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  1. 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
  2. Doom3/TDM GUIs use a 640x480 coordinate system and assume that the player uses a 4:3 resolution, otherwise they'll look stretched. Most TDM GUIs assume that they will be stretched to 16:9, i.e. pixels aren't square (which makes writing GUIs pretty painful, I guess) and when using a non-16:9-resolution things look stretched. TDM added the forcescreenaspect window variable that will prevent a windowDef from being stretched when used with hcenter that can be used to have something undistorted on the center of the screen, but it's still pretty limited (and barely used) - and as far as I can tell child-windowDefs of that will still be stretched. Anyway, CstDoom3 2.0 introduced Anchored GUIs which allow anchoring windowDefs to a corner or center of the screen and prevents them (and everything contained in them) from being stretched. Those anchored windowDefs are mostly limited to 640x480 virtual pixels (scaled to screensize, as much as possible while keeping the aspect ratio), so regardless of the window's resolution, they will remain unstretched (well, except for those anchor cases that explicitly stretch in one direction, like anchoring just to the top instead of top center or top left or whatever). This allows for example to anchor the weapon_display windowdef to the lower left corner of the screen, the lightgem to the lower center of the screen and the current item to the lower right corner of the screen. No matter how wide or tall the window is, they will remain there, unstretched. I think these screenshots illustrate it pretty well: For dhewm3 1.5.5 I ported them to dhewm3 and greatly improved them, for example they can now also be used for regular (interactive) menus, while in CstDoom3 they only worked with noninteractive fullscreen GUIs like the HUD (mouse positions weren't calculated correctly). This feature is documented in detail at https://github.com/dhewm/dhewm3/blob/master/docs/GUIs.md#aspect-ratio-independent-guis-covering-the-whole-screen-with-cstdoom3s-anchors Now I ported that to The Dark Mod, with just two little changes: There is no scaling of menus to 4:3 with letterboxing, so the window variable scaleto43 is not needed or even supported Most of TDM's GUIs assume that they'll be stretched to 16:9, even though using the 640x480 4:3 coordinate system. To accommodate this, I added the cstAssumes16_9 window variable. cstAssumes16_9 1 will cause the anchored windowDef, that would normally have a 4:3 aspect ratio, to be stretched by factor 1.333 (in width), just like it would when stretching to a 16:9 resolution. So when porting existing GUIs to this system, you don't have to recalculate the coordinates - if they were meant to be stretched, add a "cstAssumes16_9 1" line to the windowDef (and "cstAnchor CST_ANCHOR_BOTTOM_LEFT" line or similar, of course) and it should work in most cases. By the way, this is completely backwards-compatible, so if your .gui doesn't use cstAnchor, it will continue to work just like before. At https://github.com/DanielGibson/thedarkmod-mirror/pull/1 you can find a testbuild for Windows with this enabled, some ported GUIs, more information and the code changes. Currently this is an experimental patch, I don't know when or if it will be merged to the official TDM source. Please check it out and play around with this feature and let me know how you like it and if you run into problems! I've ported most of the HUD, but there's still a lot of GUIs that would benefit from being ported, like the inventory menu, the main menu and more. TBH those seem pretty complex so I'd appreciate help from someone who's familiar with their code
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  3. Currently Darkmod does not utilize the full potential of its high dynamic range rendering. When light gets bright colors get clipped. As I mentioned before, this makes highlights hard to manage and makes bloom option less useful (in my opinion). At least that's what I see on my old ass monitor that doesn't support HDR. I'll preface this with a disclaimer, that I have no idea what I'm doing. I also do not claim, that this code is ideal, or even good. I simply asked MS Copilot to modify the tonemap.frag.glsl file for me. It added a new color curve, that can be modified: Alternative set of ABCDEF values, should give slightly more contrast: All the footage and screenshots below were done with bloom set to the max.
  4. 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.
  5. 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
  6. 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/
  7. 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!
  8. 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.
  9. It would be interesting if they collaborated with the NewDark creator(s) if they plan on updating any code. Probably not even necessary at this point, but who knows?
  10. I don't know about the core code changes, but Snatcher added scripts to disable the hands when doing stuff like lockpicking, so it should be easy to alter those scripts to disable the hands completely in an options menu entry.
  11. I've been writing a screenplay over the last few months and could use some smart reads before I take it further. "Erasure" — Civil War period drama, Shenandoah Valley, winter 1864-65. Three Confederate women shelter a Black stranger named Elias; their husbands return from Mosby's command at the end. About 64 pages. Restrained period prose. Has an unusual element late in the runtime that I'd most value people's read on. https://e.pcloud.link/publink/show?code=XZ94qiZHE2hjDl8iCRI24ixDlfcehrikpxV If you read any of it, I'd value the read. Most useful: did it hold you, and if you finished, what do you think happens at the end. If you stop somewhere, telling me where is also useful data. No obligation. Whatever you give back is appreciated.
  12. Zerush

    Sketchapedia

    Yes, it is, apart it protects actively your Privacy (random Proxy, Sandbox, no cookies, no logs, no ads, no tracking, see PP) The insert code to use it as search engine in your browser https://andisearch.com/?query=%s You can reach the two devs, Jed White and Angie Hoover, In Discord, nice people.
  13. Zerush

    Sketchapedia

    Flipbook is an infinite visual browser generated entirely on demand in real time. Zain Shah, Eddie Jiao, Drew Carr Every "page" you land on is an image. Click on anything in the image and you will get a new image exploring that thing in more depth. What you see contains no HTML, no code, no specific links or fields. The entire web is just generated pixels on your screen. https://www.sketchapedia.com
  14. So i guess this isn't viable to fix? Not a big deal I suppose, I've found some issues with the shaders being drawn over readables as well, so I suppose there are going to be some issues with immersion either way. I'll release it as a proof of concept for now, and if people like it maybe some of the shaders/code can one day be integrated into The Dark mod directly.
  15. Finally done with my vertical contest entry... Swing You'll get your sea legs ... or die trying ... Thanks to my beta testers: SiyahParsomen Diego Baddcog ---------------------- README: SWING a Dark Mod mission, by Komag for the Vertical Contest held summer 2010 find me on TheDarkMod.com forums, or via ShadowDarkKeep.com This mission is a "platformer" with slight puzzle elements (figuring out where to go next and how to get there). Be prepared to do a lot of falling, dying, and quickloading! Quicksave anytime you are sure-footed, about take a risk Getting off the swing for any reason is not recommended! And try not to get sick ;-) Have FUN!!! Komag - Ben Ramsey -------------------------- BRIEFING: The King's steward has seen you in action aboard His Majesty's Ship Vertigo, and he is pleased with your potential. You are hereby granted an opportunity to prove your quality by successfully navigating the King's Royal Navy training swing. You need only retrieve the high crown (a replica of course) from the top of the swing, and return it to the docking area. As a bonus, see how many of the ten hidden bottles you can find - the more you come back with the more impressed your superiors will be, and that can only be a good thing as you know." ------------------------ Known Issues: - It's possible to stop the motion of some of the moving things, and even the entire swing itself, if you mess with things enough ENJOY!!! http://www.shadowdarkkeep.com/missions/Swing_v1.2.pk4
  16. got an old phillips 52 " tv that works pretty well with linux as well (60 hz 1080p only) allmost 2 decades old now . has all the connections a tv enthusiast could drool over like s-video composite scart hdmi and vga . i dont use it anymore though as my LG 58 " 4k tv works fine with solus (may be because it can only handle 4k in 60hz ?). as for aholes on forums, i had my fair share just like trolls they seem to pop up from time to time and i found the most effective way of handling them is just to ignore them (dont feed trolls!). otherwise ping the site admin if they are doing they're job a warning about decorum can usually put them right but otherwise a ban might be needed. permanent if nessesary.
  17. My issue was that when starting the computer, the first log in screen would be a 60hz, and on OLED that causes horrendous flicker due to PWM voltage control. Input latency also gets high on lower refresh rates (>60 ms on some monitors), so moving the mouse around on the log in screen felt awful. Even my non gamer wife immediately noticed how not nice the log in screen was compared to the Windows 11 log in. Once I logged in, and the monitor switched modes to 240 or 360 or 540 hz, I could log out and it would be at the high refresh. So I did some research first and all the guides for kubuntu/ubuntu basically said the same thing, modify SDDM and apply plasma settings to the SDDM. This did NOT work for refresh rate on first boot. So I did more research and edited some files, still didn't work. So I asked the question on the forums. 90% was Apply Plasma Settings... in the SDDM section, and the other 10% were, you don't need that, that's not important, you're dumb for asking this question.
  18. Welcome! I hope you'll like it, or at least find it better than Windows. I have never received that answer myself, but I have seen it in various forums, not necessary associated with Linux. It is such a dumb and unproductive respone. Either it can be done or it can't. The purpose is not a factor. One silver lining though: it teaches us what kind of answers we don't want to provide ourselves when someone asks us a question.
  19. I'm on Linux now (Kubuntu 26.04 / kernel 7+) Still haven't changed my opinion on the help forums, there is STILL a lot of assholes gatekeeping / new user bashing. My favourite is "Linux is super power user friendly and you can do pretty much anything that you want!" Cool, how can I do this? "Why do you need that? You don't need that! Just leave it the way it is!"
  20. This pinned thread's purpose is to collect links to all the discussion threads for new features to be added in 2.14: https://forums.thedarkmod.com/index.php?/topic/23080-214-new-and-updated-assets/ https://forums.thedarkmod.com/index.php?/topic/23072-214-mirrors-and-remotes-resolution-and-optimizations/ https://forums.thedarkmod.com/index.php?/topic/23070-214-tdm-version-macros-and-x-ray-breaking-change/ https://forums.thedarkmod.com/index.php?/topic/23071-214-in-game-screenshot-as-menu-background/ https://forums.thedarkmod.com/index.php?/topic/23073-214-interactible-projected-decals/ https://forums.thedarkmod.com/index.php?/topic/23074-214-new-smoke-generation-system/ https://forums.thedarkmod.com/index.php?/topic/23088-214-beta-ko-non-elite-ai-after-flash/ https://forums.thedarkmod.com/index.php?/topic/22736-font-localization/page/2/#findComment-503417 As well as older Feature Collection Threads: [2.13] Feature Discussion Threads [2.12] Feature discussion threads [2.11] Feature discussion threads [2.10] Feature discussion threads
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  21. The implementation in core should be done in phases: Crouched Lean? Listen? Items? I am not very familiar with the existing modded code but considering "unarmed" is a weapon, and there can only be one weapon running at a time, my understanding is that the first step for phase 1 is for the "unarmed" weapon to be its own standalone thing, always running in the background. If anything gets done it should, of course, remain optional. What do you think, @stgatilov ?
  22. Darkmod underutilizes, in my opinion, capabilities for procedural animation. We already do some, like the random head and torso turns that are added on top of existing animations. There's also possibility for separate animation for top and bottom of the character as well as head. There's a missing opportunity for varied facial expressions. I talked about animation blending in this thread. Here's something that for example Thief: Deadly Shadows did. It's swaying side to side while turning. I used Gemini to add code to the tdm_ai_base.script. I don't know if this is the most efficient way of doing it, probably not. Here are the parts added: Gemini came up with the term "banking" which is used in car racing. I don't know if that's what it's called in animation or games. There's a lot of variables that can be tweaked. You can rotate this way any bone you wish. I use 'Origin', 'Spine_Dummy' and 'Neck' bones: You can tweak amount of rotation for each bone. setJointAngle(m_bankingJointHandle, 1, jointRotation * 1); setJointAngle(m_bankingJointHandle1, 1, jointRotation * 0.6); setJointAngle(m_bankingJointHandle2, 1, jointRotation * -1.5); There's also global intensity: (targetBanking = deltaYaw * 1.4;) and attenuation: m_bankingCurrentValue = (m_bankingCurrentValue * 0.95) + (targetBanking * 0.05); modifiers. Gemini also proposed to add an LOD system, which I thought was a great idea. So currently at a distance of 1500 from player the swaying will be disabled. Here are examples, each with slightly different values: And here's comically exaggerated one:
  23. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
  24. Yeah that's what I also gather from looking at the code. I wonder if there isn't another way..
  25. The community patch packs have some gameplay and graphics mods. Thief Mods and Utilities https://www.ttlg.com/forums/forumdisplay.php?f=174 TFix https://www.ttlg.com/forums/showthread.php?t=134733 T2Fix https://github.com/Xanfre/T2Fix There are a few mods here for Thief and System Shock 2. Keyring Ghost Mode Minion Summoner Fairy Light Radar https://github.com/saracoth/newdark-mods Upscaled textures and paintings https://www.moddb.com/mods/thief-gold-esrgan-pack https://www.moddb.com/mods/thief-ii-esrgan-pack
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