Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/mouse bindings' or tags 'forums/mouse bindingsq=/tags/forums/mouse bindings&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. ============== -= IRIS =- ============== WELLINGTONCRAB TDM v 2.11 REQ Ver. 1.3 *For Maureen* -=- "Carry the light of the Builder, Brother. Unto its end." -Valediction of the Devoted "What year is this? Am I dreaming?" -Plea of the Thief Dear Iris, I am old and broken. When we were young it felt like the words came easily. Now I find the ink has long dried on the pen and I'm as wanting for words as coin in my purse. I can tell we are nearing the end of the tale; time enough for one more job before the curtain call... ============== -Installation- Requires minimum version of TDM 2.11 **Dev build dev17056-10800 (2.13) fixes several visual effects which have been broken in the mission since the release of 2.11. For that reason playing with that version or later is currently recommended** -Iris does not support mods or the Unofficial Patch- Download and place the following .pk4 into you FMs directory: Iris Download ============== *Thank you for playing. Iris is a large mission which can either take as quickly or as long as you are compelled to play. I hope someone out there enjoys it and this initial release is not completely busted - I tried the best I could!* *Iris both is and isn't what it seems. If commenting please use spoiler tags where appropriate. If you are not certain if it would be appropriate a good assumption would be to use a spoiler tag* *Support TDM by rating missions on Thief Guild: https://www.thiefguild.com/* ============== WITH LASTING GRATITUDE: OBSTORTTE - Whose gameplay scripts from his thread laid the foundation which made the mission seem like something I could even pull off at all. Also fantastic tutorial videos! DRAGOFER - Who built upon that foundation and made it shine even brighter! And whom also provided immeasurable quantities of help and encouragement the past couple years on the TDM discord. ORBWEAVER & GIGAGOOGA - For generously offering their ambient music up for use. EPIFIRE - Who lent me his fine trash and trash receptacle models. AMADEUS - Who was the first person who wasn't me to play the damn thing and provided his excellent editorial services to improving the readers experience playing TESTERS AND TROUBLESHOOTERS: AMADEUS * DATISWOUS * SPOOKS * ALUMINUMHASTE * JAXA * JACKFARMER * WESP5 * ATE0ATE * MADTAFFER * STGATILOV * DRAGOFER * KINGSAL * KLATREMUS - What can I possibly say? Playing this thing over and over again could not have been easy. Deepest thanks and all apologies. -=THANKS TO ALL ON THE TDM DISCORD AND FORUM=- ==SEE README.TXT FOR ADDITIONAL ATTRIBUTIONS & INFORMATION== HONORABLE MENTION: GOLDWELL - If I hadn't by chance stumbled into Northdale back in 2018/2019 I would probably still be trying to get this thing to work in TDS, which means it probably would not exist - though more details on that in readme. ============== Boring Technical Information: *Iris is a performance intensive mission and I recommend a GTX 1060 or equivalent. I find the performance similar to other demanding TDM missions on my machine, but mileage may vary and my apologies if this prevents anyone from enjoying the mission.* *Iris heavily modifies the behavior of AI in the game, how they relate/respond to each other and the player. So they may act even stranger than they do typically in TDM. Feedback on this is useful - as it can potentially be improved and expanded upon in future patches.* -=- This is my first release and it has been a long time coming! If I forgot anything please let me know! God Speed. 2.10 Features Used:
  2. Before I nuke the DR appdata files, can I ask if anyone else had the mouse freezing in DR..?
  3. Phew, it's almost exactly been 3 years since my first post about my VR modification for TDM. Three more versions of the game have been released in the meantime, and with them come performance improvements that I feel it's finally viable to continue my work on the VR adaptation So without further ado, head on over to https://github.com/fholger/thedarkmodvr and grab the latest release. It's based on the future 2.09 version, but is fully compatible with a 2.08 install. Although I've tried to make the VR version use its own set of resources (separate `darkmod_vr.cfg` and shader folders), I'd recommend you make a backup or copy of your TDM installation to be able to get back to the flat version cleanly without effort. Please heed the README in the repository, particularly about the choices of VR backends. Some noteworthy information for this new version: performance should be considerably improved from the old alphas. That doesn't mean it's perfect - although the CPU bottleneck is now completely gone, the game is now severely fill-rate limited. So if you have a current-gen headset with high resolution and/or a weaker video card, forget about any supersampling or AA. I also strongly recommend to stick to stencil shadows and disable soft shadows and ambient occlusion - the latter isn't that impressive in VR, anyway, and simply not worth the GPU cost. And even then, there will be some scenes in some missions where reprojection is just unavoidable, even with the beefiest GPU. That being said, I have tried a multitude of maps, and I think it's very playable. the UI is finally usable! Both the menu and ingame HUD elements are projected to a virtual screen in front of your sitting position. It's not the most elegant or immersive solution for the HUD, but it works vertical mouse movement is excluded from the VR view - this was suggested by some of you way back, and I think it makes the experience much more enjoyable. It can make it a little hard, though, to aim with the mouse for actions like frobbing items, because there's currently no visual indication to where the mouse is pointing. I'm planning to add one asap, but in the meantime, you can equip a weapon to get a vague sense of your mouse orientation. If you do want to re-enable vertical movement in the view, set 'vr_lockMousePitch' to 0 in the console. Other than that, I hope you enjoy this new version. Let me know which improvements you'd like me to work on first. Also, there are probably any number of render and other bugs still left in there somewhere. If you find one, please report them over at the Github tracker (https://github.com/fholger/thedarkmodvr/issues), so I can keep track of them. Latest Update:
  4. 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.
  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. I am pleased to announce the release of our new fan mission, The Hare in the Snare: Part 1 Mission type: City Missions + Inn/Tavern Description: People are being abducted off the streets and a Watch Captain requires the services of a thief to help him find out why. Download link (version 4): https://drive.proton.me/urls/ME63JDKPJ8#cz8NexM0DR75 Credits: Mapping and original characters: @Frost_Salamander Story, readables, custom models, voices and cinematics: @Kerry000 Menu title track produced and mixed by @JackFarmer with selected gigagooga sound samples Beta testers: @Cambridge Spy @Zerg Rush @Amadeus @Acolytesix @Lzocast @wesp5 @nbohr1more @Kerry000 @ate0ate @Wellingtoncrab @prjames Additional thanks: @Dragofer, @nbohr1moreand @peter_spyfor technical help @Springheel for the modules and tutorials @kingsalfor allowing @Kerry000to abuse his manbeast everyone else on Discord and the TDM forums who offered assistance Requirements and notes: This mission requires TDM 2.09. Earlier versions will probably work but you might see one or two missing models. You may experience some FPS drops in some areas with lower-end hardware. Mid-range and above should be fine. If you have issues, I highly recommend you use shadow maps instead of stencil (settings -> advanced -> shadows implementation). It makes a big difference. Screenshots:
  7. I've heard a couple folks voice that but my honest opinion is they're not gonna play near as well on keyboard mouse. Especially when the entire interaction system is built around spatial puzzles. VR content is slowed down considerably, due to the fact it's balanced for the expected (slower) reaction and movement of said system. Not saying it cannot be done but I'd think you'd have to make hefty changes to the core mechanics for that to feel right.
  8. As an artist, one thing that sticks out to me is how lowres much of the environment is. It still is visually cohesive enough to look alright but it's a bit disappointing to get a new game, with much of it's textures being so blurry. I just got done playing through Half Life Alyx again and I'm reminded of how resolution matters when you're under the headset. Because if it looks lowres on my monitor, it'll be even worse when I actually play it. Besides the sparse sets, another thing I'm noticing is the complete lack of Thief (in universe) tech from the old games. The classic bunny-ear electrode receptors look to be all gone and I'd assume they completely ditched the wireless tesla power. Lighting wise, feels like a hard mix of Deadly Shadows plus 2014. But they took that and somehow made it so much more visually generic. I can't understand why studios want to distance themselves so hard from the original material. I'd love to be proven wrong and have it turn out that this is just a budget VR title, paying good homage to a classic. But at this rate, they've gotta really convince me. Wishful me would be hoping the higher ups are saving that for a proper keyboard and mouse experience. If this does happen to sell good for such a niche market, I could see them trying to further revive the brand. Not holding my breath though.
  9. In my opinion, a voluntary option should never be thought of as a hard sell. It's voluntary. If it defaults to unchanged, who can complain? Honestly. I feel like this has to be repeated so much that it may as well be a topic of its own, but I'm probably not going to start it. Making things toggleable can remove the controversy from almost any change that isn't outright vision-changing like "include a potion that turns the player the size of a mouse."
  10. Announcing the Release of 'Requiem' for The Dark Mod! Download Download the latest version of the Dark Mod here: http://www.thedarkmo...wnload-the-mod/ Download the mission here: Mediafire: http://www.mediafire...u89/requiem.pk4 Southquarter: http://www.southquar...ons/requiem.pk4 Fidcal.com: http://www.fidcal.co...ons/requiem.pk4 Create a folder in your Dark Mod install with the path "darkmod/fms/requiem" and place the downloaded .pk4 file inside. When you load up The Dark Mod, the mission will appear on the "New Mission" page. Requiem can also be found directly using the in-game loader. Gameplay Notes While this mission is playable in TDM 1.8, for an optimal experience please download and play in TDM 2.0 (or higher). Most inventory items in the game can be dropped, so no need to carry them around after they are no longer of any use. Note that If you use noclip or other console commands while playing, there is a good chance that you will break the intended flow of gameplay. Credits Mapping and Readables: Gelo R. Fleisher Voice Acting: Goldwell Additional scripting: Obsttorte Additional textures and assets: Flanders, Sotha, Grayman, Springheel, Bikerdude, Obsttorte Additional map optimizations: Bikerdude Testers: Bikerdude, Obsttorte, Gnartsch, AluminumHaste, Baal, nbohr1more, PPoe Custom Soundtrack: Leonardo Badinella - http://leonardobadinella.com/ Additional Music: Lee Rosevere - http://freemusicarch...c/Lee_Rosevere/ Marianne Lihannah - http://www.funeralsinger.net/ Vox Vulgaris - http://www.last.fm/music/Vox+Vulgaris/ A note from the author Hi all. While I've been involved in indie game development for a while now, I'm first and foremost a writer. My most recent project has been a novella that tries to capture the visual feel and tone of the Thief series (you can find the link below). As I was writing, I found myself playing a lot of Thief and Dark Mod fan missions, and got to thinking that maybe I wanted to make one myself, as a companion piece to the book. When I finished up writing, I had a bit of down time and decided to take the plunge. Having never done any serious mapping before, my plan was to make a small mission that I could bang out in a month or two and call it a day. Well, as sometimes happens, the project got a little bit bigger than I had planned. Ten months, and lots of elbow grease later, Requiem is finally ready for you to play. I'd like to thank everyone who helped pitch in to help make Requiem come alive, from those who took the time to answer my many questions on the forums to those who actively contributed to the FM. I especially want to thank Bikerdude who served as my mapping mentor, and Obsttorte whose clever scripts really turned what was in my head into the game that you are playing. Above all, I want to thank you for downloading and playing Requiem; I hope you enjoy it. Links of Interest Author's Blog: http://gfleisher.blogspot.com/ Companion Novella (Amazon): http://www.amazon.co...k/dp/B00BYEW02M Companion Novella (Smashwords): http://www.smashword...oks/view/298956
  11. I'm replaying the original DeusEx (vRSD) and accidentally discovered an useful feature in its input system, which I realized I should suggest for TDM as it can be helpful. DX has a modifier called Strafe: While this key is pressed and held, the mouse no longer turns the view but instead moves the player like the WASD or arrow keys based on the mouse speed. If others find this useful I'll post the idea to the bug tracker. If you go to Settings - Controls - General there is a setting called Free Look; If disabled the camera pitch is forced to 0 and up / down mouse movement is used for walking. I see two issues with this: First it's partial and for one axis, you still use the X axis of the mouse to turn and only the Y axis to walk back and forth, if you want to use the mouse for movement its X axis should be left / right to strafe while the Y axis should be forward / backward walking. The second issue is there's no keybind to toggle this mode on the go, one should exist with a toggle option based on whether you want to hold the key or press it to turn this on and off. As a bonus, while the key is held or toggled, movement keys should control the camera instead so the modifier fully reverses the purpose of the mouse and WASD / arrow keys. I think offering better control over the mouse movement system could be useful for sneaking and peaking behind cover. More than 90% of TDM players likely use keyboard & mouse instead of a controller with thumb sticks: With WASD movement you rely on the Sneak key to move slowly and avoid making noise. When hiding behind an obstacle, you could aim the camera in a desired direction then hold a key to move with the mouse, which would allow a more controlled movement speed based on how much noise you're willing to risk making.
  12. Hi! I play The Dark Mod on Linux and I prefer to use a controller for most games, so for games that lack native support I use a program called AntiMicroX to map gamepad buttons from my Xbox One controller to keyboard keys. It works pretty well, and I've enjoyed using an identical setup for Thief, Thief 2, and TDM. I was pretty excited when TDM added native gamepad support, but for reasons I still prefer my setup with AntiMicroX. So I completely cleared my "DarkmodPadbinds.cfg", threw in"unbindPad" to completely disable the native controller bindings, and everything was fine. Either that was a fluke, or one of the most recent updates changed something, because I'm now finding that "unbindPad" no longer unbinds the control sticks in TDM. I can confirm this by running TDM with my config file and without running AntiMicroX; with a controller plugged in, the control stick bindings still function both on the menu and during gameplay. Some of the button bindings also still function in the menu. So my questions are: 1) Is it possible to completely unbind the gamepad (including the control sticks) in DarkmodPadbinds.cfg using "unbindPad" or another command? 2) Is it possible to add rebinding of the control sticks in a future update? (I realize this is probably a lot more work, but it would be nice to have!) Thanks for all the effort you guys put into this game, I've been enjoying it for many years.
  13. Hey @thebigh this is awesome! Would you mind reporting this over in the ghost report thread here: https://www.ttlg.com/forums/showthread.php?t=150710 This is one of those missions we currently don't have a ghost report for, as some reports from the old Square Enix forum got lost. You could simply write in the stats and add a brief description of the main challenging areas like you did above, and I can add it to the archive. Thanks!
  14. There are currently nearly 200 missions to the game. That's a lot. So I made a list of the ones you shouldn't miss. If you're a beginner, do not start with the best missions. Play a few others first to learn how the game and controls work, and how you can use some items to interact with objects on the map. You will appreciate them more that way. Tastes vary. My subjective assessment is based on how enthusiastic and interested I was during the mission. Generally, I appreciate the unusual circumstances. If I felt lost too many times or needed hints to solve the plot, those were clear disadvantages. I don't like the needle in the haystack type elements. (Secrets are fine.) The list isn't a quality line. I don't want to add precise ratings, that's not the point. I have a message for those whose missions didn't end up here: Don't worry. Others may judge differently. In any case, some missions may be added here with some editing. A few didn't make it here only because of the obscure wording in the descriptions of objectives. Give me tips if you think something is missing from the list. 200 missions are a lot, I might have skipped some gems. BEST MISSIONS -A House of Locked Secrets: Very funny, diverse and memorable, sometimes nonsensical. The best mission. 4 hrs -Seeking Lady Leicester: It's probably the second best mission, but I won't argue with anyone who ranks it first. Knowing how to rotate items is essential to play this mission (middle mouse button). 6 hrs -Volta 2, Cauldron of the Gods 2.5 hrs -Volta 3: Gemcutter 3 hrs -Penny Dreadful 1: The grail of regrets 1.5-2 hrs -Penny Dreadful 2: All the way up 3 hrs -The Painter's Wife: A monumental mission. The size doesn't mean this is the best one. -Hazard Pay 2 hrs -Now and Then 5.5 hrs -Black Mage 3 hrs -Requiem: The mission is excellent and imaginative. But it's painfully difficult to move without being noticed at certain points. 4 hrs -Crucible of Omens: Behind closed doors: Excellent mission, the only problem is that it's difficult to navigate between the different parts, and it's hard to find your way back to places. Having a route back to the first part, which could be opened from the later part of the map, would have helped the flow. 5 hrs RECOMMENDED MISSIONS -Iris I hesitated a lot whether to put this in the list of best missions. But the first part of the mission offers so many options, it's rather a caricature of the genre. And the environment isn't very good either. Less would have been more. The second part of the mission is much better. I appreciate the innovative element. 7 hrs -Chronicles of Skulduggery 0: To Catch a Thief -Chronicles of Skulduggery 2: A Precarious Position 2.5 hrs -Chronicles of Skulduggery 3: Sacricide: Good, traditional mission but the story is too black and white. -No Honor Among Thieves: The end isn't satisfying, but otherwise this is a good mission chain. 5.5 hrs -Shadows of Northdale act 2. 3 hrs -The Last Night on Crookshank Lane 4 hrs -Penny Dreadful 3 -Mother Rose Funny. It's not for beginners! 40 min -A Score to Settle -Sir Talbot's Collateral -Talbot 2: Return to the City 1.5 hrs -Talbot 3: Fiasco at Fauchard street 1.5 hrs -Thomas Porter 1, Knighton Manor: Good jokes. -Thomas Porter 2, The Beleaguered Fence -Thomas Porter 3, Glenham Tower -King of Diamonds -Accountant 2: The code is good. -Golden Skull: 30 min -Vengeance for a Thief 1-3 -The Factory Heist -A Good Neighbor -Snowed Inn -Langhorne Lodge -Heart of Saint Mattis 3-4 hrs -Perilous Refuge 2.5 hrs -The Hare in the Snare: Part 1 -Rightful Property -Alberic's Curse 1.5 hrs -A Night in Altham: A strange mission. 9 hrs -By the Cookbook 1 hour -Wizard's Treasure 1 hour -A Night to Remember 1.5 hrs -Lord Edgars Bathhouse 1.5 hrs -Last Offering: How much you enjoy it depends largely on what equipment you choose at the beginning. 1 hour -The Rift: Quite cool, but the music isn't on the ambient channel so it's not possible to make it quiet. 1 hour -Briarwood Cathedral 1.5 hrs -The Threepenny Revue: 45 min -Mission of Mercy 1 hour
  15. In the file DarkmodPadbinds.cfg (https://wiki.thedarkmod.com/index.php?title=Bindings_and_User_Settings): 1) bindPadButton LONG_PRESS PAD_B "_mantle" is listed and does what it says. bindPadButton LONG_PRESS PAD_A appears to do "jump-mantle". Standing in front of a box and doing jump will differ from doing "jump-mantle". Why is "jump-mantle" not listed in the file? (And how come it works without being listed in the file?) 2) bindPadButton MODIFIER PAD_L2 appears to bind a modifier functionality to the "button name" PAD_L2. If a user wants to find out the "button name" of other buttons on their gamepad (e.g. buttons which are not currently listed in the file), what would be a good way to do that? 3) Will TDM be able to recognize unusual "button names" (i.e. be able to capture any "button name" or will button names have to be implemented in the code before it works)?
  16. Funny that it only affected DR though. I suppose if you'd got freezing outside DR as well it would have been obvious that the mouse was the issue.
  17. It looks like the mouse was faulty is some way, as swapping to my brand new spare and using for 2 days of no issue.
  18. In Windows 10, I sometimes get unusually high mouse movement speed in the 3D view.
  19. I think we should be able to just blow up doors with mines or other explosives, and windows too!! XD I can see the wish for droppeble keys (even if it could cause getting stuck), for some people like to add their own layer of rules/gameplay on top of the basic and optional reqirements for finishing the mission; get all money, get all secrets, get all objectives, get a perfect stealth score. I salute these who like the TDM missions that much that they want to "supreme ghost" them, and I guess there could even be an extra difficulty level for it in new missions, or even existing missions after some tinkering. That said, I get why the default should be that a key is not dropable, and @wesp5 already seems to have fulfilled @BoilerDunce wishes as an optional function: Forums are a greatl! Also "Supreme ghosting" missions can be made with DarkRadiant, like any other mission, and the forum is here to help you on your way where needed : )
  20. Main post updated with the new version and changelog. I intended to avoid modifying sound files to increase their loudness, but idTech4 doesn't seem to care about ReplayGain tags...
  21. I tried to post on TTLG Forums first, but despite registering i am still unable to make new posts so i asked elsewhere. Meanwhile I figured the problem by simply scaling down cutscenes resolution. My native screen resolution is 1280x800 and cutscenes in that format work well. Sorry for any double posting or using wrong forums for posting my question. Thank you for all the replies and help so far.
  22. 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!
  23. I think it's Z-key or Mouse3, which is the middle mouse button.
  24. Yes, moving the mouse while pushin the Z key (by default) to manipulate and rotate objects. See training mission of Manipulating objects.
  25. I just realized I don't have to use the scrollwheel (which I find annoying) to rotate a picked up item. I use the scrollwheel to move it forward and back but to rotate all I have to do is move the mouse around freely. Scrollwheel not involved. That makes it so much easier. Now I don't have to loathe those moments where I have to return things to their exact position.
×
×
  • Create New...