 (home-to-enterprise) users could not disable telemetry, but as of the latest update now enterprise user's only now have that option - http://www.zdnet.com/article/windows-10-telemetry-time-for-level-playing-field/ But it seems some enterprising user has created a tool for home/pro users - http://winaero.com/blog/how-to-disable-telemetry-and-data-collection-in-windows-10/. But the article points out that tere is some telemetry being sent back to M$ in Win7/8 - http://forums.thedarkmod.com/topic/17379-microoft-data-slurp-now-not-just-limited-to-win10/?hl=windows Another renamed service that needs to be disabled - http://www.forbes.com/sites/gordonkelly/2015/11/24/windows-10-automatic-spying-begins-again/ Another example of fresh install, on a PC that wasn't used for 8hrs - http://betanews.com/2016/02/06/windows-10-phones-home-a-lot-even-with-all-reporting-and-telemetry-disabled/ More and more tools are coming out for Win 10 to try and block all or most of the telemetry traffic, here one I have come across - DisableWinTracking Advertising it wasn't in at launch but there are reports of 'recommended' apps appearing in the start menu, WTF! -http://www.digitaltrends.com/computing/windows-10-start-menu-advert/ Stability and Compatibility I tested the retail version, its IMHO its still not stable enough to considered a daily OS. I tested on release and wasn't impressed. I found if I enabled (fairly modest) whitelist outbound blocking on my internet router, Win10's internet responsiveness would fall through the floor. All browsers would takes ages to resolve sites and the OS itself would actually become lumpy/laggy. Broken Video drivers, its so widespread that even a few on here have been affected - http://forums.thedarkmod.com/topic/17665-windows-10-why-you-shouldnt-upgrade/?p=384905 The Graphical user interface M$ white-washing of the interface in Win8 and office 2013 and have refused to learn from user feedback. Forced updates Not being able to control what gets installed on "MY PC", is a massive NO! NO! Patching remains Windows 10’s Achilles’ heel, all Windows 10 Home machines, and Windows 10 Pro machines that aren’t hiding behind an update server (such as WSUS or WUB) will get all patches applied according to Microsoft’s time scale. All three of the first Cumulative Update patches have had problems with reboot cycles. KB3081424 on Aug. 5, KB3081436 on Aug. 12, and KB3081438 on Aug. 14 all crashed a bunch of Windows 10 systems. The installer stops mid-installation, flashes an error message, rolls back, and reboots. Then you guessed it -- the forced installer kicks in and crashes Windows again. Rinse, lather, repeat. Getting out of the mess involves editing the registry. We haven’t yet seen how Micro$oft will recover from a really bad update, the experience to date with the three Cumulative Updates does not instil confidence. We don’t know if Microsoft will start documenting its patches again. We don’t know if much effort will be directed at fixing and improving the Microsoft-supplied Universal apps. Windows 10 installer takes a look at your system and based on the hardware and software it finds, assigns your request to a bucket of similar upgrade requests. The guys running the upgrade system, prioritize your request based on their assessment of how likely your system is to bomb out on an upgrade. Key apps, such as Mail and Edge, STILL aren’t ready yet Some of Windows 10’s key apps simply half baked. Mail has a nasty habit of putting notifications in the upper-left corner and leaving them hanging forever. There’s no combined Inbox, so if you have multiple accounts you have to jump from Inbox to Inbox. And it crashes hard -- for a lot of people. Edge, the new browser, similarly has all sorts of rough "edges". There are no extensions yet, thus no AdBlocker. Changing the search engine is tortuous, moving tabs onto the desktop and back again doesn’t work and you can’t pin tabs. In short use what ever mail/browser you wrere using on previous OS. Not much in the way of Universal apps Don't believe the marketing bollox about all of those wonderful Universal apps in Windows 10, whether it’s on a desktop, notebook, phone, Raspberry Pi, it ain't happening. The Windows Store is still by and large a wasteland, with crap apps galore. Win10’s Tablet Mode broken First, there’s the menu on the left that tucks away the entries on the left side of the Start menu. It collapses fine, but when it’s collapsed it rarely shows any more tiles than when it’s not collapsed. What’s the point, eh? Universal app windows have that pesky taskbar permanently tacked on the bottom, while the window bar at the top auto-hides. Edge, when running full screen, doesn’t support any of the old Metro IE swipe commands. You can’t swipe through running apps. The apps themselves? The irony is M$ Office on the iPad is better than M$ Office on Windows 10. OneDrive regression This concern applies only if you use OneDrive in Windows 8.1, and if you put a lot of stuff in OneDrive. For those of you using OneDrive in Windows 7 (and Windows 8), there’s no change in behavior with Win10. But if you’re accustomed to seeing all of your OneDrive files in Windows 8.1’s File Explorer, you’ll be in for a bit of a shock. Windows 10 makes you choose which OneDrive folders you want to be able to see in File Explorer. Once you’ve made that choice, the other folders aren’t accessible in File Explorer. The only way to see what files you have in OneDrive is by venturing to the OneDrive website. Missing Media Center and DVD player For those people that run Windows Media Center, its gone in Windows 10 PC. Instead Micro$oft wants you to use/buy an Xbox. Ain’t broke, don’t fix it The old adage comes from experience and it’s as applicable now as it ever was. If you’re using Windows 7/8/8.1, and it’s properly patched up and working for you, and you’ve stopped using Internet Explorer, you really have to consider whether it’s worth the effort to upgrade to Windows 10. Carefully consider whether the warning signs listed here. Still to many questions For example, when you upgrade a “genuine” Win7, Win8 or Win8.1 machine to Win10 and run the upgrade in place, Micro$oft records a hardware ID that says, “this machine has valid license” At that point, you can install either Win7 or Win10 on that machine, and your license will be validated. Its believed that the only version of Win10 that you can disable ALL telemetry and fully control Windows update in, is the enterprise version. Smells like Teen Spirit desperation Microsoft Marketing chief Chris Capossela explained that users who choose Windows 7 do so “at your own risk, at your own peril.” It is particularly myopic to rubbish one of your own products that way. Put simply Capossela is a complete cock, Windows 7 is no less secure than Windows 10 (it will be supported until 2020 and Windows 8.1 2023) and is no less compatible with new hardware and software. Also at the moment Win7 has a bigger market share, so easier work for developers. Micro$oft has bad been caught forcing the upgrade on some users, http://www.theregister.co.uk/2015/10/15/pushy_windows_10/ and http://www.fudzilla.com/news/39479-microsoft-raises-the-upgrade-pressure As this is a very bad and its only getting worse, another link to the forced upgrade/update issue - http://forums.thedarkmod.com/topic/17665-windows-10-why-you-shouldnt-upgrade/?p=385115 Nagware being rolled out the business machine - http://www.theregister.co.uk/2016/01/14/get_windows_10_business_pcs/ Now blocking support for the latest CPU in windows 7/8 - http://www.techpowerup.com/219316/no-enterprise-support-for-older-windows-versions-on-the-latest-processors-microsoft.html More marketing desperation Malware - KB3035583 http://news.softpedia.com/news/microsoft-updates-infamous-get-windows-10-patch-kb3035583-502117.shtml Compatibility issues If you have any old games that use really old forms of DRM or SafeDISC your fresh out of luck - http://www.geek.com/games/windows-10-doesnt-run-games-with-securom-and-safedisc-drm-1631383/ Various apps and games (even The Darkmod) has had issue's running on Windows 10, see - http://forums.thedarkmod.com/topic/17310-windows-10-support-thread/?hl=win10 and http://forums.thedarkmod.com/topic/17551-gamma-broken-in-windows-10/?hl=win10&do=findComment&comment=381800 Upgrade NagwareMicrosoft is still coming up with way to try and force users to upgrade from 7/8/8.1 - if you like me want to block 7 prevent this crap checkout GWX control panel or Never10 16. M$ deliberatly blocking the installation of some applications http://news.softpedia.com/news/Microsoft-Blocks-Classic-Shell-in-Windows-10-Build-9879-465429.shtml 17. Windows 10 installing UNWANTED Windows Store apps without user consent https://www.ghacks.net/2018/07/02/windows-10-installing-unwanted-store-apps/
  3. 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.
  4. @Amadeus #1 looks like it's because the material used by that skin is mixing several different textures together. For #2 if this happens even though your compass has inv_map_start and no diff_x_nospawn spwnargs I'd replace them with the ones you get when importing the prefabs from the mapper_tools folder. Remember to adjust their diff_no_spawn spawnargs after you imported them.
  5. Alright, I know this has been asked a few times already but I just can't get this to work. Everything I try to use the readable editor, I get the message "Mod path not defined. Using base path". So I went to Project Setup and made sure my WIP was in the fms folder, but when I hit save, DR freezes. No matter what file path I type in, I keep getting "Mod path not defined...." I don't know what to do. Help! Edit: Every time I try and save a readable, a new folder shows up in my dark mod folder called "base". Then there is an xdata folder in there, but no xd file. I'm very confused as to what the issue is here Edit 2: And now, when I select the "GUI definitions" icon in the readable editor, DR crashes, every time. I'm using version 2.7.0 btw.
  6. Announcing the release of the fifth William Steele mission! Summary Steele visits Commerce Bank, looking for incriminating evidence stored away by Captain Marston of the City Watch. The William Steele Missions Commerce Bank is the fifth of several Steele missions. Altogether they'll tell a story of corruption, greed, and revenge. At some point, I might package them as a campaign, in addition to the single missions. (We’ll see about that.) If you haven’t played WS1: In the North, WS2: Home Again, WS3: Cleighmoor or WS4: The Warrens, I suggest you complete those before playing WS5: Commerce Bank. Download The mission is available via the in-game downloader. You can also get it here. Place ws5_commerce.pk4 in your fms folder. TDM will recognize it as a new mission. Build Time Nearly 3 years. I18n Commerce Bank is currently not set up for translation. EFX This mission takes advantage of EFX, so make sure you turn that on. Thanks Thanks to the TDM team for creating a terrific platform for storytelling and stealth gaming. Thanks to my beta testers: Aluminum Haste, Boiler's_hiss, and nbohr1more. And thanks to YOU, for playing! Known Issues If you experience low frame rates, please consult the Performance Tweaks page on the Wiki. Important This mission requires TDM 2.07 or later. The William Steele story relies a lot on readables. Please try to read every readable you find. Most importantly, Enjoy! Screenshots WS6: Baleford Museum Baleford Museum will hopefully be released in late 2019.
  7. This is a Skyrim-style door which opens just a bit into a black_matt "void" before teleporting the player to a different area of the map, which may represent the other side of the door. This is used for connecting physically separated map areas with each other, such as when there's an exterior/interior split of a building or ship to allow for more mapping freedom. It's based off the func_mover, so it's only distantly related to normal doors and works slightly differently. Usage is to specify rotate/translate/move_time/accelTime/decelTime/snd_open/snd_close, target an info_player_teleport entity and optionally the corresponding door on the other side. It'll trigger all other targets and automatically detect up to 2 door handles. Currently no support for locking or AI pathing. At the end of the video you see something to be careful of: don't put bright lights on the other side of the door where the player can get seen. Also noticed the audio is a little bit delayed in this video. teledoor.pk4 The download comes with a prefab and entity def with tooltips for new spawnargs. Drop or extract the .pk4 in your FM folder and you will find a new entity atdm:teledoor in the folder movers/doors. Remember to update your tdm_custom_scripts.script if you've already modified yours. This is the scriptobject: And entity def:
  8. When you select File > Game/Project Setup... you should get a dialog like this: DarkMod Path is where DM is installed. "Mission" should be the mission folder you are modifying. You should be able to pick it from the drop down list - it's a list of all of the folders with the /fms folder (within /darkmod). Is this what you see?
  9. That's the tricky thing about it, users.xml stays unchanged when reinstalling DR, so you have to go and find it in that hidden AppData folder. Fortunately Orbweaver fixed that particular unhandled exception in 2.7.0.
  10. @Amadeus while you're already in the AppData/Roaming folder, maybe you could try to backup & delete the the files in there? The last time I've seen an unhandled exception was because users.xml got corrupted, so maybe this is along the same lines. If it fixes the issue it'd be worth uploading the broken files to the bugtracker.
  11. So I made a small project and hosted it on github: https://github.com/kcghost/tdm-ghost It generates a "tdm_ghost.pk4" that can just be dropped into the darkmod folder, and it works. (Well, it prints the stealthScore to the console every second, not exactly polished). I am currently hooking it in by overriding tdm_main.script, #including the script there, as well as calling out from tdm_main(). This is all probably terrible, but I'm not familiar enough with this modding ecosystem to know if there is a right way - especially since this is a weird situation. I want the mod to apply to any and all missions, not just those that decide to use it, like the short list of other "addons": https://wiki.thedarkmod.com/index.php?title=Add-ons So ideally you just drop a pk4 into the darkmod folder and it works, if you don't like it, delete the pk4 (also perhaps configure it with cvars?). I tried defining a script object and making a def for it, I assumed the init() would be called automatically then but I guess that isn't the case (I guess it would have to be referenced by the map?). And it would have to be #included still anyway as far as I know.
  12. I found a new strategy for displaying the stealth stats that some may prefer. The attached addon (just drag into the darkmod folder) overrides the loot inventory gui and associated script. I got rid of the loot breakdown (jewels, gold, etc.) as well as the loot icon that appears (didn't look right next to longer text). Instead it displays a stealth breakdown and total loot out of the mission's available loot. Suspicions, Searches, Sightings, Bodies, Score, Loot. Messing with the gui layout is a pain, so it ends up a bit of a tradeoff. It doesn't look pretty, it trades the neat touch of the loot breakdown for something more stark and practical. Using this you can immediately see the effects of your actions, as well as possibly determine how strange (and glitchy?) the scoring system is. Should look into if the end mission score is calculated differently, since I sometimes see suspicions that count toward the score, and others that don't. As well as sometimes searches get mysteriously forgiven (They tend to do so when you are sighted and are counted there instead, but I have seen it forgiven without a sighting somehow). The strange behavior might just be that we essentially made a debugging tool for the stealth scoring, and the stealth scoring *might* be a little buggy. tdm_loot_stealth_stats.pk4
  13. i did not found a sollutions on the tdm forums. But on the ubuntu forums on D3, i found a simular problem at the following topic: https://ubuntuforums.org/archive/index.php/t-1206822.html - edit - see new post.
  14. DarkRadiant 2.7.0 is ready for download. It's a maintenance build for the most part, but it contains a few smaller improvements. As usual, a bit of refactoring and improvement has been happening under the hood, but this shouldn't have any negative impact. It's recommended to prefer this version over any previous release. A new DarkRadiant User Guide is being worked on and available on the website https://www.darkradiant.net/userguide (also accessible through the About > User Guide menu option). Windows and Mac Downloads are available on github: https://github.com/codereader/DarkRadiant/releases/tag/2.7.0 and of course linked from the website https://www.darkradiant.net Thanks go out to all who helped testing this release! 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. Changes since 2.6.0 Feature: A method to deprecate models without breaking existing maps Feature: Game/Project Setup should show recently used custom paths in the mission drop down list Feature: Add "Choose Skin" button when editing model spawnarg of an existing entity Feature: Let the 'Matching skins' folder start in expanded state when showing the SkinChooser Fixed: Unhandled exception on start up when user XMLs are corrupt Fixed: Rotation of x-oriented particles in Particle Editor is different than in-game Fixed: Highlighted vertices of hidden brushes will move when moving highlighted vertices of visible brushes. Fixed: Unmaximised DarkRadiant not remembering main window size and location Fixed: Reload Models option in Create Model dialog window doesn't update the model Fixed: Problem with satisfying readable objective "when closed" Fixed: DR thinks an entity name of the form "Cylinder01" is the same as "Cylinder1" Fixed: Syntax error in "Test for missing targets" script Fixed: Bad normals produced by .ASE exporter Fixed: No confirmation dialogue box when exporting combined models Fixed: Undo/Redo Does Not Restore Light Color Fixed: Blend export script fails Fixed: Mouse Binding settings for Aux1 do not work Fixed: Exporting bell_hand.lwo as ASE is producing an invalid model, which will fail to dmap Fixed: Model exporter doesn't remember last export location Fixed: Buttons to change spawnargs can affect entities that aren't currently selected Fixed: Search box persists for some seconds after closing window or shifting focus Fixed: Connecting lines to targeted entities don't show up if 'Default' layer was hidden Fixed: Layers window: first click after opening isn't registered properly Fixed: Entities with non-existent classnames are shown white instead of blue in orthoview Fixed: Hitting cancel in 'Create Speaker' still creates a speaker The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  15. The Turret. VIDEO The Turret works with a little script with 2 functions in it. These functions are called by "atdm:target_callscriptfunction"s (the yellow cubes in the picture) and are triggered by "trigger_timer"s (the purple cubes in the picture). "trigger_timer"s can be triggered on and of by other triggers. In the spoiler I put the script, with, i hope, as many information you need to understand a bit what is going on, so you can adjust it to your needs. You can use the script as is and give your own entities the same names as the entities in the script. (Script is also in the Turret.pk4) In the Turret.pk4 is the mission folder with in it the map folder and the sound folder. In the map folder is the Turret.map file and the Turret.script file. They both have to have the same name otherwise the script won't load, and won't work. In the sound folder is the soundshader Turret.sndshd that is needed for the custom explosion sound I made (from a thundersound that is already in the game) to be loaded. A soundshader file is actually very simple to make, and adding custom sounds to your map is therefor very easy. The audiofile is in the sfx folder, that's also in the sound folder. Questions? Ask them. Have fun : ) Turret.pk4
  16. Changing materials on brushes/patches and on models are two very different things. For models, it should already work by saving new model and doing reloadModels. If you edit material, then you do reloadDecls, and I guess you should see updated material after that. Correct me if I am wrong here. For brushes and patches it is harder, because 1) dmap reads them from .map-file, compiles them into surfaces, and writes them into .proc file, and 2) idRenderWorld loads the whole .proc file and saves these surfaces into "local models", after which it immediately creates idRenderEntity for every _areaN model (i.e. every area of the worldspawn). I'm not sure any reload mechanism is present here. So doing a honest reload is hard. But if you are willing to point to the surface, then indeed it is easy to find it and change its material. There is already a command r_showSurfaceInfo, which finds surface under cursor and displays its name. I guess I can add surface index in this command. After that adding a command to override material of this surface should be easy. I would suggest name like r_surfaceMaterialOverride or r_materialOverrideSurface, since you only change material, but not the surface itself. By the way, do you want material changes to persist in the current game? If yes, then this must console command instead of cvar. I'm afraid I don't understand your idea about reloadSurface command: in my opinion one added command should be enough. UPDATE: Ok, now I have found that reloadSurface is an already present command UPDATE: Committed changes to idRenderWorld::Trace. Most importantly, now it returns surface index, so replacing material should be easy. Note that reloading texture coordinates is a big problem, since texture coordinates are stored in the geometry itself. Aside from some functional changes like "multiply all by (Cu,Cv)" or "add (Du,Dv)", nothing else can be done easily. Generally speaking, I was thinking about this problem. We have reduced reloading problem on programming side by enabling "Edit and Continue" in Visual C++. It does not always work, but is still a big help and time saver. I was thinking of incremental dmap compilation: not clear yet how to do it. Sounds like a challenging task. Everything which changes worldspawn makes things complicated. Simple things like respawning changed entities are indeed possible (in fact, there is even some code for it, since builtin Radiant did it). Saving locations of movables during respawn is possible. Changing AI patrol paths is much harder, but probably possible too. It is even possible to make such changes in DR to immediately propagate to the game: the recently added automation protocol can be used to send commands from DR to the game.
  17. I just redownloaded it from in game and it seems to be giving me the correct version. Do you have the old one in your downloads? If so you need to delete it from in the game for it to show up in the downloads list again. If you don't see it in your downloaded missions or in your list of missions to download you should look in your fms folder for "cos2_precpos" and delete that folder, that should make it show up again for download.
  18. On the other hand, this is the Dark Mod forum which in my experience tends to be an order of magnitude more civilised than most forums (especially game-related forums which tend to be full of toxic entitled 12-year-olds). I give it a 50/50 chance.
  19. Man, I was excited to try this. I'm having issues getting it to work. Dove into their forums and did some research and it seems I'm not the only person with my issue. Best I could come up with after 4 hours of trying reinstalls and other workarounds and digging through their forums is "wait a week for a patch and hopefully it works". Bummed cuz I love S.T.A.L.K.E.R. and was looking forward to trying this with other add-ons. I shan't give up tho.
  20. There's ages that I have done anything with scripts so I may be forgetting something but afaik to make object scripts work you need to do this, one create a script file and put it on the script folder, two #include the script file in the main script, in the case of TDM you can include it in, tdm_custom_scripts, like already suggested, then you need to select a entity and give it a spawnarg with, key "scriptobject" value "your_script_object_name", the value is the name of the object inside the script not the name of the script file, is important! Dragofer, you are right, if this is to be used for all missions than a script object is really not the best option.
  21. [Obsolete, as the use of a console to call scripts breaks savegames. See this post for a better implementation] Nice find @kcghost! Usually TDM throws an error message and stops loading if it wants you to use player1 instead of sys or vice versa, so I didn't think to look down that route. Getting rid of that snag has let me make that script, 2-step setup is below: Create a folder "script" in your /darkmod installation and place this script inside it Paste the following into TDM's command console: bind "p" "script statistic_message();" From now on, pressing p while ingame will open a scroll in the corner displaying various stealth statistics: score, suspicions, searches, sightings and bodies found. For bodies, a single body can be found by multiple AIs, adding to the count each time. You can also specify a different hotkey than p in step 2. From a technical side: Normally the optimal way to include a custom script is to use tdm_custom_scripts. However, if an FM provides its own tdm_custom_scripts it'll overwrite the one we changed in the base installation. Therefore I've decided to add this script to an existing .script file (tdm_movers.script), as this won't get overwritten by FM authors and I've deemed this one to have a relatively low chance of being changed in future TDM versions as it just defines 3 entities related to elevators. @HMartDon't think this needs to be a scriptobject as it's meant to be used by players in all missions, not something prefab-like that mappers include with their FMs. Sometimes it looks like it takes a little while before the statistics update (i.e. it looks like points only get added after a search gets called off) The ideal official solution imo would be if the full mission statistics screen could be brought up during a game. Here's the script in text format, as an alternative to downloading the .script:
  22. Tried Dragofer's method, which would have the advantage of no additional vertices (and faster if ever doing multiple rocks). I was able to replace the default skin with the custom skin, but the walking sound was still unmuffled. Same when I used: surftype15 description "moss" instead of just word "moss" to replace word "stone" in step 5. Sigh. BTW, when replacing skins in this case, the skins don't show up in the "Matching Skins" folder, instead in the "Other Skins" list. I imagine that this is because I'm using rescaled models, which append _scaledn to the model name (where n is a number, and DR doesn't yet handle this when grouping skins. Guessing this is a known issue. Probably on to grayman's giftwrapping next.
  23. Author note: It's hard to believe it's already been a year since Act 1 came out! Well during this mission the player will be following Corbin into the Grimwood district to followup on a lead from last night (Act 1) .. the mysterious tablet! This mission is my first time including full EFX support as well as a HD briefing video file, additionally a new script has been added crafted by the talented Obsttorte which has loot flying towards the player when you pick it up. On a level design front I have tried to change things up a bit by really catering towards a number of play styles, this mission can be completely ghosted or you can use the tools at your disposal to wreak havoc on the citizens of Northdale. For the first time I have tried to create more sandbox environments which don't offer clear answers handed directly to you, so if you're having trouble figuring something out try a different method. This mission takes between 1 - 2 hours to finish depending on the difficulty you play on and how thoroughly you explore. I hope you enjoy your night in Northdale! - Goldwell Voice actors Fen Phoenix Goldwell Random_taffer Yandros Beta testers Amadeus Boiler's Hiss Cambridge Spy Chakkman Crowind Epifire Kingsal SquadaFroinx Custom Assets Andreas Rocha DrK Epifire Grayman Kingsal MalachiAD Obsttorte Sotha Springheel SquadaFroinx Purgator With special thanks to Epifire for creating a large collection of custom models, Grayman for helping out with coding, Kingsal for drawing the ingame map and Moonbo for his script revision on the briefing video. Available via in-game downloader MIRROR File Size: 417 mb EDIT: If you are having performance issues please consult this post by Nbohr1more which may address your issue http://forums.thedarkmod.com/topic/19936-fan-mission-shadows-of-northdale-act-ii-by-goldwell-20190320/page-2?do=findComment&comment=436271
  24. Excuse me. But There are some topic about this. (Did not remember them at the time, when i was writing my first post in this topic.) Take a look at: the forums search function that points to the mentioned topics
  25. @Geep practically speaking, you can implement the general idea of what's already been said before by copy pasting the stone's material (=texture definition) to make a new one with the single difference that it's stated to be moss and not stone, then making a skin with the new material. Check which material is used by the moss skin of the rock: it's textures/darkmod/stone/natural/rock_grey_mossy Look this up in the texture browser -> right-click it in the list -> show shader definition -> copy the whole block of text (this is the material) In your materials folder, find or make an .mtr text file to paste this block of text into Rename the material to i.e. textures/darkmod/stone/natural/rock_grey_mossy_moss Change stone to moss, near the top of the material Make a new skin for the rock that replaces the rock's default texture (textures/darkmod/stone/natural/rock_grey) with your new modified one (textures/darkmod/stone/natural/rock_grey_mossy_moss) The engine should now treat this model as if it were made of moss instead of stone.
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