Search the Community
Searched results for '/tags/forums/mouse bindings' or tags 'forums/mouse bindingsq=/tags/forums/mouse bindings&'.
-
I just added this to the browser-css for https://forums.thedarkmod.com (locally) .ipsDataItem_lastPoster, .ipsDataItem_stats, .ipsCommentCount, .ipsType_light.ipsType_small.ipsType_blendLinks, span.ipsFlex-inline, .ipsDataItem_category {display: none;} /* Less number stats distractions */ Giving a less distracting result:
-
I all of a sudden run in to my mouse just wanders to the bottom right when I launch the Dark Mod. I tried updating my Logitech driver, I installed a fresh install of the Dark Mod. Nothing seems to help. I checked the troubleshooting FAQ but couldn't see anything. I am at a lose, anyone else run in to this? This only happens in this game.
-
I have committed my changes to SVN, now SVN works on the UTF-8 system. It reads all language strings from all.utf8lang file, and only reads old-style {language}.lang files for missions if the equivalent new-style files are not available. The core .lang / .map files are present yet, but will hopefully be deleted. In the end, I had to manually add some characters to utf8map to suppress warnings. They were not handled by the old engine: I simply remapped them all to the question mark. It seems that the majority of them come from language names, and I don't care if they look broken or have question marks. I have already stated my position about language names. At the current moment, .utf8lang uses the same format as .lang, but this is temporary. As I said before, this must be changed in order to not lock us into compatibility trap. The format should be a sequence of "commands", each command starting with a keyword saying which command it is. And global state should be kept to minimum (e.g. current language seems acceptable). In addition to the current "#str_{name}" placeholders, I'd like to add two more types of replacements for missions. 1) Plain-text replacements, i.e. replace "Not enough drive space to save the game." with "Não há espaço para salvar o jogo.", as I suggested before. This approach provides zero inconvenience for the mapper, but it rather unreliable. It becomes especially bad for short strings. This kind of replacements is not cheap to perform, but I think I know how to do it efficiently. The first version will do it with bruteforce algorithm, we don't have any plain-text replacements yet anyway. 2) Full-text + ID replacements, i.e. replace "Not enough drive space to save the game.#id_nospacesave#" with "Não há espaço para salvar o jogo.#id_nospacesave#". The #id_...# placeholders are stripped from the text by the engine even if translation does not exist. If translation exists, then the engine verifies the context around the placeholder and does not apply it in case of mismatch. This approach gives mild inconvenience to the mapper, since he can clearly see the original text but has to tolerance this annoying tag at the end. The mapper can even edit the text without touching the placeholder: the obsolete translations will stop working automatically. I have a feeling that plain-text replacements won't be enough for the missions, and hope that such extra "tags" can be used here and there to make it more reliable.
-
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.
-
Author note: It's hard to believe it's already been a year since Act 1 came out! Well during this mission the player will be following Corbin into the Grimwood district to followup on a lead from last night (Act 1) .. the mysterious tablet! This mission is my first time including full EFX support as well as a HD briefing video file, additionally a new script has been added crafted by the talented Obsttorte which has loot flying towards the player when you pick it up. On a level design front I have tried to change things up a bit by really catering towards a number of play styles, this mission can be completely ghosted or you can use the tools at your disposal to wreak havoc on the citizens of Northdale. For the first time I have tried to create more sandbox environments which don't offer clear answers handed directly to you, so if you're having trouble figuring something out try a different method. This mission takes between 1 - 2 hours to finish depending on the difficulty you play on and how thoroughly you explore. I hope you enjoy your night in Northdale! - Goldwell Voice actors Fen Phoenix Goldwell Random_taffer Yandros Beta testers Amadeus Boiler's Hiss Cambridge Spy Chakkman Crowind Epifire Kingsal SquadaFroinx Custom Assets Andreas Rocha DrK Epifire Grayman Kingsal MalachiAD Obsttorte Sotha Springheel SquadaFroinx Purgator With special thanks to Epifire for creating a large collection of custom models, Grayman for helping out with coding, Kingsal for drawing the ingame map and Moonbo for his script revision on the briefing video. Available via in-game downloader MIRROR File Size: 417 mb EDIT: If you are having performance issues please consult this post by Nbohr1more which may address your issue http://forums.thedarkmod.com/topic/19936-fan-mission-shadows-of-northdale-act-ii-by-goldwell-20190320/page-2?do=findComment&comment=436271
-
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
- 15 replies
-
- 14
-
-
-
============== -= 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 ============== Beta Russian Language Translations by @kalinovka Mirror #1: yandex.ru Mirror #2: Google Drive ============== *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:
- 448 replies
-
- 25
-
-
-
Regrettably, required by the current TDM implementation, and so when someone names a "save", it will understand their keyboard correctly, likewise key bindings. In theory, it would be good to go over to UTF8 internally for all TDM strings & key handling, but that's a big project that would need a hero. As for testing my proposed fixes... It would be easy for you to test those changes in your ut8.lang build right now. I'm only downloading dev builds, so I don't think I can directly change all.lang & get it to run (due to the manifest). As for Portuguese, well, I just discovered it assigned #str_02469 to Netherlands instead of Catalan, so links are messed up.
-
Looks like it's the same old script updated for latest Blender version. Just so you know, this vibe coded script below exports smaller files. It always bothered me that .md5anim files from Blender are three times bigger than they should. https://forums.thedarkmod.com/index.php?/topic/22528-md5-format-importer-exporter-for-blender-36/#findComment-508957
-
It seems a driver problem, not really strange for me. I don't think that it is really a TDM problem. In other Forums I see a lot of different issues with Logitech Mices and drivers, myself I had also problems with Logitech Mices. Nerer had again Problems buying specifically gaming mices with cable, these are way more robust and stable for obvious reasons. Maybe changing the Mouse will solve the problem. Currently I use the Rival 3 Gen 2 from Steel Series since several Years, very precise and responsive, apart with a good price (some Years ago I paid ~€30, now it costs somewhat more as I saw in its Homepage.
-
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
- 28 replies
-
- 15
-
-
-
[FM] Mis primeras misiones / My first fan missions - Brams
Amadeus replied to Brams's topic in Fan Missions
Hey Brams2! Welcome to the dark mod! And you're coming in with two lovely missions to play, as well. Great work on these! One quick note: before these missions get added to the mission downloader, it's usually a good idea to get them beta-tested first. I also played the second mission and fell out of the map: But yeah, I suggest you start a beta testing thread here: https://forums.thedarkmod.com/index.php?/forum/59-tdm-mission-beta-testing/ -
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.
-
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.
-
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).
-
@Bikerdudeturn page is usually something like mouse wheel. If you have multiple maps in inventory you press M or use the map inventory item, and then use the mouse wheel to cycle through the different maps.
-
Before I nuke the DR appdata files, can I ask if anyone else had the mouse freezing in DR..?
-
You mean this one? https://github.com/JohnGlassmyer/UltimaHacks Edit: Hm, I think I will use this, which already inclued that mouse look mod: https://github.com/vini1264/Ultima-Underworld-Portable/releases
-
That is a cool project, but the 3D models ruin the original's charm for me. They're not recreations of the sprites, but taken from the asset store (as far as I know), and don't fit very well (especially the characters and monsters). I would rather play the original with the mouse look mod. You have to get used to how "ancient" it feels, but it is still a fantastic game.
-
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.
-
With version 2.15 #11349 when finishing the mission "the maybury idol part 1" and when the game jumps from the mission complete screen to the normal GUI I see the mouse cursor change just a little bit in shape / aspect ratio. My screenmode is 1920x1200. Debian testing, Xorg server 1.21.1.23
-
Fan Mission: "The Maybury Idol, Part 1: A Trip to the Museum"
Jnon replied to Jnon's topic in Fan Missions
All the furniture is default assets from DarkRadiant, and going into it now to check I see regular wood textures responsive to light on all standing cabinets so I'm not sure what might be causing this. Does this occur with the same asset in other maps that you're aware of? I'm really glad you liked it, and in hindsight I can see some of the missteps and missed opportunities. I'll be sure to keep this in mind for future work. On the difficulty side, I do get caught up too much in plausibility ("why wouldn't they carry torches if they're walking in the dark?") vs playability/appropriate challenge. I guess I'll need to develop a better sense of restraint there. You're on a Linux installation same as me, so I wonder... did you at any point tab out and then back into TDM before this happened? This is a bug I've experienced frequently.. tabbing out/in causes aim/freelock to lock whenever either mouse button is held. The only way I can clear it is to quit TDM and restart the program, and avoid tabbing out at all. -
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/
-
Wishlist For Darkradiant
datiswous replied to sparhawk's topic in DarkRadiant Feedback and Development
@func_klauscould you look into this issue? I still have this. But it might be Linux specific. It only is noticeable with large maps. For example Volta 3 : Gemcutter , with this map the mouse click is blocked for at least 5 seconds when it loads the Entity List. This happens every time I click on the Entity List, coming from another window. It also happens with fm COS 0 for example (medium sized fm), but the delay is like 1 second.