Search the Community
Searched results for '/tags/forums/work thread' or tags 'forums/work threadq=/tags/forums/work thread&'.
-
As my custom assets work has increasingly shifted from models towards scripting, I'll open a new thread here to contain any scripts that I write which can be reused in other missions, starting with the A ) Presence Lamp This is a Lost City-style lamp that brightens and dims depending on the presence of the player or an AI. It fades between 2 colours and can trigger its targets whenever it switches fully on or off, so it should also be viable in various other situations. The standard setup consists of the following: - a trigger_multiple brush. The spawnarg "anyTouch" controls whether AIs, too, are able to activate it - a presence lamp, highly recommended with a colorme skin - one presence light, or any other light with appropriate spawnargs The targeting chain is trigger brush -> lamp -> light When the player or an AI stands in the trigger_multiple brush, the lamp switches on and starts a short timer. Subsequent triggers reset the timer. If the timer runs out because no one's standing in the trigger brush anymore, the lamp switches itself off. Notes - Multiple trigger brushes can target the same lamp, and one trigger brush can target multiple lamps. However, each presence lamp can only target one light, so if you want i.e. a bouncelight you'll need to hide an additional silent presence lamp somewhere and target it from the same trigger brush. - The lamp and the light use their own colour spawnargs respectively, since setting 0 0 0 on a lamp would make it appear pitch black. - Technically the trigger brush can be exchanged for anything else that triggers the lamp every 0.5s (this number can be changed via "update_interval" on the lamp), i.e. a trigger_timer. - This was originally named the proximity lamp and was one of many scripting jobs for The Painter's Wife. I've renamed it to "presence lamp" because the mapper may place the trigger brush(es) wherever he wishes: proximity to the lamp is not a factor. Credits go to Bikerdude for putting together the crystal lamp models. Download Presence Lamps - Google Drive Place or extract the .pk4 into your FM archive, then look up the presence lamp prefabs. If you already are using other custom scripts, remember to add the presence lamp's .script to your tdm_custom_scripts file. B ) Teledoor 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. [Full Thread] C ) Mass Teleport This is a teleportation setup designed to seamlessly teleport the player and any moveables between two identical-looking areas. This allows the mapper to link 2 physically distant areas with each other while maintaining the illusion that they're connected. The teleportation zones should be free of AIs as they can't be teleported like this without their patrols breaking. [Post] D ) Automaton Station A station for Sotha's automatons (includes the automatons) which can be switched on and off by patrolling automatons. (Part of core assets as of 2.10) [Post] E ) Camgoyle A sentient turret originally made for the FM Written in Stone. It's based on the new security camera entity and augmented with scripting to allow it to fire magical projectiles at the enemies it detects. People are more than welcome to use it and to convert it into something else, such as a mechanical turret. [Post] [Download] F ) Audiograph The audiograph is an Inventor's Guild device for playing back recordings stored on spindles, which are small metal cylinders the player can pick up and store in his inventory. [Post] G ) Turret A new companion to security cameras familiar to Thief players. It will become active as soon as an enemy is detected by a targeted security camera, firing projectiles to fend off the intruders. Similar to the security camera and the camgoyle sentry, turrets are highly customisable in their behaviour and appearance. [Thread] G ) Fog Fade Dynamically change fog density depending on what location the player is in. [Thread]
- 46 replies
-
- 10
-
-
So TDM has a lot of textures with alpha, and an added level of detail I like to make this textures cast shadows. Where said textures are twosided this isnt possible, but when said texture is on a model you can remove the twosided line and still see both sides of the texture. And because you have remove the twosided line that textures with then cast a shadow. I have attached a stock fern that I have tweaked to cast a shadow. The issue I'm running into is I am trying to do the same thing on the palmtree leaf texture and for the life me I cant get the alphatest to work on the leaf texture. Its just casting a shadow of the whole patch, instead of the edges of the leaf... So any idea's on what I'm doing incorrectly in this instance?
-
- 1
-
-
For the people eager to play with the latest state of development, two things are provided: regular dev builds source code SVN repository Development builds are created once per a few weeks from the current trunk. They can be obtained via tdm_installer. Just run the installer, check "Get Custom Version" on the first page, then select proper version in "dev" folder on the second page. Name of any dev version looks like devXXXXX-YYYY, where XXXXX and YYYY are SVN revision numbers from which the build was created. The topmost version in the list is usually the most recent one. Note: unless otherwise specified, savegames are incompatible between any two versions of TDM! Programmers can obtain source code from SVN repository. Trunk can be checked out from here: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/ SVN root is: https://svn.thedarkmod.com/publicsvn/darkmod_src Build instructions are provided inside repository. Note that while you can build executable from the SVN repository, TDM installation of compatible version is required to run it. Official TDM releases are compatible with source code archives provided on the website, and also with corresponding release tags in SVN. A dev build is compatible with SVN trunk of revision YYYY, where YYYY is the second number in its version (as described above). If you only want to experiment with the latest trunk, using the latest dev build gives you the maximum chance of success. P.S. Needless to say, all of this comes with no support. Although we would be glad if you catch and report bugs before the next beta phase starts
- 15 replies
-
- 15
-
-
-
NPCs tracking player with their heads and torso - procedural animation
stgatilov replied to Arcturus's topic in The Dark Mod
I booted into Inn Business FM and got these warnings: WARNING:script\tdm_ai_head_tracking_humanoid.script(245): Thread 'ai_darkmod_base::updateHeadTrackLoop': Tried to call function on non-existent entity (#805) WARNING:script\tdm_ai_head_tracking_humanoid.script(246): Thread 'ai_darkmod_base::updateHeadTrackLoop': Tried to call function on non-existent entity (#805) WARNING:script\tdm_ai_head_tracking_humanoid.script(245): Thread 'ai_darkmod_base::updateHeadTrackLoop': Tried to call function on non-existent entity (#805) WARNING:script\tdm_ai_head_tracking_humanoid.script(246): Thread 'ai_darkmod_base::updateHeadTrackLoop': Tried to call function on non-existent entity (#805)- 12 replies
-
- procedural
- animation
-
(and 2 more)
Tagged with:
-
I frankly would have been p***ed off if they would have changed the level geometry in the Tomb Raider remasters. Especially considering the controls and movements were made with fixed units in mind. They had a hard time implementing the modern controls because of that. There are some things which are not possible with the modern controls. I'm a bit split regarding the Thief Gold remaster though. I don't really think it is as necessary as the Tomb Raider remasters, for example. TFix works fine. For Tomb Raider, the fact alone that you are not restricted to 30 FPS like in the original games was a huge advantage of the remasters, not to talk about the graphical improvements, widescreen support, and a lot of bug fixes. You pretty much have that with Thief Gold and TFix already. In the Steam forums, they mentioned the advantage of having new people getting into Thief, but, I don't think it will be that many.
-
I think we should create a thread where you can put requests and suggestions for Orbweaver. This thread should be NOT a discussion thread. If you want to discuss a proposal, create a specific thread for it. I want it to be only for collecting proposals, so we have an overview of what people might want to have. I guess this might also help Orb to decide what he should focus on once he gets productive. BTW: I really appreciate your effort, because we can really use this. So my personal wishlist proposal is that I would like to see a group handler. Similar like in Blender, where you can select several objects and put it in a group. When you select one or more of these groups, the objects are visible. If the group is not selected, it's invisible. In Blender and other 3D apps this is called layers (forgot the name before so I had to look it up).
-
I have no idea why some people think a remaster of a 30 year old niche game is supposed to be a "cash grab"... People can't think anymore, I tell you. And people also don't honour work and effort anymore, and the necessity to create money, when you do something for a living.
-
Crouched Player Hands Mod (TDM 2.14) @jivo, the original creator of the Visible Player Hands Mod, is currently absent. A year ago Jivo announced plans to further improve the mod but we haven't heard from him since. TDM 2.14 was released and his mod hasn't been updated. One of the planned features was to have the option to show only the hands (no items). This is what I think works best, at least as the starting point, and this is what my fork is about: Show at least one hand when crouching Remove the crouch indicator from the HUD DOWNLOAD (Windows) https://www.mediafire.com/file/oboazn4ohfby7e4/Crouched_Player_Hands_2.14-Win.zip/file Please note the download includes a modded TDM 2.14 Windows executable. The executable has been compiled by me using official code sources and Microsoft Visual Studio Community 2022. The download also includes a copy of the changes made in the source code, which can be found inside the pk4. The zip includes: TheDarkModx64.exe z_crouched_player_hands_214.pk4 INSTALL Make a manual backup or rename your TheDarkModx64.exe (ie: TheDarkModx64.exe.original) Drop the modded TheDarkModx64.exe and the file z_crouched_player_hands_214.pk4 into your TDM root folder UNINSTALL Delete the modded TheDarkModx64.exe and the file z_crouched_player_hands_214.pk4 from your TDM root folder Restore the original TheDarkModx64.exe DOWNLOAD (Linux) I don't have the knowledge to provide a build for Linux. ---------------------------- Should Jivo be back and resume work on his mod I will ask Forum Moderators to delete this whole topic. In the meantime, I hope you have fun with this fork for TDM 2.14. THANKS JIVO FOR YOUR WONDERFUL WORK! PLEASE BE BACK SOON!
-
Is it possible to at least support it in a way that it can be a plugin? It seems currently it needs a fork of tdm to make it work.
-
Yeah kinda funny that a decent laptop speaker can up prices to outrageus levels . Some made do with a set of good headphones but for me this does not work to well. My ears get so hot im literally cooking my brain after a few minutes . Plug type earphones can work but seldomly sound as good as real headphones. Now in the past since i sold my laptop years ago since i newer used used it unless i was travelling which does not happen often anymore. Only go abroad when visiting my dad in thailand.
-
On a lighter note (and because my holiday started today, oh yeah!), let's have a new thread for music, that you just enjoy and probably is not so well known...or somehow obscure but does not sound as strange as the songs we report in @STiFU's progessive music thread. Here is one of my new favourites, a similar recording of this track by other artists has been used in an US show broadcasted last year ( @Amadeus: What is the name of the show? )
-
If like me you scour the web looking for inspiration for your next TDM mission then look no further.. Now... talking of images have you guys seen the latest from the master that is DrK from his Rocksbourg4 campaign. We need more dirty texture in TDM me thinks...
-
What about the plot twists? Artificial/ridiculous/cliche/exploiting, etc? Well, it's likely nobody's genre too, since they are only usually read for work by industry stuff anyway Is it something you'd be interested to read as a long short story though? You're the first (maybe the only ever) person to read the whole thing, which is worth a lot. I'll DM you with 'what it was supposed to mean' but the immediate and important takeaway for me is that the script fails in explaining itself clear enough (if it's even possible anyway).
-
There's also the group that went to Arkane. These days the Arkane devs are putting out a series of let's play dev commentaries of Dishonored Levels which is fun to watch. We've got a post on it, but a ttlg thread here is tracking and discussing them. Anyway, I was just watching the first one and remembering Harvey Smith's roots at LGS. Okay, he was bedeviled by TDS, but Dishonored was definitely a score for him.
-
Since we have a Random Video of the Day thread, it seems like this is fair. Show us any article you find interesting, or funny, or surprising, or whatever else is out of the ordinary. I'll begin: http://www.dailytech...rticle33998.htm I never imagined people pissing in an elevator. Of all the strange ideas I've had in my life, that was never one of them. Personally, I suspect the thug. ... and this comment cracked me up. "Why in the world would someone pee in an elevator? Also, when the system catches someone, they don't have to call the police. All they have to do is lock the elevator doors, engage the heaters and shaking motors, and get paid ad money on YouTube for the footage. "
-
NTC should be used on everything next-gen, but it's up to the developers. You can use the old way of compressing textures alongside NTC in the same game, for example if there's some artifacts you're trying to avoid on a specific texture. Sony may also have a feature on its servers allowing the console to download only the set of textures/assets it needs. For example, a lower quality texture pack for the PS6 handheld vs. the PS6 console. NTC will work on RDNA2, Nvidia itself tested it, but it may be slow. And if you turned it off but the developer went big with it, maybe 24 GB VRAM fills up. I'm just speculating, we need to see some real world use to figure it out, and that will mostly be years from now.
-
This being opengl, RTX is out of the question due to too much work. But there are modern techniques to get some light bounces. Modern hardware can handle a lot more abuse.
-
Wishlist For Darkradiant
Frost_Salamander replied to sparhawk's topic in DarkRadiant Feedback and Development
I just found a problem with this and I'm not sure it's going to work. It's totally my fault as well. I've left comments in on the bug tracker issue let's discuss there... -
not sure how humid it is where you live but otherwise a swamp cooler might be great but it does not work to well if the environment is humid due to how it works. making one is not to bad, in essence its an evaporator and any cloth with good air conductivity will do, filt usually works quite well to. you need a fan and a frame to hold the fan with a space inbetween the cloth and the fan assembly as well as a resorvoir for the cloth to soak water from. the space between the fan and the cloth should be airtight. modern prebuilt models use a pump to circulate the water but they tend to soak the cloth to much lowering efficiency as it relies on evaporation this means it will only start cooling if temperatures are near char broiling . so the wick method is generally better. the reason it does not work to well in humid environments is that the evaporation does not work. in dry heat however it delivers.
-
Question: HowTo change skybox based on location?
kingsal replied to Bikerdude's topic in TDM Editors Guild
Ah okay.. We need to set "triggered" "1" on those info_portalsky or the engine will just set whatever sky comes last in your map file as the first skybox. Also we need to clear curr_skybox = "" to let the location system update it. This should work now. No need to trigger the skyboxes in the map file or anything like that. skybox_edit2.scriptskybox_edit2.map -
I kind of miss our old status-bar on the right, where you could casually share what's on your mind or what is happening in your life right now. So, I figured, let's just start a thread for that. Let's get this started...
-
(For some reason I couldn't find any topic like this) I fired up Dark Mod with mild enthusiasm; it's a mod, afterall. But after having played through Tears of st Lucia, it left me almost shaking afterwards. This is Thief, pure and simple. Thief with Crysis-like graphics. It's an amazing piece of work you have done! It's what T3 should've been right from the start. Dark Mod feels just like Thief. This is Thief!
-
This topic is intended to give each other tips on how to make TDM work well on DIII4a on Android. Githubpage: https://github.com/glKarin/com.n0n3m4.diii4a Android Package https://github.com/glKarin/com.n0n3m4.diii4a/releases https://f-droid.org/packages/com.karin.idTech4Amm/ Installation: download tdm 2.12 full package from moddb, extract the "darkmod"-folder, create a folder on the storage of your device, give it the name "diii4a" move the "darkmod" folder to that folder. Download the apk from the releases page, install the apk, accept the storage permissions. Running the game: open the app, select the profile for TDM and hit the start game button. After this you get a black screen and wait some seconds (8 or 10) until the tdm menu appears. Video: https://www.youtube.com/watch?v=ysLQTV8PZ-Q
-
My issue was that when starting the computer, the first log in screen would be a 60hz, and on OLED that causes horrendous flicker due to PWM voltage control. Input latency also gets high on lower refresh rates (>60 ms on some monitors), so moving the mouse around on the log in screen felt awful. Even my non gamer wife immediately noticed how not nice the log in screen was compared to the Windows 11 log in. Once I logged in, and the monitor switched modes to 240 or 360 or 540 hz, I could log out and it would be at the high refresh. So I did some research first and all the guides for kubuntu/ubuntu basically said the same thing, modify SDDM and apply plasma settings to the SDDM. This did NOT work for refresh rate on first boot. So I did more research and edited some files, still didn't work. So I asked the question on the forums. 90% was Apply Plasma Settings... in the SDDM section, and the other 10% were, you don't need that, that's not important, you're dumb for asking this question.
-
Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!