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  1. The TDM Unofficial Patch is a personal project of mine to modify some small details that annoyed me in the core game. It wouldn't be possible without many others, so thanks to the whole TDM community for discussions and help, but especially to friendly modders who directly contributed code for it, like Obsttorte, Dragofer, Kingsal, Goldwell, Destined, and snatcher! You can find it under the link below and while over the years there was little progress, in recent times many things have been improved that I never even thought of when I started and some might be worth to be included in the core game. https://www.moddb.com/mods/the-dark-mod/addons/the-dark-mod-unofficial-patch Version Changelog: ------------------ v1.7 20.08.2022 ---- Made loot icon change right back to last tool icon, thanks snatcher. Added new whistle player skill to distract NPCs, thanks to snatcher. Made more lights extinguishable and added info for 4 beta missions. Corrected container bottom fix messing up drawers, thanks Dragofer. Improved unlit behaviour of moveable light sources, thanks snatcher. Corrected lit lamps set to extinguished in maps, thanks to Dragofer. Changed western empire maps so the location of Bridgeport is vague. Added several major city names to the small map, thanks to Kukutoo. Fixed frobing animation not working with bound and carried entities. v1.6 23.07.2022 ---- Improved extinguishing oil lamps, thanks to Dragofer and Obsttorte. Added frobing animation, thanks to Obsttorte, Goldwell and snatcher. Fixed container bottoms and training mission chest, thanks Dragofer. Made doors open faster when running, thanks Obsttorte and snatcher. Added more player tools to training mission and improved text there. Fixed Holy Water doing no damage and Hazard Pay not starting at all. Made all five oil lamps in Sotha's "The Bakery Job" extinguishable. Added blow player skill to snuff out small flames, thanks snatcher. Changed Unarmed icon to make clear that the player always has a bow. v1.5 02.07.2022 ---- Created Invisibility Potion out of cut Speed Potion, thanks Kingsal. Increased arrow head shot damage to both living and undead enemies. Replaced slow matches with easier to handle flints, thanks Kingsal. v1.4 10.03.2022 ---- Replaced Frob Helper with dark Frob Outline and updated to TDM 2.10. Made electric mine stun elite guards too and improved mission names. Renamed mission installation/selection UI mishmash to "activation". v1.3 21.02.2021 ---- Changed flashmine to stunning electric mine and updated to TDM 2.09. Edited more mission names and made threefold candles extinguishable. v1.2 26.08.2020 ---- Updated to TDM 2.08 and fixed custom holywater script compatibility. Added Numbers Scroll showing stealth and loot info, thanks Dragofer. Edited more mission names to avoid truncated descriptions in menus. Added default keys info to training mission and repaired cut lines. v1.1 03.02.2019 ---- Moveable candles can be extinguished directly by frobing the candle. More blackjack immune enemies and inextinguishable candles modified. The key frob distance has been decreased to be that of lockpicking. Holy Water bottles must be thrown directly, but they do more damage. The controls settings menu additions have been updated for TDM 2.07. New mission names have been fixed to fix format and spacing issues. Added looking up and looking down controls for people without mouse. Pointed bad prefabs container open/close sounds to existing effects. Added version info to starting screen and edited some new missions. v1.0 06.05.2018 ---- Many enemies will not become immune to blackjacking when alerted. Oil lamps can be snuffed by frobing, thanks Destined and Obsttorte. The controls settings menu lists that "use" can work on held items. Mission names were syncronized between download and online lists. The controls settings menu lists that "frob" can get or drop items. Astericks were added to official missions to move them to list top. Minor text and format bugs have been fixed in some mission infos.
  2. Is there something wrong with the forums lately, or is it my browser? I've been having trouble formatting posts, and just now I couldn't format anything at all.

    I'm using Vivaldi.

    Usually I have to: select text, click bold, nothing happens, select again, click bold, then it works. 

    Same for other stuff, like creating spoilers, bullet points, links. Nothing works the first time. 

    1. datiswous

      datiswous

      I have no problem. I use Firefox. @Zerg Rush also uses Vivaldi. Have you tried without extensions, or in another browser?

      (btw. bold, italic and underline have shortcut keys: Ctrl B, Ctrl I and Ctrl U, you could try that)

       

  3. I have requested to upstream this patch to the original openal code: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/ThirdParty/custom/openal/patches/1.21.1/mxcsr.patch Here: https://github.com/kcat/openal-soft/issues/926 They have proposed commit, but I have not enough knowledge about the patch to comment of it. If someone could go there and give it the "okay" it would be very appreciated.
  4. I'm returning to continue my work, and this silly problem eludes me. Thanks for your help!
  5. Hello taffers, I'm currently attempting to ghost (supreme ghost if possible) the aforementioned mission on expert + hardcore settings, and upon trying to loot the spider lair in the sewers, it started to behave rather strangely, as though it was attracted to my general position no matter what: altitude lightgem level alert level. Also, could be a bug with the unofficial patch by @wesp5: rarely when it detects me, the stealth stats won't update when the spider attacks, it will settle to roaming immediately after I'm hidden or on high ground, this didn't happen on my vanilla installation. Since the unofficial patch "balances" some game mechanics, the root cause could be related. On vanilla TDM this is not an issue, or not that I had encountered on my previous normal and ghosting runs of this mission. If this is a core game bug and not something related to the mod, and can be reproduced consistently on vanilla TDM, I can create a bug report if needed. [edited] Thank you.
  6. Not only that, the architecture is wrong for the area as well. Just look at buildings in southern France! Unless this alternate world has a whole different climate, in which case the area would look different too of course... P.S.: There is a saying here in Germany that goes "Was nicht passend ist, wird passend gemacht." or "What does not fit is made to fit." in English. Therefore I will replace the France maps with England maps in the patch.
  7. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  8. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

  9. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  10. I've made a new sign decal for Frost_Salamander's map (WIP), and for some reason the editor isn't registering the alpha channel when he applies the texture to the patch. The texture is a .tga file with an alpha channel. Please see the attached zip file if you want to examine it. I used the same process for an inventory icon and it worked perfectly. We can't seem to figure out how to make the editor recognize the alpha channel of the texture in order to create a decal. Please help? Hare Signs.zip
  11. UPDATE 29-Mar: Latest script version in this post: http://forums.thedar...post__p__341896 Demo video (original) in this post: http://forums.thedar...post__p__340566 Development discussion is in the thread on cutting patches with spreadsheets. I've done a demo video for this with use cases but I'm having to figure out how to get it onto YouTube (not done it before). With luck, I'll add it to this post this afternoon. To install the script: Save it to your DarkRadiant/scripts/commands folder, in the dark radiant install folder. Remove the .txt extension from the file name. Then click File > Reload scripts in DR, or just reopen DR. You can set up a keyboard shortcut using the normal menu. The tool is called "SplitPatch". To use it: Select one patch, enter vertex editing mode, and select 2-3 adjacent verts on the same line, including at least one pink vert (selecting 2 nearby pinks like I do in the video wherever possible will help the script run fastest). Then click Scripts > Split patch from the menu, or use your shortcut. Save the map beforehand and don't rely on Undo. You *can* undo -- press it twice -- but the verts you originally selected will be on grid but a bit out of place. Another side effect is it leaves your orthoview in top-down view no matter where you started. Please watch out for bugs. Most of this code was written yesterday! I've used it for a few hours without problems. There's sometimes a couple of seconds' delay using the tool. There's a lot going on under the hood. If people find that's a problem on bigger maps, I'll look for ways to optimise it. attachment=patchsplitter.py.txt (updated version linked above) EDIT: Updating the instructions to reflect what I currently think's optimal.
  12. Hey folks, was thinking about the old doom 3 mapping days and wanted to ask if anybody else also appreciated seeing the transparent backsides of patches in Camera 3D view. I thought it was very helpful just to have that additional visual in place. Any chance of working that option into DM? Thank you - DeeP
  13. I couldn't complete the compiling, I got the following error:
  14. 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.
  15. 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
  16. 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. :-)

  17. Hello everybody, while the TDM team is busy improving the more technical aspects of the mod, like performance, soft shadows, BFG-based or even VR versions, this patch combines several small improvements to the main mod, that in my opinion make the gameplay more realistic and fun, maybe easier too, and it also brings some order into the downloaded mission list! It has just been updated to work with TDM 2.06 and the recently released new fan missions. Download link: https://www.moddb.com/mods/the-dark-mod/addons/the-dark-mod-unofficial-patch Version Changelog: ------------------ v1.1 26.06.2018 ---- Moveable candles can be extinguished directly by frobing the candle. More blackjack immune enemies and inextinguishable candles modified. The key frob distance has been decreased to be that of lockpicking. Holy Water bottles must be thrown directly, but they do more damage. The controls settings menu additions have been updated for TDM 2.06. New mission names have been fixed to fix format and spacing issues. Added looking up and looking down controls for people without mouse. Pointed bad prefabs container open/close sounds to existing effects. v1.0 06.05.2018 ---- Many enemies will not become immune to blackjacking when alerted. Oil lamps, candle sconces and chandeliers can be frob extinguished. The controls settings menu lists that "use" can work on held items. Mission names were syncronised between download and online lists. The controls settings menu lists that "frob" can get or drop items. Astericks were added to official missions to move them to list top. Minor text and format bugs have been fixed in some mission infos.
  18. I've created a patch to fix the problem where audio would sometimes start popping/crackling when the game starts. And in the cosole this would be seen repeated: snd_pcm_writei 4096 frames failed: Broken pipe preparing audio device for outputI have a feeling that this fix is more of a kludge that works around the issue, rather than fixes it at the source. However, it does appear to work well enough to mask the problem. Changes: -If a call to snd_pcm_writei() returns an EPIPE error it will re-prepare the connection and then try to send the audio data again, but it will also try to send a partial duplicate. The number of frames duplicated is set by 's_alsa_underrun_extrafill'. I've only tested it on Linux Mint 17.2, 64 bit. tdm-linux-sound-fix.txt
  19. I stumbled upon this and thought it might be worth mentioning. http://neogeographica.com/site/pages/tools/meshtex.html It provides a lot of extra options for how textures can be mapped to patches, but currently I can only get it to work with Q3A maps. The source code is available so anyone with relevant chops might be able to tweak it so it would work with idTech4 maps and with DarkRadiant?
    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.

  20. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
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