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  1. allmost sounds like the haswell turbo core feature ?, my 6950x also has one core who runs at a higher speed than the rest (3.8 ghz) but otherwise it behaves temperature wise. if i link the cores temperatures rise somewhat but it does OC up to 4.5 ghz which is not to bad for the 6950x but then temps rise to 55" idle and damn near 80" when it has to do something .
  2. TDM Modpack v4.0 This new version of the Modpack is intended to be a long-term release. The Modpack is mature and stable enough to stay for some time how it is today, right where I want it to be: the foundation on which you build your favorite set of Mods for The Dark Mod. Good care was put to make sure the mods included in the Modpack stay true to TDM and neither the missions nor the gameplay are altered in any relevant way. Yes, we have more tools and skills at our disposal but it is up to you, the player, to make use of them or not. Play The Dark Mod your way. Compatible with 2.12 ONLY If you have previous versions of the Modpack I suggest you start fresh: disable and delete old mods. Use the mods included in version 4.0 from now on. TDM 2.12 introduces a great new feature and we can now have different mods from different sources running in parallel. Thanks @MirceaKitsune for pushing! Thanks @Dragofer for opening this door! What's more for 2.12 internal resources for mods have doubled and we can now load more mods than ever before and we are grateful for this! Thank you, @stgatilov! What's new in version 4.0? Starting with this release I am getting rid of the individual versioning and all mods are now at the same version (4.0 in this case). "TDM Modpack" is now the name of the project and the previous main "pack" has been split into two standalone mods: "Core Essentials" and the "Skill Upgrade". (The Skills are further split into their own packages and if you don't want a particular skill just look for the relevant pk4 and remove it). SHOULDERING BOOST - Decommissioned In TDM 2.12 we can now mantle while carrying bodies and the "Shouldering Boost" mod is no longer relevant and it has been decommissioned. In this new release of TDM we can also mantle while carrying objects therefore double thanks to @Daft Mugi for these quality of life improvements. Truly appreciated, thanks! SIMPLE SUBTITLES - New! Work on the subtitles is in progress and for the next version of TDM it is expected that players will be able to customize how subs are displayed on screen but until then, this new standalone mod offers an alternative for players looking for a rather simplistic presentation. Enable "Simple Subtitles", go to the audio settings and set the scope you prefer: Story [default]: Story only On: Story and general speech (Give it a try!) Off: Disable subtitles You can find more details of the mod in the opening post or in the readme included in the download. We must thank @Geep, @datiswous and @stgatilov (among other contributors) for the good work on the subtitles so far! Well done, guys! SMART OBJECTS - Present and Future Sometimes it is difficult to tell if an object is being held or not and the "Smart Objects" mod (now part of "Core Essentials") gets a little update and whenever you manipulate an object three dots [...] are displayed on screen: These three dots are a placeholder for real names, something I plan on addressing as a separate mod in the coming weeks... Here is the relevant topic: Nameless objects... a missed opportunity Stay tuned. INVENTORY MENU - Reworked The TDM user interface suffers from gigantism in some areas and the inventory menu has been re-worked and it is now delivered in a more compact format: The menu is 15% smaller and while the text has the same size as before item names are sometimes cut and I added a tip at the bottom to make sure the full name is always available. The updated menu is part of the "Core Essentials" mod. MINOR TWEAKS In each release of the Modpack I always tweak something and in for 4.0 I changed many things internally. You shouldn't notice any of the changes but it is worth giving the improved Whistle Skill a try... Here is the full changelog: • v4.0 New release - Major reorganization and global revision: Compatible with TDM 2.12. - All mods now share the same version (4.0 in this case). - Previous "Modpack" split into "Core Essentials" and the "Skill Upgrade". - Skill mods presented in their own, standalone pk4. - CORE ESSENTIALS: New, re-worked inventory menu. - CORE ESSENTIALS: New high mantle sound for our protagonist. - CORE ESSENTIALS - LOOT ANIMATIONS: Added scroll animation for paintings. - CORE ESSENTIALS - SMART OBJECTS: Display onscreen a subtle signal (...) when holding an item. - CORE ESSENTIALS - SHOULDERING BOOST: Mod decommissioned (alternative included in TDM 2.12) - SKILL UPGRADE - MANIPULATION: Improved script, smaller footprint. - SKILL UPGRADE - DISTRACTION: New approach (again). - HUNTER BOW: Increased radius of gas arrow effect. - BASIC SUBTITLES: Initial release. That's pretty much it for now. Thanks site admins, developers, mappers, modders and members of the community but more importantly, thank you taffer, for playing and supporting The Dark Mod. The download can be found in the opening post. Cheers!
  3. Because DDS is a lossy format, every direct edit of a DDS file may reduce its quality slightly. So that means either: hunt down the corresponding TGA file with the same timestamp otherwise, edit the DDS as few times as possible. In the case of Stone, if the TGA can't be found and editing DDS is needed, I'd want to think about batching up all the bitmap edits needed for i18n... but that's a lot of work. I might add, there a third possibility in the case of the readable fonts that are currently ASCII only. If they were sourced from TTF, and you find the TTF (easy in a few cases), then see if it covers Latin-1 or more. You can (with some complications RE the conversion software) regenerate an improved TDM font from that.
  4. Hello Petike the Taffer (MMM ? how to implement this blue petike the taffer tableaux - so you get a message ?! ) nice to hear you´re back in town if you are still holding your hands on the TDM-Youtube Channel i´d like to ask you some questions about it : ( some ideas to give it a better appearance ) and about offering some vids I made of " Hazard-Pay " maybe by PM ( because of Musik i added and if it´s possible to implement them to the TDM-Youtube Channel
  5. I couldn't help thinking of another realism related suggestion, don't know if it was discussed before but it seemed like an interesting idea. If this were to be changed on existing lights by default, it would have minor gameplay implications, but the sort that make missions easier in a fair way. So... electric lights: Like the real ones of the era, they're implied to use incandescent light bulbs... the kind that in reality will explore and shatter upon the smallest impact, and which like real lamps are encased in glass or paper. In any realistic scenario, shooting a broadhead arrow at a lamp or even throwing a rock at it would cause it to go through the glass and break the light bulb inside. Is it wrong to imagine TDM emulating this behavior as a gameplay mechanic? Just as you can shoot water arrows at flame based lights to put them out, you'd shoot broadhead arrows at electric lights to disable them... you must however hit the glass precisely, there's no room for error and it must be a perfect shot. As a way to compensate for the benefit, AI can treat this as suspicious and become alert if seeing or hearing a lamp break, or finding a broken lamp at any time if that's deemed to provide better balance. A technical look at implementing this: Just as broadhead arrows can go and stick through small soft objects such as books, they should do the same if you hit the glass material on a lamp, while of course still bouncing off if you hit metal: Lamp glass would need a special material flag that sends a signal to the entity upon collisions but allows arrows to go through, unlike glass in other parts of the world which is meant to act as solid and changing that everywhere would break a lot of things. When pierced by an arrow, the lamp should immediately turn itself off while playing a broken glass sound and spawning a few glass particles. The glass material should be hidden if the model is a transparent surface, or replaced with a broken glass texture in case the glass is painted on a lamp model without an interior... obviously this would be done by defining a broken skin for the entity to switch to. This does imply a few complexities which should be manageable: Existing lamps supporting this behavior will need new skins and in a few cases new textures, the def must include a new skin variable similar to the lit / unlit skins in this case a broken skin. Any electric light may be connected to a light switch, we don't want toggling the switch to bring the light bulb back to life... as such a flag to permanently disable triggering the light from that point on would be required. For special purposes such as scripted events to reset the world, we should allow an event to unbreak lamps, setting their state back to being lit / unlit while re-enabling trigger toggling. What do you think about this idea and who else wants it? Would it be worth the trouble to try and implement? If so should it only be done for new lights or as a separate entity definition of existing ones, or would the change be welcome retroactively for existing missions without players and FM authors alike feeling it makes them too easy?
  6. jaxa

    2016+ CPU/GPU News

    Well, the 7600 XT is considered sus for putting 16 GB on 128-bit, but it clearly works in some scenarios. Also IIRC GDDR7 will have about +30% bandwidth over GDDR6X right out of the gate, rising to about +100% as the generation progresses. Big caches (Infinity Cache L3 for AMD, lots of L2 for Nvidia) have made smaller bus widths more viable, and I think they have improved compression techniques and other factors over time to help alleviate bandwidth demands. There's already a little bit of analysis of what we can expect to see in RDNA3+ and RDNA4, very technical though: https://chipsandcheese.com/2024/02/04/amd-rdna-3-5s-llvm-changes/ I am eager to see if AMD is bold enough to do (or allow AIBs to put) 32 GB on the top RDNA4 card, which has long been rumored to be slower than the 7900 XTX in raster, but will hopefully beat it in raytracing and other areas such as AI/ML perf. And I think that card will have a 256-bit bus and 16 GB memory normally.
  7. When you say the value is not correct, do you mean it actually gives wrong results in the Q3 engine, or it just "looks wrong" when examining the text file? If it's the former, then that's arguably a bug (although supporting Q3 isn't top priority for DR). If it's the latter, then that doesn't really mean much at all — raw numbers in a map file don't necessarily correspond directly to values shown in the GUI, especially when transformations are involved (for example the -180 might be a rotation to match the default orientation in a particular engine).
  8. So..., texture issues are being the only road block I'm having so far in trying to use DR with Godot, but I'm not exactly sure why yet. However, I've noticed when exporting maps in quake3 format, that the texture values don't match the ones in the editor. This is the door face in the map file: hs vs rot hscale vscale ( 24 64 0 ) ( -24 64 96 ) ( 24 64 96 ) darkmod/door/wood/board_brown_nails_hinge 64 256 -180 -0.375 -0.375 0 0 0 The horizontal shift is the only correct value. Is this a bug?
  9. yeah its a jungle out there but a 12 gb card on a 128 bit bus would only be viable with dlss and then only just . but there will probably be plenty of options as you mention though id still go for something that would atleast be able to drag the ammount of vram without workarounds. strangely the old amd R9 390 had a 512 bit bus and could probably have accepted 32 gb vram but the card is to slow to do 4k in modern titles. even so the 8 gb model actually ran quite nicely in games such as the first horizon in 4K but would probably choke and die on forbidden west . minor wtf moment is crysis remastered it runs it at 4k in can it run crysis with a gazillion fps looks quite purty to but i suspect this is a bug.
  10. Thanks for playing! Yeah, I was real lucky to find that track on freesounds. It was super fitting and definitely helped tie the whole thing together
  11. Why do you want a square visualization for sounds? If is because you are afraid, that because of the fact the sound shape goes through walls, in a squared like room, that sound may go as well, then don't be, afaik unless there's zero portals in a scene, sound will be blocked by "walls" automatically. It uses the portals to know where it can "flow" into other rooms. So only the size not the shape of the visualization, is what matters, like OrbWeaver said, the shape is only a visualization for the inner and outer radius of a sound. In other words the area or "field of influence" of a sound and that "field" afaik, expands equally in a 3D volume, in a sphere like manner (to be more precise two spheres, a smaller inner one and a larger outer one), so a sphere shape, IMO is the best approximation for it. I also assume, a cube would be misleading because on the current system, if the player parked at the corners of the cube, he/she wouldn't hear the sound, thou I never tested it.
  12. I'm honestly not sure, it's a race condition maybe? I found and fixed 2 different segfaults (PR is here), one relating to threading and the other one relating to a variable being referenced after it was cleared out. This stops the skin editor from crashing, but it seems there are still a lot of usability issues. I'm not sure if they are all Linux only, but here's what I found: The rename operation happens every time you type a character, which is a little laggy. It would be better to rename it when you are done typing and the field loses focus Typing new characters while renaming works as expected, but deleting characters causes the box to highlight so you have to reset the cursor before deleting another one. On the Material Replacements tab, click to edit is not working for me. I spent a lot of time on this, I can get a box to show up if I replace the editbox+button with a simple edit box. I think it's related to the compound control not being able to have focus. The skin name is showing up on top of the Close button This will require more wxWidget-fu than I have time to do right now.
  13. heh yeah i wonder if trumph has stock in nvidia ? all those lawsuits... , not even so sure it will just blow over tbh, here in denmark we allready use AI heavily. one example of all things it now governs are taxes well in the worlds most tax heavy country who just loves tech i'd say thats a no brainer but c'mon... not really feeling the need for more upgrading for a good time either, my machines now run the latest stuff no problem and i recently aquired a motorized table for my aching back (well it really started to ache after i had to lift it to the first floor... damn that hing is heavy 65 kg) and me nearing 57 years with a back who was broken in two places which required operation with two artificial discusses and a lot of screws and with heavy nerve damage because it took them 10 years to dicover it was broken i can only say ouch.
  14. Since due to the nature of this forum, file/image sharing is used quite frequently, I thought to present some alternatives to the widely used Gdrive, which I don't like so much, especially since the last TOS change. File Sharing To share large files there are several options that also do not require registration. The first is File Hosting Online, which supports files up to 25 Gb, encrypted and also includes a Virus Scan that ensures safe use Another good option is Gofile, free to use, privacy focused and unlimited Bandwith. No refistry needed. While the files are accesed or downloaded at least one time a week, they are never deleted, otherwise inactive files are deleted after 10 days. If you prefer to use P2P, that means to share files directly from PC to other, without a hoster in the middle, there are also very good options, which permits to share files and folders without limites of type and size. The most easy to use is O&O File Direct, a small Desktop app (sadly only Windows), very easy to use 1 Open the app and drag the files/folders you like to share in its window 2 Optional adjust the days and amount of permited downloads and if you want a password 3 Share the link which apears in the app Done The only limits are, that the receptor only can download your files, when your PC is online, on the other hand this permits that you can stop the download in any moment, going offline or shutting down the PC. The other limit is, that the files to share can't be in a protected folder. Her are an Example with a list of Search Enines (Html file 423,56 Kb). While I am online, you can download it https://file.direct/f/pmjVFnjfkjFTKTt5 Videos One of the best options is Streamable (need a free account, inactive videos are deleted after 90 days in the free version) Alternatively you can use Streamja, a simple Video sharer with good privacy, free account optional (nick, mail) Images Ok, there are a lot of Image sharer, most used the known Imgur, because of this I add only one which offers some advantages over Imgur. ImgBox (free account) is a reliable platform to share and host images like Imgur, but it make it very easy to upload and post dozend of images simultaneous, selecting all the images you want and drag them on the window, offering coresponding bulk codes from the selected images to post them with one click for forums (BBcode), Html and others, fullsize or thumbnails. More since Imgur used since some time the hated webm formats for gif images, hardly accepted in most forums.
    1. datiswous

      datiswous

      Should someone post something on https://www.ttlg.com/forums/ ? Especially since this release brings features Thief players might be happy with.

    2. nbohr1more
    3. SeriousToni

      SeriousToni

      Thank you nbohr!!

  15. Is it possble to make skins for brushes/patches by conferting them to func_static? Models are func_static when you add them in DR, but in the skin file you reference them with the model name instead of the entity name. When you convert a brush/patch though, it converts it uses a model with the same name as the entity name, so in this case func_static_1 for example. Would it be enough to use that in the skin file? Allthough the wiki article states it's important to add an extension.
  16. I like the new frob highlight but it would nice if it was less "flickery" while moving over objects (especially barred metal doors).

    1. Show previous comments  1 more
    2. OrbWeaver

      OrbWeaver

      New for me, but I don't think it's that new in development terms. I just haven't updated my SVN for a while.

    3. datiswous

      datiswous

      Do you mean the frob outline?

       

    4. OrbWeaver

      OrbWeaver

      Yes, the white outline which appears around the frobbed object.

  17. yeah the empty room took me by surprise at the end of the game(i managed to turn off the music tho). so who was jamming to the music? i managed to hop into the window of the empty room by stacking a crate. My attempt to do the long jump from the starting apartment didn't fare well...
  18. Alright, new problem with making these skins (or should I make a new thread about this?) Why are my skinned models coming up black? Here is my updated code for a simple skin. And here is the model in the skin editor, changed to its creamy, plaster version. Yet for some reason, all of my skins are pure black. The wiki says this is caused by the editor not finding the skin definition, and that there are spelling errors somewhere. I am not sure what this means, though, since all of my directory paths are spelled right (otherwise, how would the skin editor display them perfectly fine?) Does the name of the file have to match the declared skin name?
  19. Complaint From Players The player must pick up candles before extinguishing them, and then the player must remember to drop the candle. The player must drag a body before shouldering it (picking it up), and the player must remember to frob again to stop dragging the body. The player finds this annoying or easy to make mistakes. For players who ghost, some of them have the goal of returning objects back to their original positions. With the current "pick up, use item, and drop" system, the item might not return easily or at all to its original position. For example, a candlestick might bounce off its holder. (See player quotes at the bottom.) Bug Tracker https://bugs.thedarkmod.com/view.php?id=6316 Problems to Solve How can the "pick up" step be eliminated so that the player can directly use or interact with the item where it is in the game world? How can so much key pressing and mouse clicking be eliminated when the player wants to directly use an item? How can candles be extinguished and lanterns toggled off/on without first picking them up? How can bodies be shouldered without first dragging them? Solution Design Goals Make TDM easier for new players while also improving it for longtime players. Reduce tedious steps for common frob interactions. Make it intuitive so that menu settings are unnecessary. Do not introduce bugs or break the game. Terms frob -- the frob button action happens instantly. hold frob -- the frob button is held for 200ms before the action happens. (This can be changed via cvar: 200ms by default.) Proposed Solution Note: Some issues have been struckthrough to show changes since the patch has been updated. Change how frobbing works for bodies, candles, and lanterns. For bodies: Frob to shoulder (pick up) a body. Second frob to drop shouldered body, while allowing frob on doors, switches, etc. Hold frob (key down) to start drag, continue to hold frob (key down) to drag body, and then release frob (key up) to stop dragging body. Also, a body can be dragged immediately by holding frob and moving the mouse. For candles/lanterns: Frob to extinguish candles and toggle off/on lanterns. Hold frob to pick it up, and then frob again to drop. Frob to pick it up, and then frob again to drop. Hold frob to extinguish candles and toggle off/on lanterns. For food: Frob to pick it up, and then frob again to drop. Hold frob to eat food. For other items: No change. New cvar "tdm_frobhold_delay", default:"200" The frob hold delay (in ms) before drag or extinguish. Set to 0 for TDM v2.11 (and prior) behavior. Solution Benefits Bodies: New players will have less to learn to get started moving knocked out guards. With TDM v2.11 and earlier, some players have played several missions before realizing that they could shoulder a body instead of dragging it long distances. Frob to shoulder body matches Thief, so longtime Thief players will find it familiar. Second frob drops a shouldered body. Players still have the ability to both shoulder and drag bodies. Compatible with the new auto-search bodies feature. Dragging feels more natural -- just grab, hold, and drop with a single button press. There is no longer the need to press the button twice. Also, it's no longer possible to walk away from a body while unintentionally dragging it. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Candles: New players will have less to learn to get started extinguishing candles. With TDM v2.11 and earlier, some players didn't know they could extinguish candles by picking them up and using them. Instead, they resorted to throwing them to extinguish them or hiding them. Hold frob to extinguish a candle feels like "pinching" it out. Once a candle is picked up, players still have the ability to manipulate and use them the same way they are used to in TDM v2.11 and earlier. For players who ghost and have the goal of putting objects back to their original positions, they'll have an easier time and not have to deal with candles popping off their holders when trying to place them back carefully. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Solution Issues Bodies: Frob does not drop a shouldered body, so that might be unexpected for new players. This is also different than Thief where a second frob will drop a body. "Use Inv. Item" or "Drop Inv. Item" drops the body. This is the same as TDM v2.11 and earlier. This is the price to pay for being able to frob (open/close) doors while shouldering a body. Patch was updated to drop body on second frob, while allowing frob on doors, switches, etc. Candles: Picking up a candle or lantern requires a slight delay, because the player must hold the frob button. The player might unintentionally extinguish a candle while moving it if they hold down frob. The player will need to learn that holding frob will extinguish the candle. The player can change the delay period via the "tdm_frobhold_delay" cvar. Also, when the cvar is set to a delay of 0, the behavior matches TDM v2.11 and earlier, meaning the player would have to first "Frob/Interact" to pick up the candle and then press "Use Inv. Item" to extinguish it. Some players might unintentionally extinguish a candle when they are trying to move it or pick it up. They need to make sure to hold frob to initiate moving the candle. When a candle is unlit, it will highlight but do nothing on frob. That might confuse players. However, the player will likely learn after extinguishing several candles that an unlit candle still highlights. It makes sense that an already-extinguished candle cannot be extinguished on frob. The official "Training Mission" might need to have its instructions updated to correctly guide the player through candle manipulation training. Updating the training mission to include the hold frob to extinguish would probably be helpful. Similar Solutions In Fallout 4, frob uses an item and long-press frob picks it up. Goldwell's mission, "Accountant 2: New In Town", has candles that extinguish on frob without the need of picking them up first. Snatcher's TDM Modpack includes a "Blow / Ignite" item that allows the player to blow out candles Wesp5's Unofficial Patch provides a way to directly extinguish movable candles by frobbing. Demonstration Videos Note: The last two videos don't quite demonstrate the latest patch anymore. But the gist is the same. This feature proposal is best experienced in game, but some demonstration videos are better than nothing. The following videos show either a clear improvement or that the player is not slowed down with the change in controls. For example, "long-press" sounds long, but it really isn't. Video: Body Shouldering and Dragging The purpose of this video is to show that frob to shoulder a body is fast and long-press frob to drag a body is fast enough and accurate. Video: Long-Press Frob to Pick Up Candle The purpose of this video is to show how the long-press frob to pick up a candle isn't really much slower than regular frob. Video: Frob to Extinguish The purpose of this video -- if a bit contrived -- is to show the efficiency and precision of this proposed feature. The task in the video was for the player to as quickly and accurately as possible extinguish candles and put them back in their original positions. On the left, TDM v2.11 is shown. The player has to highlight each candle, press "Frob/Interact" to pick up, press "Use Inv. Item" to extinguish, make sure the candle is back in place, and finally press "Frob/Interact" to drop the candle. The result shows mistakes and candles getting misplaced. On the right, the proposed feature is shown. The player frobs to extinguish the candles. The result shows no mistakes and candles are kept in their original positions. Special Thanks @Wellingtoncrab was instrumental in improving this feature during its early stages. We had many discussions covering varying scenarios, pros, and cons, and how it would affect the gameplay and player experience. Originally, I had a completely different solution that added a special "use modifier" keybinding. He suggested the frob to use and long-press frob to pick up mechanics. I coded it up, gave it a try, and found it to be too good. Without his feedback and patience, this feature wouldn't be as good as it is. Thank you, @Wellingtoncrab! And, of note, @Wellingtoncrab hasn't been able to try it in game yet, because I'm using Linux and can't compile a Windows build for him. So, if this feature isn't good, that's my fault. Code Patch I'll post the code patch in another post below this one so that folks who compile TDM themselves can give this proposal a try in game. And, if you do, I look forward to your feedback! Player Complaints TTLG (2023-01-10) Player 1: TDM Forums (2021-03-13) Player 2: Player 3: TDM Forums (2023-06-17) Player 4: TDM Discord (2021-05-18) Player 5: TDM Discord (2023-02-14) Player 6: Player 7: Player 8:
  20. There are very few things that would drive a man of the streets like myself to the high seas. Before I even thought there were none at all. Yet when one of the nobles whom I had paid a visit to decided to make it his personal objective to end me, promising a mound of gold to the first cutthroat who brings him my head, it became clear no one could be trusted anymore. It was time for change. The most recent version (v2, June 2023) is available from the ingame downloader. Special thanks to: *Betatesters Oldjim, Bikerdude, Airship Ballet, Goldwell, Nbohr1more, JackFarmer, joebarnin, The Black Arrow, datiswous and Acolytesix - for their truly diligent efforts in getting this mission polished in all aspects *The DarkRadiant wiki, which is excellent and covers as good as everything *Bikerdude - for allowing me to repurpose his architecture models to improve the ending of the mission *Grayman - for allowing me to repurpose a mission of his for my briefing *Sotha - for his excellent briefing Format Update v2.0 (18/June/2023) Update v1.5 (02/March/2015)
  21. I have an elevator with a button: When the button is pressed it tells the lift move to an atdm:mover_multistate_position entity, which it does by targeting the elevator while having the spawnarg "position atdm_mover_multistate_position_1" to tell it where to go. This works well but I need it to do something special: When an objective is completed, the button needs to make the elevator go to a different position when pressed from that point on. I don't know how to do this: If I target the trigger_relay that runs when the objective is completed to the button, that will only make the button press itself. I can't use an atdm:target_changetarget either since it's not the button's target I need to change but its position spawnarg. I don't want to make a script for something this simple so I'm hoping there's a special entity I can use to get the job done. One solution would be two buttons: Completing the objective makes the first one invisible and unfrobable while making the second one visible and frobable. But I'm not aware of a way to make buttons visible / invisible either. At worst I'll use an atdm:teleport to swap the buttons, that's an ugly solution so making sure there's no better option first.
  22. Just installed DarkRadiant 3.8.0.x64 (on W10/64) and tried to follow Springheel's excellent New Mappers Workshop. Sadly, I couldn't change the window layout since the command isn't there. It should be in View > Window Layout > Floating or View > Window Layout > Dockable (as the userguide says). But the View menu is much smaller and doesn't contain a layout command. Any help? Thanks in advance. Axel
  23. Thanks for the feedback @Rio_Walker As mentioned in other comments in this thread, the optional objective was meant to be for players who enjoy exploring every inch of the map. If all you want to do is complete the mission via the primary objective it's pretty straightforward. It was also meant to be sort of 'open world' in that if you explore everywhere you pick up little hints and bits and pieces and put them together at the end to solve that objective with. It wasn't meant to spoon feed the player. But again maybe not everyone enjoyed that approach. It was also kind of a knee-jerk reaction to players not liking 'linear' missions. But it seems some people still do like that And yeah, some players don't like big maps. I get that. I don't like playing them myself a lot of the time The issue with the bow crash is a known issue (not just with this mission) which we haven't got to the bottom of unfortunately:
  24. We are proud to announce the release of: The Dark Mod 2.12 ! The 2.12 development cycle introduced many large code overhaul projects. Most of these were to lay the groundwork for future fixes and optimizations. The final release is yet another leap in performance over the already impressive 2.10 and 2.11 releases. A full changelog can be viewed here, but some highlights include: The Dark Mod 2.12 is a major step forward for mission designers! The culling system has been extensively overhauled to ensure that your CPU and GPU are not wasting resources rendering unseen geometry, lights, and shadows. Some of our best map optimization experts have achieved similar performance gains to what this new culling system does but it is a rare skill and we have even managed to improve performance on missions that were generally regarded as “well optimized”. Mission authors both new and old can follow standard mapping practices with no need to dive deep into sophisticated optimization techniques even for some pretty challenging scenarios such as wide open areas and long views. Players will immediately notice many missions that have made their system struggle with FPS now may be running much more smoothly! Smoother controls for players! Also during the 2.12 development cycle, work has been done to make controls more seamless and accessible. Frob can now use hold or click actions to use items. Once you get used to the mechanic, it will be hard to go back to using a separate “use key”. Mantling is now smoother, faster, and less prone to cause the player to clip through geometry. Leaning is now more subtle and less prone to cause motion sickness. To reduce the tedium of shuffling knocked out AI around to search for loot, you can now configure TDM to automatically loot any frobbed AI. A special thanks must go out to community member Geep! Over the course of 2.12 development, Geep has created subtitles for nearly all AI barks along with developing testing tools and procedures for this gargantuan task! You can see these changes in action by changing the Subtitles setting to “On” ( rather than “Story” ) on the Audio settings page. Geep also provided substantial feedback for our GUI and subtitle design process and edited font data to improve text quality overall. Datiswous has complimented the massive work by Geep to create AI bark subtitles by creating mission story subtitles for a large number of missions. Thank you! Turrets are now natively supported in The Dark Mod and can be paired with Security Cameras! Finally, the nasty 2.11 bug that caused AI to allow arrows to pass through them at certain angles was fixed by Joebarnin! Your assassin style play-throughs should be far less frustrating. See also, our 2.12 Feature discussions: To UPDATE, simply run the tdm_installer.exe file in your darkmod folder. Note that tdm_update.exe is no longer supported, but you can download the new installer from the Downloads page if you don’t have it yet. Please be aware that old saved games will not be compatible with 2.12, so finish any missions you might be in the middle of first! Also, some missions created prior to 2.12 may need to be updated so they will be playable in 2.12. Use the in-game mission downloader to check for updates.
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