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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]
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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?
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Making textures on models with alpha cast shadows:
stgatilov replied to Bikerdude's topic in TDM Editors Guild
Can't say anything certain. There is the well-known trigger that turns large shadow map lights into stencil shadows, in which case alpha-testing does not work. Aside from that, I don't think there is any special cases for alpha-tested shadows. -
Hello and thanks for checking out this post. I'm delighted to announce that version 1.1 of my fan mission "Cole Hurst 1: Eaton" is now available to download and play. This post is spoiler free, so please don't avoid digging into the details below if you are interested. I'm just using the spoiler tags to organize this post a bit. Let me start by saying "thank you" to anyone who has either previously played - or is considering playing this mission. It really means a lot to me. I have been away for a while, but following a round of beta testing that took place some time last year, I've only just recently managed to finish this update. I'm slightly embarrassed by how long it has taken me to complete, but I wanted to make sure that the valuable feedback I received was all properly addressed. Mission description "Tonight, Eaton's wealthiest citizens will gather at Lord Mayor Zelmer's estate to celebrate the city's founding. Nobles, dignitaries, a famed musician, and even the Queen will pass through its gates. While the guests celebrate Eaton's future, Cole Hurst is looking for a way out." For those new to and/or curious about this mission: I guess I would describe it as a traditional heist-style mission - although with a couple of major plot twist along the way. It's a very large map and I think it should take most players at least a few hours to complete. Screenshots Changes in version 1.1 Countless additions and a large amount of smaller tweaks and changes have all made it into this release. I may forget to mention some of it (perhaps even significant changes that has escaped my memory entirely), but here are what I consider to be the main highlights: * New secrets & optional side quests * Story tweaks and reworked readables * Subtitles * Difficulty tweaks and related changes * Stability fixes * Various cosmetic changes * Audio tweaks * TDM version 2.13 now required Contributions and acknowledgments A special thanks to all of those listed below. I'm sincerely grateful for all your contributions! Mission testers and technical support @nbohr1more, @stgatilov, @duzenko, @Acolytesix, @Dragofer, @JackFarmer, @Shadow, @Cambridge Spy, @wesp5, @madtaffer, @prjames, @suzy8track, @datiswous, @boissiere and @Bergante Story Kelly Hrupa Voice actors twhalen2600 (AKA @Benny_the_guard) and Kelly Hrupa
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There's now an editable fan mission list on the wiki, for the sake of tracking missions made for The Dark Mod. Please read and follow the guidelines, and help keep the list up to date! Direct link, but also accessible from the wiki title page: http://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod Discussion of changes (format, policies, entries, etc.) can take place in this thread. --------------------------------------- There is also now a wiki page to track upcoming fan missions: http://wiki.thedarkmod.com/index.php?title=Upcoming_Fan_Missions Submissions, progress, and any discussion for missions under construction can take place here: http://forums.thedarkmod.com/topic/11639-upcoming-fan-missions/
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LINUX SECTION: it was not really a microsoft comment, the linux world was pretty much first out to ditch 32 bit so even though you can still build something as 32 bit and make sure that your code has the best performance for that arch all dependencies like libc (bare minimum) will still not have been developed with 32 bit in mind making a good deal of what said developer does moot. its a bit like trying to fit a ferrari engine inside a beetle, it wont work to well or not at all. sure if you are adamant in bringing back the glory days of 32 bit you could go ahead and start optimizing dependencies for 32 bit (which for one person would take a lifetime or two in a worst case scenario) so it is not going to happen. even worse for 16 bit code or older which not many compilers today can handle (djgpp and open watcom are pretty much the only still developed ones with that capability and only the open watcom compiler even runs on a 64 bit OS). MICROSOFT SECTION: microsoft for all they're bad decisions have in most regards tried to keep compatibility with older software without going the way of using full fledged virtual machines. this was not like many belive to appease gamers but to keep the big companies locked in as many of them used in house tools developed ages ago which would be hard if not impossible to replace. with windows 11 that stance has changed though and most of the old cruft has been neutered or outright removed. for an example see ntvdmx64 which was a project that aimed to allow users to use the old dos mode and 16 bit vdm on 64 bit. it is now largely defunct due to them removing a boatload of old 16 bit compatibility code. you can still get it to work but instead of one VM you now need two. one is for DOS (ntvdmx64) the other is for 16 bit (WineVdm). and both require you to turn off a good chunk of the new security features because neither are compatible with core isolation etc.
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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
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also one gripe i had with all the 32 bit bashing was the buzzword that all current cpu's are 64 bit, no they are not and if you research it a bit you will see that i am right. they are 32 bit processors with a 64 bit register addition not the other way around. this came to be after AMD developed the x86_64 standard because of demand and forced intel to reevaluate the itanium. https://devicetests.com/difference-between-x86-64-amd64-64-bit and even they get it wrong... by pointing out that a 32 bit cpu cannot run 64 bit software when most cpu's today are indeed 32 bit with a 64 bit register . a 32 bit OS however cannot run 64 bit processes because the VM is not set up that way but it could be done. a real i686 or i386 cpu however cannot run 64 bit no matter what VM you have. It is all in the details x86_64 means its an x86 processor with a 64 bit register, if the reverse should be true someday it would have to be named something like x64_86. the only real (intel standard compatible) 64 bit cpu is the itanium which as you might guess can only run 64 bit software (vm's do not matter in that regard). i tried it many years back and it ran quite ok. the real gripe was that most software at the time was 32 bit so it was hell to get any work going on it. even worse the software had to be built for the itanium model... steam and wine for one just had a recent fallout with ubuntu because they wanted to scrap 32 bit multilibs completely. steam is 32 bit and they do not have any current plans for porting the client to 64 bit, wine also got hissy because it would mean most of they're userbase would dissapear as many use it for both older games as well as older but better tools than what is currently on offer. so ubuntu relented but it is only a matter of time before it becomes a hard target as the push to put the older arch's in the grave is massive.
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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)- 13 replies
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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!
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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).
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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.
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Yes, it may be enough to just change the def_projectile spawnarg. The flashbomb might have some unique scripting that depends on player inputs, but in that case it would be possible to clone the rock projectile, give it a flashbomb model and make it cause a flashbomb effect when it hits something. Likewise, you can change the weapon and arrow projectile spawnargs. As long as the new entity can function as a weapon (the right spawnargs in its entityDef, a collision model etc.) it will work. We have a selection of non-standard weapons in the core assets already.
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Making textures on models with alpha cast shadows:
Bikerdude replied to Bikerdude's topic in TDM Editors Guild
So I have made discovery, I put the model inside another light entity with a smaller volume (500,500,600) and the palm tree leaves started casting shadows as expected. The light in other area has radius of 6000 6000 100. @stgatilov is there any work around for this issue..? I already have a custom mission config with the following lines set as I have other parts of the map with large trees and medium sized lights that cast shadows from thier leaves just fine - -
It rolled out on my windows box today. First impressions are not an eye opener. Ui load times should have improved by boosting the cpu clock while it is loading but that does not seem to work on my old ryzen 3700x. It also caused some programs i had to fail to load properly (system informer for one). So im not really impressed so far. This is a rolling release though so lets see down the line.
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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...
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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? )
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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.
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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.
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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.
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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.
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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.
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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. "
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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.
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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).