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Searched results for '/tags/forums/mouse bindings' or tags 'forums/mouse bindingsq=/tags/forums/mouse bindings&'.
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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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On the upside this might make some people actually happy: https://forums.thedarkmod.com/index.php?/profile/34053-xolvix/&status=4090&type=status
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============== -= 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:
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Upon further testing, this seems to have only happened to objects/entities that were Grouped. I've noted that mass selecting all the objects clustered around 0 0 0 also selects multiple grouped objects in the map proper that (for some reason) have not moved positions. Again, I'm at a loss to understand why or how this happened. EDIT: I've identified the pattern... this appears to only have happened to worldspawn brushes that were converted into other entities (both func_static and atdm: entities). Entities or func_static objects that were spawned as such are not affected, only worldspawn converted into these entities. EDIT 2: I tried making a worldspawn brush, converting it to func_static, and then moving it. Mouse movement of the entity in orthographic view functions normally. Changing the origin property causes the vertex point to move, but the actual func_static entity to stay in place. Is this normal behavior? I've never experienced this before, but I also generally don't move entities around with the origin property much.
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Followup to this: I tried the following fix.. 1) copy origin data to notepad 2) manually move the vertex point back into the center of the object 3) paste the origin data back into properties Unfortunately, rather than moving the entire entity back into position, it only moves the vertex origin back to the original position but the object stays where it is. If I move the object around with the mouse in orthographic view it moves (and changes origin property) normally. Only copy/pasting refuses to work. I can only think I might have done something in DarkRadiant I wasn't aware or, some settings hotkey or wrong button on the interface to cause this decoupling.l
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But these are in-game restrictions, they are imposed on the player character, not the player. Why not force a specific low brightness with no way for the player to adjust it? Why not force the player to play at a low resolution? Why not force the player to not use a mouse? Do you see the difference?
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There is a post over on TTLG: https://www.ttlg.com/forums/showthread.php?t=153145 Just re-checked, it was also just "an idea" and the scripts he posted mainly resolve around the enemy movement speed. I was so hooked up on that idea that I didn't remember this in the first place, sorry!
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Thanks everyone for your passionate feedback so far. The topic of save restrictions really brings out the “travelling circus” haha! Even with maybe a clown act or two! I appreciate all the perspectives! @kingsal Just to clarify, the idea was always meant as an optional feature. It was never something forced onto any player. The intent is not to punish or restrict, but to offer map authors and players another tool to curb quicksave and quickload habits if they choose to. So customization would be key part of this, whether you set the loot threshold, turn it off, or adjust it per mission. I completely hear those who feel any kind of restriction undermines player freedom in immersive games. That is why I believe this should be extra and opt-in only, not tied to standard difficulty or forced on anyone who does not want it. On the other hand, I think the proposal from @snatcher about rewarding restraint, such as stealth score bonuses for minimal saving and loading, is an alternative brilliant way to turn the concept into something encouraging rather than restrictive. That could motivate players to play differently without feeling confined. Anyways.. Let us keep the discussion creative and constructive. For next year’s circus, maybe we can add a small demo to show the crowd PS: Thanks a lot @datiswous for taking the time to search the forums again. I somehow wasn't aware that this topic came up already a few times, and the forum search itself often is not working so well. So thank you!
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Before I nuke the DR appdata files, can I ask if anyone else had the mouse freezing in DR..?
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When will they finally update their forums to a mobile friendly version..
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Installed this mission and now my game will not start at all, I get a blue screen page with all this in it... TDM 2.12/64 #10651 (1435:10651) win-x86_64 Feb 24 2024 17:13:42 3311 MHz Intel CPU with SSE & SSE2 & SSE3 & SSSE3 & SSE41 & AVX Winsock Initialized Found interface: {7E4AFCE4-2858-4AA4-9EC9-B91694C33FCD} Intel(R) 82579LM Gigabit Network Connection #2 - 0.0.0.0 NULL netmask - skipped Found interface: {2340C0DC-39A7-4482-8282-B77A8FDCFC8A} Realtek RTL8168C(P)/8111C(P) Family PCI-E Gigabit Ethernet NIC (NDIS 6.20) - 192.168.1.168/255.255.255.0 Found interface: {DEAB3071-3FD2-4C63-B353-E5E60D5C3C17} Bluetooth Device (Personal Area Network) #5 - 0.0.0.0 NULL netmask - skipped Sys_InitNetworking: adding loopback interface Found Intel CPU, features: SSE SSE2 SSE3 SSSE3 SSE41 AVX TDM using AVX for SIMD processing. Found 0 new missions and 0 packages. ------ Initializing File System ------ Current search path: [M] C:\All Games\TDM 2.10/fms/vr_vol1 [M] C:\All Games\TDM 2.10\fms\vr_vol1\vr_vol1.pk4 (167 files - 0xda24df0e) [C] C:\All Games\TDM 2.10/ [C] C:\All Games\TDM 2.10\tdm_textures_wood01.pk4 (382 files - 0x54c704d0) [C] C:\All Games\TDM 2.10\tdm_textures_window01.pk4 (399 files - 0x50a48869) [C] C:\All Games\TDM 2.10\tdm_textures_stone_sculpted01.pk4 (466 files - 0x90cfd856) [C] C:\All Games\TDM 2.10\tdm_textures_stone_natural01.pk4 (141 files - 0x4d0836ff) [C] C:\All Games\TDM 2.10\tdm_textures_stone_flat01.pk4 (302 files - 0x671a22d2) [C] C:\All Games\TDM 2.10\tdm_textures_stone_cobblestones01.pk4 (271 files - 0xc46ab14f) [C] C:\All Games\TDM 2.10\tdm_textures_stone_brick01.pk4 (527 files - 0x8ac69a5e) [C] C:\All Games\TDM 2.10\tdm_textures_sfx01.pk4 (69 files - 0x6589664a) [C] C:\All Games\TDM 2.10\tdm_textures_roof01.pk4 (69 files - 0x24547b7) [C] C:\All Games\TDM 2.10\tdm_textures_plaster01.pk4 (142 files - 0x9747529e) [C] C:\All Games\TDM 2.10\tdm_textures_paint_paper01.pk4 (67 files - 0xa4a95a09) [C] C:\All Games\TDM 2.10\tdm_textures_other01.pk4 (127 files - 0x36932451) [C] C:\All Games\TDM 2.10\tdm_textures_nature01.pk4 (292 files - 0x8baa85ff) [C] C:\All Games\TDM 2.10\tdm_textures_metal01.pk4 (509 files - 0x441d098f) [C] C:\All Games\TDM 2.10\tdm_textures_glass01.pk4 (51 files - 0x3f3721e) [C] C:\All Games\TDM 2.10\tdm_textures_fabric01.pk4 (43 files - 0x649daf73) [C] C:\All Games\TDM 2.10\tdm_textures_door01.pk4 (177 files - 0xb0130166) [C] C:\All Games\TDM 2.10\tdm_textures_decals01.pk4 (474 files - 0xe2ff12c6) [C] C:\All Games\TDM 2.10\tdm_textures_carpet01.pk4 (131 files - 0xb4446f55) [C] C:\All Games\TDM 2.10\tdm_textures_base01.pk4 (436 files - 0xbe13aef2) [C] C:\All Games\TDM 2.10\tdm_standalone.pk4 (4 files - 0xb3f36d20) [C] C:\All Games\TDM 2.10\tdm_sound_vocals_decls01.pk4 (341 files - 0x7ceaaf6d) [C] C:\All Games\TDM 2.10\tdm_sound_vocals07.pk4 (1111 files - 0x67d07bcc) [C] C:\All Games\TDM 2.10\tdm_sound_vocals06.pk4 (696 files - 0x44c85e78) [C] C:\All Games\TDM 2.10\tdm_sound_vocals05.pk4 (119 files - 0x6cf23214) [C] C:\All Games\TDM 2.10\tdm_sound_vocals04.pk4 (2869 files - 0xd7ec1256) [C] C:\All Games\TDM 2.10\tdm_sound_vocals03.pk4 (743 files - 0xb3f2e0f1) [C] C:\All Games\TDM 2.10\tdm_sound_vocals02.pk4 (1299 files - 0x5092940e) [C] C:\All Games\TDM 2.10\tdm_sound_vocals01.pk4 (82 files - 0xf4d326b2) [C] C:\All Games\TDM 2.10\tdm_sound_sfx02.pk4 (605 files - 0x31673482) [C] C:\All Games\TDM 2.10\tdm_sound_sfx01.pk4 (987 files - 0x1be1f1f2) [C] C:\All Games\TDM 2.10\tdm_sound_ambient_decls01.pk4 (8 files - 0x9404877c) [C] C:\All Games\TDM 2.10\tdm_sound_ambient03.pk4 (24 files - 0xd28ca9ec) [C] C:\All Games\TDM 2.10\tdm_sound_ambient02.pk4 (163 files - 0x84efad22) [C] C:\All Games\TDM 2.10\tdm_sound_ambient01.pk4 (220 files - 0xee228c81) [C] C:\All Games\TDM 2.10\tdm_prefabs01.pk4 (1018 files - 0xaf4d4650) [C] C:\All Games\TDM 2.10\tdm_player01.pk4 (127 files - 0xd983fc45) [C] C:\All Games\TDM 2.10\tdm_models_decls01.pk4 (101 files - 0x7acb73c6) [C] C:\All Games\TDM 2.10\tdm_models02.pk4 (2262 files - 0x357310a0) [C] C:\All Games\TDM 2.10\tdm_models01.pk4 (3357 files - 0xea32fa8c) [C] C:\All Games\TDM 2.10\tdm_gui_credits01.pk4 (49 files - 0xbff51863) [C] C:\All Games\TDM 2.10\tdm_gui01.pk4 (760 files - 0xbb24734e) [C] C:\All Games\TDM 2.10\tdm_fonts01.pk4 (696 files - 0x7c5027bf) [C] C:\All Games\TDM 2.10\tdm_env01.pk4 (176 files - 0x8bd4045b) [C] C:\All Games\TDM 2.10\tdm_defs01.pk4 (194 files - 0xde333662) [C] C:\All Games\TDM 2.10\tdm_base01.pk4 (208 files - 0xaf435101) [C] C:\All Games\TDM 2.10\tdm_ai_steambots01.pk4 (52 files - 0xc6279c12) [C] C:\All Games\TDM 2.10\tdm_ai_monsters_spiders01.pk4 (80 files - 0xc50c13ac) [C] C:\All Games\TDM 2.10\tdm_ai_humanoid_undead01.pk4 (55 files - 0x25e463ad) [C] C:\All Games\TDM 2.10\tdm_ai_humanoid_townsfolk01.pk4 (104 files - 0xa6f7c573) [C] C:\All Games\TDM 2.10\tdm_ai_humanoid_pagans01.pk4 (10 files - 0x566fb35a) [C] C:\All Games\TDM 2.10\tdm_ai_humanoid_nobles01.pk4 (51 files - 0x5ca54cab) [C] C:\All Games\TDM 2.10\tdm_ai_humanoid_mages01.pk4 (8 files - 0x5e7a666b) [C] C:\All Games\TDM 2.10\tdm_ai_humanoid_heads01.pk4 (100 files - 0x45ec787e) [C] C:\All Games\TDM 2.10\tdm_ai_humanoid_guards01.pk4 (379 files - 0xbc2cde8d) [C] C:\All Games\TDM 2.10\tdm_ai_humanoid_females01.pk4 (172 files - 0xc7de4598) [C] C:\All Games\TDM 2.10\tdm_ai_humanoid_builders01.pk4 (91 files - 0x6dea9b57) [C] C:\All Games\TDM 2.10\tdm_ai_humanoid_beasts02.pk4 (229 files - 0x886c9a98) [C] C:\All Games\TDM 2.10\tdm_ai_humanoid_beasts01.pk4 (23 files - 0xba9da54c) [C] C:\All Games\TDM 2.10\tdm_ai_base01.pk4 (9 files - 0x1de319e8) [C] C:\All Games\TDM 2.10\tdm_ai_animals01.pk4 (82 files - 0x91388f45) File System Initialized. -------------------------------------- Couldn't open journal files ----- Initializing Decls ----- ------------------------------ I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1334 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. execing default.cfg Gamepad modifier button assigned to 6 execing Darkmod.cfg execing DarkmodKeybinds.cfg execing DarkmodPadbinds.cfg Gamepad modifier button assigned to 6 Couldn't exec mission.cfg - file does not exist. Couldn't exec autoexec.cfg - file does not exist. I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1334 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. ----- Initializing OpenAL ----- Setup OpenAL device and context OpenAL: found device 'OpenAL Soft on TOSHIBA-TV (NVIDIA High Definition Audio)' [ACTIVE] OpenAL: found device 'OpenAL Soft on Speakers (Realtek High Definition Audio)' OpenAL: found device 'OpenAL Soft on Realtek Digital Output(Optical) (Realtek High Definition Audio)' OpenAL: found device 'OpenAL Soft on Realtek Digital Output (Realtek High Definition Audio)' OpenAL: device 'OpenAL Soft on TOSHIBA-TV (NVIDIA High Definition Audio)' opened successfully OpenAL: HRTF is available OpenAL vendor: OpenAL Community OpenAL renderer: OpenAL Soft OpenAL version: 1.1 ALSOFT 1.21.1 OpenAL: found EFX extension OpenAL: HRTF is disabled (reason: 0 = ALC_HRTF_DISABLED_SOFT) OpenAL: found 256 hardware voices ----- Initializing OpenGL ----- Initializing OpenGL subsystem ...getting default gamma ramp: success ...registered window class ...registered fake window class ...calling CDS: ok ...created window @ 0,0 (1600x900) Initializing OpenGL driver ...getting DC: succeeded ...PIXELFORMAT 12 selected ...creating GL context: core-fc ...making context current: succeeded ...initializing QGL ------- Input Initialization ------- Initializing DirectInput... mouse: DirectInput initialized. keyboard: DirectInput initialized. ------------------------------------ OpenGL vendor: NVIDIA Corporation OpenGL renderer: NVIDIA GeForce GTX 970/PCIe/SSE2 OpenGL version: 3.3.0 NVIDIA 560.94 core Checking required OpenGL features... v - using GL_VERSION_3_3 v - using GL_EXT_texture_compression_s3tc v - using WGL_VERSION_1_0 v - using WGL_ARB_pixel_format Checking optional OpenGL extensions... v - using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 v - using GL_ARB_stencil_texturing v - using GL_EXT_depth_bounds_test v - using GL_ARB_buffer_storage v - using GL_ARB_texture_storage v - using GL_ARB_multi_draw_indirect v - using GL_ARB_vertex_attrib_binding X - GL_ARB_compatibility not found v - using GL_KHR_debug v - using WGL_EXT_swap_control Max active texture units in fragment shader: 32 Max combined texture units: 192 Max anti-aliasing samples: 32 Max geometry output vertices: 1024 Max geometry output components: 1024 Max vertex attribs: 16 ---------- R_ReloadGLSLPrograms_f ----------- Linking GLSL program cubeMap ... Linking GLSL program bumpyEnvironment ... Linking GLSL program environment ... Linking GLSL program fog ... Linking GLSL program oldStage ... Linking GLSL program blend ... Linking GLSL program soft_particle ... Linking GLSL program gaussian_blur ... Linking GLSL program testImageCube ... --------------------------------- Font fonts/english/stone in size 12 not found, using size 24 instead. --------- Initializing Game ---------- The Dark Mod 2.12/64, win-x86_64, code revision 10651 Build date: Feb 24 2024 Initializing event system ...890 event definitions Initializing class hierarchy ...173 classes, 897120 bytes for event callbacks Initializing scripts --------- Game Map Shutdown ---------- --------- Game Map Shutdown done ----- ERROR:Error: file script/virtual_rooms.script, line 42: Unknown value "getPersistentFloat" -------------------------------------- Error during initialization. Error: file script/virtual_rooms.script, line 42: Unknown value "getPersistentFloat" Shutting down OpenGL subsystem ...wglMakeCurrent( NULL, NULL success ...deleting GL context: success ...releasing DC: success ...destroying window ...resetting display ...restoring hardware gamma: success ...shutting down QGL Which to me is all rather meaningless.
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https://www.ttlg.com/forums/showthread.php?t=153139
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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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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!
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A set of some 200 missions is a lot to sift through to find what one likes. I never used your site but if it provided functionality to search missions for parameters like approximate playtime, series v standalone, and tags like undead, spiders, mansion, city, etc, then it sounds plenty useful. Can the functionality be incorporated into the main web page? Perhaps even integrated to fetch underlying data from the wiki (so that trusted editors can keep the parameters up to date)?
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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:
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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
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Thanks again, I've moved on now. I have to deal with Joker now. I think you also have to move the mouse back and forth with the ropes; it wasn't easy. Congrats on the release!
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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.
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for those still dabling in retro hardware heres some interresting sites https://windowsupdaterestored.com/ windows updates for win 9x to xp https://www.techpowerup.com/forums/threads/tpus-nostalgic-hardware-club.108251/ links to various sites with old software and information on setting up older systems hardware.
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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)?
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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.
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hmm its actually rather advanced and unfortunatly a bit of a pain to setup. one example is hrtf (headphone surround) which requires mapping sound locations with a tool they provide. https://deepwiki.com/kcat/openal-soft/5.3-gui-configuration-tool lists a good deal of which steps needed. for all other cases it is probably better to ask on the github forums for it. attached my own config for dhewm3 which sounds somewhat ok. drop it next to the dhewm3 executable. if you feel up to experimenting you can add your own settings to it alsoft.zip
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By "IP", I'm thinking you mean my machine's address (not intellectual property). Yes, if an AI was not privacy-preserving, and actively monitoring for and reporting IRL criminal activity (likely many are), and misconstrued what I was doing, then I see your point. For my particular FM, the phrases don't really imply any criminal acts, just clues. This is not the case for all FMs. In those cases, when untrustworthy AI systems allow rich prompts, it's probably a good idea to specifically indicate you are writing for a fictional mission within a PC game. Also, the activity itself, translating into a fixed suite of multiple languages, is probably not something an actual criminal enterprise would do. Talking in the forums about your FM under development would also show that your intentions are not real-world crimes, and I'd like to think ward off all but the most wrong-headed prosecutions.