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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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I see we have independently noticed this problem. I have proposed named strings for these instead of numbered strings in https://forums.thedarkmod.com/index.php?/topic/23204-proposed-i18n-improvements-for-tdm-215/ Would you be willing to change your patch to use those names? I'm translating those strings into the 16 languages now. I'll look to your translations for the German versions.
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@Geep, doing massive restructure on old state is not a good idea. Since you are marked as Contributor, don't you have direct SVN access to the assets repo? If no, we should simply give you the access. I can't say I see anything still used in your list to be deleted. Usually the best way to check is to search over guis/ + scripts/ + maybe C++ code. Feel free to delete unused and reorder the lines in the strings file. I don't really like the yaml idea, because you are basically trying to extend the already overly massive strings framework. Now we have tons of old Perl code that nobody wants to mess with, and you'll add some more code which nobody will want to mess with a few years later? And what will yaml give you, really? If you reorder the lines in the existing format, you will get the grouping you want. The current order is messy simply because everyone is lazy to search for similar / related strings every time they want to add a new menu settings. And I'm afraid things will stay this way. Even if you make perfect order, it will slowly rot over time. Finally, here are some of my thoughts regarding strings framework: I would be happy to make all.lang the only file with strings, encoded in UTF-8. The engine should read it directly and use per-language table to convert permitted UTF-8 characters into its weird 8-bit encoding which is uses now (without generic UTF-8 decoding). This way we can finally get rid of the old Perl stuff. The strings file should support full-text replacements in addition to placeholder replacements we have now. That would allow translators to translate a mission without forcing the author to turn it into a total mess which is harder to work with. The full-text replacements should be used for missions, placeholders should be used for core. The p.1 idea will require changes in the engine, but I think they are quite lightweight. Reading UTF8->8-bit character table per language, and convert UTF-8 into native format when strings are loaded. What scares me more is trying to understand how it works now and constructing these new tables.
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Hmm, sounds optimistic. The UTF8 to Latin-x conversions may take some time. My code uses some Windows-specific techniques, which probably need something different for your purposes.
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Speaking of gen_lang_plus, I just recycled some its code to make a visualization tool "pivot_all_lang" for me to see all the translations of a given string together. Basically, it pivots data like... [English] "#str_02001" "Warning" "#str_02000" "Error" // comment with english "#str_02002" "Connection Error." [French] "#str_02001" "Warning French" "#str_02000" "Error French" // comment with french "#str_02002" "Connection Error French." into this form... "#str_02000_english" "Error" // comment with english "#str_02000_french" "Error French" // comment with french "#str_02001_english" "Warning" "#str_02001_french" "Warning French" "#str_02002_english" "Connection Error." "#str_02002_french" "Connection Error French." I've fed this with all.lang of 2.14, and here is the resulting "all_lang_pivot.txt" (about 800 KB). There are some added flags, which you can read about in the file preamble. Eventually I'll post the code + wiki description. For now, the output file: https://drive.google.com/file/d/1BDz-DWe62NTGMA0dxdngnepagi3dwTNQ/view?usp=sharing
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@stgatilov, I was NOT proposing renaming all the numbered strings to alphanumeric (even though that would likely slow down the ordering rot you mentioned.) I was just responding to @wesp5 hearing that someone was already planning on doing so, which surprised me. Yes, I do have access to the SVN repo, thanks. I just try to avoid it as much as possible. For the current work, I'm using 2.14 as the stable base line (for .cpp code, all.lang, *.gui*, etc.) , because things are complicated enough as is. The yaml is just an organizing tool that "might" be helpful for my AI translation efforts, because it can formally encode relationships between strings. Not sure about usefulness yet. I'm not proposing that the TDM engine should read it. I could reorganize at least parts of all.lang similarly, if everyone's OK with moving further away from alphanumeric ordering of #str_ids. The two ideas for improving strings I'm also on-board with. Particularly for #1, which I've also floated as a trial balloon in the past. BTW, for that, my gen_lang_plus has related C++ code that might be of some interest (albeit doesn't use the idTech4 class structure and is Windows-based). For #2, I can see some disambiguation problems, but nothing insurmountable. Given that DR will never properly support #str_ids, seems reasonable. What time frame are you thinking about for these?
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the dev of the dcotepatch actually managed to recreate the script engine source code from the debug files on the cd. you can also modify running speed and jump height with the patch as well as sanity thresholds to make it a little less painfull to play. i use an old tool to patch the game executable to limit cores to 4 since it has problems with todays multicore processors (also needed with the gog version if you have a cpu with more than 4 cores) the gog version is limited to 60 fps cause unlimited breaks multiple sequences like attack of the fishmen so you cannot escape when they break down the door to your room. there was an old bug with shaders that caused raindrops to look like diamonds on ATI/AMD cards. this was also fixed by the gog version as well as the invisible sorcerer bug in dangerous voyage. if you encounter stuttering while moving it is caused by mouse polling acting up (many old games from back then had the same problem on modern machines "F.E.A.R feks.). there is a directinput wrapper on the pc gaming wiki that fixes this though it is for F.E.A.R it works fine with this game as well. alt tabbing crashes the game, use dgvoodoo2 or dxvk to allow it. the game also looks kinda bad on widescreen this can be fixed by using this https://github.com/ThirteenAG/WidescreenFixesPack/releases/tag/callofcthulhu for other bugs that might crop up see https://www.pcgamingwiki.com/wiki/Call_of_Cthulhu:_Dark_Corners_of_the_Earth there is also a HD pack for it though it uses an old version of sweetfx (reshade nowadays) works quite fine though the upscaled textures themself do not up the looks by that much (probably because upscaling filters back then were rather poor "no AI"). if you want to try your hand at upscaling the games texture use this -> https://dcotetools.sucklead.com/p/xbdsplit.html be sure to backup all files just in case. the game uses dds format so they will have to be converted beforehand if using upscayl as it does not support dds format. afterwards you will have to convert the upscaled images back so be sure to note which dds format the game uses.
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How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
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i think i stumbled upon a long standing bug with nblood and demo desyncing and a possible fix. while mucking about with my hd pack for blood i noticed a bug report about nblood having problems with case sensitivity. i had noticed that some of the demos were desyncing so i tried lowercasing the game files with bulkrenamer and lo and behold the demos that desynced previosly now worked. sadly the problem just jumped the queue and now plagues another demo . this also affects mods which have to be in lower case format or things break. so i guess ill have to look at the source code of nblood and find out where this case handling problem is comming from (probably file system related). if anyone wants to try out the HD pack for nblood ill upload it, it is not done yet but in a workable state (demo desyncs not withstanding).
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Yes, instead of starting with the English text in the prompt, it is better to point it to a file instead, when the amount of text is voluminous (as it will be in my upcoming Group 3 work in https://forums.thedarkmod.com/index.php?/topic/23204-proposed-i18n-improvements-for-tdm-215/ ). Good to know Google Translate supports URL file access. So does ChatGPT (even the basic version without login).
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some older engines are just not a good fit for raytracing i reckon. even in quake we struggled with just doing old style real time ligting due to the massive ammounts of indirect lights tanking performance, it also looked dreadfull. darkplaces hacked around this by providing code and a set of scripts to place static light sources (rtlight files) and turned off the old ligting code when rtlight was enabled. this helped immensly as you can guess. if you want to know just how fugly it was just try enabling real time lighting without rtlight scripts and see what i mean. it can still calculate realtime lighting without the scripts (the old ligthing code is only disabled if it picks up rtlight scripts for the map) but due to the massive ammount of them it becomes a slideshow and looks like crap.
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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 have already forgot a few things, 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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redhat is one of the oldest players in the linux world which is why i guess most proliferate them. redhat is also the developer who took over cygwin from cygnus solutions and further promoted it as a way to build linux software for use on windows and spawned multiple subprojects like msys and rtems who were used as frontends for building pure windows and other OS based binaries using native compilers (mingw gcc for msys and a mix of both msvc and gcc with rtems). cygwin itself relies on the cygwin dll as a dependency for running linux applications on windows by creating a minimal shim based on a subset of the linux runtime environment via newlib. unfortunatly while it works it is also rather slow because of the emulation so some people created a neutered version of cygwin as a frontend for driving the mingw compiler (msys or minimal system). this allowed users to build software from the linux world as native windows binaries but it did take quite a lot of patching because some of the software relied heavily on the linux api so these parts had to be rewritten to work with the windows api. Rtems was used heavily by the firefox team before they changed the engine. Mostly because of hurdles with gcc's windows incompatible exception models (dwarf and sjlj) C code was still handled by gcc but for C++ they used msvc so that exceptions were still compatible. in the end developers started doing most of the gruntwork to make things work on both but it took close to 30 years before we got that far. the original msys is now dead and replaced with msys2 which collaborates tightly with the cygwin developers and is much closer to the original cygwin code than msys was, in fact you only need to set a few environment varables to turn msys2 into cygwin. it has even been discussed to add X11 like cygwin does but as a real windows based desktop system for applications that only have gui's compatible with the X system like many of the gnome gtk packages. The old msys can still be downloaded and used with both 32 and 64 bit mingw, but it a bit buggy and uses a very old package manager that is incompatible with 64 bit mingw. Might be possible with a lot of work to port the msys2 pacman to it if anyone wanted to. The biggest problem is the instability of the old versions fork implementations and the fact that old msys is 32 bit so it has problems with large memory footprints.
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Sounds like at least some of the sound and particle effects are from the store: https://www.ttlg.com/forums/showthread.php?t=153298&p=2537323&viewfull=1#post2537323 I wonder why the guy is so obsessed with Steffi Graf, by the way.
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Mandrasola is a small sized map in which aspiring thief Thomas Porter steals some herbal products from a smuggler. The mission was created by me, Sotha and I wish to thank Bikerdude, BrokenArts and Ocn for playtesting and voice acting. Thanks goes naturally to everyone contributing and making TDM possible. This mission occurs chronologically before the Knighton's Manor, making it the first mission in the Thomas Porter series. Events in chronological order are: Mandrasola, The Knighton's Manor, The Beleaguered Fence, The Glenham Tower and The Transaction. The winter came early and suddenly this year. Weeks of strong blizzards and extremely harsh cold weather hit Bridgeport hard. With the seas completely frozen, a rare occurence indeed, most of the City harbor commerce has stopped completely. Vessels are stuck in the ice and no ship can leave or enter the City, resulting in the availability imported goods declining and their prices skyrocketing. One of these imported items is Mandrasola, a rare herbal product, which is imported overseas from the far southern continents. Mandrasola has its uses in alchemical cures and poisons, but mostly this substance is used for its narcotic qualities by commoners and even the nobility. The problem with Mandrasola is that excessive use is extremely addicting and the withdrawal effects are most grievious. Many are utterly incapable of stopping using Mandrasola and are transformed into quivering human ruins if they do no get their daily dose. And now this expensive and rare substance is running out from the whole City. Me and my fence, Lark Butternose, would love to grab this monopoly to ourselves: selling the last few doses in the City would probably be worth a fortune. According to Lark's sources, there remains only one smuggling lord who still has Mandrasola in stock. The problem is that this individual maintains an exclusive clandestine operation and only supplies a few nobles. Despite our best information gathering efforts we couldn't learn who the smuggler is and where he or she operates. Luckily we have an alternate plan. While searching for Mandrasola related information, we learned that a noblewoman called Lady Ludmilla is addicted to the substance and has paid high prices for small amounts of it. We also know that she has visited frequently someone in the Tanner's Ward waterfront, and since she goes to the area personally we believe she is visiting the smuggler. The plan is simple: I must monitor Ludmilla's most likely entryway to the Waterfront and then follow her to the smugglers hideout. I'd better be very careful around Ludmilla. She must not realise I'm following her or she probably won't lead me to her dealer. Hurting her is also out of the question. After she leads me to the smuggler's hideout, I can take my time to break in carefully and steal all the Mandrasola I can find. While I'm there it wouldn't be a bad idea to grab some loose valuables as well. I've now waited in the blistering cold for a few hours already. Looks like there are a few city watch patrols in the area to complicate matters... I think I heard a womans voice beyond the north gate. That must be lady Ludmilla, I haven't seen many ladies in these parts. I'd better get ready.. Links: Use the ingame downloader to get it. WARNING! Someone always fails to use spoiler tags. I do not recommend reading any further until you've played the mission.
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To all devs - I am an Unreal Engine developer. While UE is heavily templated with macros galore, I do understand the underpinnings of it quite well since I have been studying their source code for the past 3 years. I am currently making some Editor plugin utilities to bridge the gap between newcomers to the engine, and the Engine itself. I have loved TDM since I first encountered it a few years ago, but I was honestly dismayed at how few fan missions were being created. That being said, some of these missions in the past year are incredibly well developed, almost to the point that it is amazing to think they were developed in an engine that is as old as it is. But I do believe one of the barriers to entry is that DarkRadiant is a bit daunting for a noob, and I would like to give it somewhat of a facelift to make it a bit more user friendly without affecting the underlying map generation and building processes. I also have some ideas on how to improve the rendering performance, especially in larger areas with many portals. I am going to implement them into my own local build to really flesh them out, and then submit for review and eventual inclusion to the build. I am certainly not gods gift to programming, and I am an admittedly terrible thief, but I do have quite a bit of development experience that I believe could be helpful to bring this along. Just want to give my 2 cents back to a project that has really kept the Thief idea going. Now to crack open some source and grab a beer... Thanks! JavaGod
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Hello! Tracking down information on software and plug-ins that work with D3 / TDM can be a tough. So I have created a thread here where people can post what software/ plug-ins/ tutorials or other references they've had success or failure with in TDM. 3DS MAX 2013 64bit .ase - Default .ASE model exporter works. However you have to open the .ase file in text edit and manual change the *BITMAP line on each material to read something like: "//base/textures/common/collision" which allows the engine to read the correct material path. md5.mesh / animation - Beserker's md5 exporter/importers for 3dsmax. http://www.katsbits.com/tools, Importing and exporting works. The model must be textured, UV'd, with a skin modifier attached to the bones to export. PM me (Kingsal) for help with this. Imported models using the script will not be weighted appropriately, so this is not recommended if you are simply trying to edit existing tdm content. (Use blender instead) MAYA 2011 32bit md5.mesh - So far I've not had any luck with Maya 2011. I am using Greebo's MayaImportx86 for Maya 2011. I've got the importer working however I get a "Unexpected Internal Failure(kFailure)" and the import fails. This could be due to something finicky in Maya that I am not doing correctly. Will keep trying.. Blender 2.7 about - Blender is commonly used and pretty well supported on the forums/ wiki. Various versions may work as well - https://www.blender.org/download/ md5.mesh / animation Blender MD5 importer/exporter (io_scene_md5.zip): https://sourceforge.net/projects/blenderbitsbobs/files/ Sotha's guide Blender Male/ Female rigs by Arcturus - Here Edit by Dragofer: more links found in this post.
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Question: multple security cameras - one security monitor
STRUNK replied to Bikerdude's topic in TDM Editors Guild
Ik quickly asked Gemini, the free google AI: This looks like a script for the Doom 3 / id Tech 4 engine (or a derivative mod like The Dark Mod), given the use of sys.getEntity, spawnarg terminology, and specific camera state integers. There are two critical logical errors and one undefined variable bug in this script that will cause it to break or fail to compile. Here are the fixes you need to make: ## 1. Define the Global or Local State Variable In cycleCameras(), you use currentCamera to store the active camera number, but it is never declared. If multiple functions need it, it should be defined at the top of the script. ## 2. Fix the Camera Power-On Logic Loop In toggleCameras(), when poweredOff is true, the script turns the camera entity on and checks if ( startsHidden(screen) ) { screen.hide(); }. * The Bug: By default, when a map loads, hidden screens are already hidden. If you turn the system off and then back on, the script hides the screens that should be hidden, but it never calls screen.show() on the one screen that is supposed to be visible. * The Result: Activating power turns the cameras on, but all screens remain black/hidden. ## 3. Fix the "All Screens Showing" Misconception Your areAllScreensShowing() function assumes that when the cameras are powered on, screen.isHidden() will return false for all screens. In id Tech 4, using camera.On() or camera.Off() affects the camera feed entity, but it does not automatically alter the spatial .hide() or .show() status of the screen brush/model itself. ------------------------------ ## Optimized & Corrected Script Here is the corrected version of your script with the bugs fixed: /////////////////////////////////////////////////////////////////////////////////////////////////////// SECURITY CAMERA CODE////////////////////////////////////////////////////////////////////////////////////////////////////// string TARGET_CAMERAS = "target_callscriptfunction_camera_cycle";string TARGET_CAMERA_POWER = "target_callscriptfunction_camera_power"; // FIX 1: Declare the tracking variable globally so the engine registers itfloat currentCamera = 1; boolean startsHidden(entity e) { return ( e.getIntKey("hide") == 1 ); } boolean areCamerasOff() { float i; entity cameraTarget = sys.getEntity(TARGET_CAMERAS); for(i = 0; i numberOfCameras ) { nextCamera = 1; } // Show the next screen in the sequence for(i = 0; i < numberOfCameras; i++) { screen = cameraTarget.getTarget(i); float sequence = screen.getIntKey("sequence"); if (sequence == nextCamera) { screen.show(); currentCamera = nextCamera; // Update tracking state return; } } } ## What changed? * Removed the problematic areAllScreensShowing() function entirely, streamlining cycleCameras(). * Added screen.show() to toggleCameras() so the primary screen actually renders when you turn the power back on. * Added screen.hide() to the power-off sequence to guarantee absolutely zero performance draw while the system is offline. What specific bug or behavior were you encountering when you ran this in your map? It seems Gemini recognises even the scripting language, so I'm hopfull it could work, otherwise you start your own Gemini session if new errors pop up. -
Fan Mission: Business as Usual v3.45 (13-07-2026)
stgatilov replied to Bikerdude's topic in Fan Missions
I think you can find the breakpoint in the code and check the full path of the file. Probably this file exists somewhere. No, such a file does not exist in assets repo and in the mission repo. -
I have a bad feeling about this remake to be honest, one of my concerns is that it's, of course, Nightdive Studios. Nightdive Studios might have made great remakes, once or twice, but they ALWAYS abandon them in the end and that really bothers me. For example, their port of Quake 1? It's terrible, it has this terrible frame latency problem that you can't fix at all, meanwhile all the other SourcePorts have much better ways to deal with it, like IronWail. They've never fixed this massive problem. And also, there's the whole issue of how they had to "remake" Blood...TWICE! And their latest remake is still not as good as the other sourceports, and they still don't have the original source code, so yet again they remade Blood by reverse-engineering it. Thief is one of those games where it doesn't need a remake, it only needs the source code so any capable fan can make improvements to it for the modern PCs, like adding multicore support, new optional shaders perhaps, improve the sound engine to modern capabilities and so on. Instead, we get Nightdive, which I do not trust. Hey ICHI, could you give me examples of how they "fucked up" Quake 2? I found it to be a good remake, unlike their Quake 1, but I've only tried it a bit, with the first mission that is. Well, rumours are rumours, but if the "new campaign" is basically, the Thief 2 Gold we never had, I'm into it...But I know for a fact Nightdive will make it an exclusive to their engine so you can't play it in good ol' Thief 2 proper.
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agh i just tried running the original bioshock on the nuveau driver with my 560 ti i get 1 fps in XP i get 167 fps. so i bit the bullet and popped in my old radeon x1900 and it runs bioshock at 57 fps on noveau and a bit more in XP. nvidia's driver model for linux in the old days was pretty horrid .(run files) and the drivers were newer updated for newer kernel models so even recompiling them will not work as much of the internal code is no longer supported so it just fails. so if you use an older nvidia card stay the hell away or braze for a lot of code fixing. amd on the other hand has been pretty supportive of the linux kernel models and uses a much better practice of driver installs by using the built in package managers. the radeon x1900 is a very very old card which only supports dx 9 and it works out of the box on the latest linux versions. nvidia has changed the driver models on more modern cards to be more in line with the amd model but older cards have newer had drivers updated to run on these kernels so its a clusterfuck to get older cards running on current versions. so if looking for a linux distro to use with pre pascal cards i would advise to use something like linux mint 19 which is one of the last to support these out of the box. but you might run into stability problems even so. also linux mint 19 is no longer supported so it wont recieve any updates, but you should still be able to get software that works on it.
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I think they're both very good. And, I say that even though I'm not into shooters too much. But, especially Quake 2 is a fantastic game. I know that some people complained about Quake 2 remaster, for whatever reason. There are the occasional post or two on the Steam forums as well, made by single people. Everyone else seems to thoroughly enjoy the game.
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Here's one way in which they have something to do with each other: if the remaster is considered a stinkbomb, GOG is unlikely to pull the original version off the "shelf". Which has happened in the case of some remasters IIRC. Obviously, the community is obsessed and the games are well preserved. I see this as another aspect of that. I may have even voted for Thief Gold (don't remember). I think GOG has attempted to make bug fixes to games in the Preservation Program, but probably not to a great extent whatsoever if they can only afford a couple of programmers and often don't have the source code. In this case they will just defer to NewDark. I think not having to install NewDark is a potential benefit for GOG users, but it was probably already the case, idk.