Jump to content
Downtime for system updates - Sunday 24 May 2026 - 10:00 UTC ×
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/perl script' or tags 'forums/perl scriptq=/tags/forums/perl script&'.

  • 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. Is there a script command to make a screenshot?

    I just though it could be interesting to be able to create a screenshot at a certain point in time. Then use that screenshot possibly in a debrief.

    I guess the second question is: Can you use a (in-game made) screenshot in a (debrief) gui?

    1. freyk

      freyk

      How about console command "screenshot". And a script that overwrite a placeholder image, with that screenshot where the gui linked to?

  2. Finally done with my vertical contest entry... Swing You'll get your sea legs ... or die trying ... Thanks to my beta testers: SiyahParsomen Diego Baddcog ---------------------- README: SWING a Dark Mod mission, by Komag for the Vertical Contest held summer 2010 find me on TheDarkMod.com forums, or via ShadowDarkKeep.com This mission is a "platformer" with slight puzzle elements (figuring out where to go next and how to get there). Be prepared to do a lot of falling, dying, and quickloading! Quicksave anytime you are sure-footed, about take a risk Getting off the swing for any reason is not recommended! And try not to get sick ;-) Have FUN!!! Komag - Ben Ramsey -------------------------- BRIEFING: The King's steward has seen you in action aboard His Majesty's Ship Vertigo, and he is pleased with your potential. You are hereby granted an opportunity to prove your quality by successfully navigating the King's Royal Navy training swing. You need only retrieve the high crown (a replica of course) from the top of the swing, and return it to the docking area. As a bonus, see how many of the ten hidden bottles you can find - the more you come back with the more impressed your superiors will be, and that can only be a good thing as you know." ------------------------ Known Issues: - It's possible to stop the motion of some of the moving things, and even the entire swing itself, if you mess with things enough ENJOY!!! http://www.shadowdarkkeep.com/missions/Swing_v1.2.pk4
  3. got an old phillips 52 " tv that works pretty well with linux as well (60 hz 1080p only) allmost 2 decades old now . has all the connections a tv enthusiast could drool over like s-video composite scart hdmi and vga . i dont use it anymore though as my LG 58 " 4k tv works fine with solus (may be because it can only handle 4k in 60hz ?). as for aholes on forums, i had my fair share just like trolls they seem to pop up from time to time and i found the most effective way of handling them is just to ignore them (dont feed trolls!). otherwise ping the site admin if they are doing they're job a warning about decorum can usually put them right but otherwise a ban might be needed. permanent if nessesary.
  4. My issue was that when starting the computer, the first log in screen would be a 60hz, and on OLED that causes horrendous flicker due to PWM voltage control. Input latency also gets high on lower refresh rates (>60 ms on some monitors), so moving the mouse around on the log in screen felt awful. Even my non gamer wife immediately noticed how not nice the log in screen was compared to the Windows 11 log in. Once I logged in, and the monitor switched modes to 240 or 360 or 540 hz, I could log out and it would be at the high refresh. So I did some research first and all the guides for kubuntu/ubuntu basically said the same thing, modify SDDM and apply plasma settings to the SDDM. This did NOT work for refresh rate on first boot. So I did more research and edited some files, still didn't work. So I asked the question on the forums. 90% was Apply Plasma Settings... in the SDDM section, and the other 10% were, you don't need that, that's not important, you're dumb for asking this question.
  5. Welcome! I hope you'll like it, or at least find it better than Windows. I have never received that answer myself, but I have seen it in various forums, not necessary associated with Linux. It is such a dumb and unproductive respone. Either it can be done or it can't. The purpose is not a factor. One silver lining though: it teaches us what kind of answers we don't want to provide ourselves when someone asks us a question.
  6. I'm on Linux now (Kubuntu 26.04 / kernel 7+) Still haven't changed my opinion on the help forums, there is STILL a lot of assholes gatekeeping / new user bashing. My favourite is "Linux is super power user friendly and you can do pretty much anything that you want!" Cool, how can I do this? "Why do you need that? You don't need that! Just leave it the way it is!"
  7. Hello and good evening to everyone reading this. After calling up FM Displaced for the first time on an installation of TDM 2.12/64 that had been working for years, I got an error message, which I have attached as a text file. Can someone please tell me what it means and whether I can expect it to happen again after I uninstalled and reinstalled the game because I no longer had access to it? I have played FM about 30 times and never had a problem with performance. Thank you very much. Translated with DeepL.com (free version) fehler tdm.txt
  8. Another procedural animation I've been playing with. There is already predefined "look at" event in the game. When I set up NPC to look at the path node it was a little buggy. Anyone tried to set up NPCs looking at player? They do seem to look up when they throw stones. tdm_ai_head_tracking_humanoid.script
  9. 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!
  10. Here's a version of the "banking" script in a separate file. These go into the tdm_ai_base.script: In the tdm_main.script: In the tdm_ai_humanoid.def This way it will only apply to humanoids, and mappers will be able to disable it or change strength for individual NPCs by overwriting those values in Darkradiant. The rest goes to tdm_ai_banking_humanoid.script tdm_main.script tdm_ai_humanoid.def tdm_ai_base.script tdm_ai_banking_humanoid.script
  11. Doom3 GPL contained most of the source of the script debugger that used to be part of Quake4. Harrie van Ginneken fixed it for dhewm3 by implementing the missing parts and we further improved it together (I maintain dhewm3). I ported that to TDM. It allows you to set breakpoints in script functions (by clicking to the left of the line number, where that red dot appears then), so when those lines are executed the game is paused and you can inspect variables in the debugger, or continue running the script line-wise (with those little buttons with the arrows at the top, or F11/F10/Shift-F11, see also the "Debug" menu. To continue running the game (until it hits the next breakpoint), click that ▶︎ button at the top. You can download a testbuild and read some more information at https://github.com/stgatilov/darkmod_src/pull/6 - it should work with the latest 2.14 Beta gamedata. Note that this is currently not officially part of The Dark Mod and I don't know when (or if) it will be merged. Might be after 2.14 if the changes are considered too risky or too much to review or whatever.
  12. With this Lutris script I am able to install the game from cdrom. It also succesfully installs the two patches: Best to make a copy of the disc and mount the iso I think. You have to download the YAML file and in Lutris choose for "Install from local install script". Then you have to point to that file. After install you might have to reconfigure the paths to the game locations. The install script assumes certain locations, but I found to be often wrong, so I had to alter the paths in configure window (tab "Game options"). If you run the game after it will ask for the renderer, then if you choose for Direct3D it will use Dgvoodo. This will work, but I found it would not support my screen resolution. I think it actually had only support for 16:10 aspect ratio, not 16:9. For this reason I would recommend installing the Direct X 11 patch and disabling Dgvoodo in Lutris configure game. Dgvoodoo does not work with the Dirext 11 mode. Then when you start up it will ask for the 3d Renderer and you choose for Other, which will give you option OpenGL and Directx 11. You choose Directx 11. If it doesn't ask for the renderer on start, you can set it via the in-game Options menu. Then in Options menu of game you can set resolution. You can also go into the console via ~ key and then typ "preferences". Then you can set advanced settings. For example in Renderer options, you can set Anisotropic filtering to 16 and Anti Aliasing to (in my case) 8.
  13. Back to the previous version. Added checks for unconscious and asleep NPCs. https://www.youtube.com/watch?v=B677bxy98cc tdm_ai_head_tracking_humanoid.script
  14. Darkmod underutilizes, in my opinion, capabilities for procedural animation. We already do some, like the random head and torso turns that are added on top of existing animations. There's also possibility for separate animation for top and bottom of the character as well as head. There's a missing opportunity for varied facial expressions. I talked about animation blending in this thread. Here's something that for example Thief: Deadly Shadows did. It's swaying side to side while turning. I used Gemini to add code to the tdm_ai_base.script. I don't know if this is the most efficient way of doing it, probably not. Here are the parts added: Gemini came up with the term "banking" which is used in car racing. I don't know if that's what it's called in animation or games. There's a lot of variables that can be tweaked. You can rotate this way any bone you wish. I use 'Origin', 'Spine_Dummy' and 'Neck' bones: You can tweak amount of rotation for each bone. setJointAngle(m_bankingJointHandle, 1, jointRotation * 1); setJointAngle(m_bankingJointHandle1, 1, jointRotation * 0.6); setJointAngle(m_bankingJointHandle2, 1, jointRotation * -1.5); There's also global intensity: (targetBanking = deltaYaw * 1.4;) and attenuation: m_bankingCurrentValue = (m_bankingCurrentValue * 0.95) + (targetBanking * 0.05); modifiers. Gemini also proposed to add an LOD system, which I thought was a great idea. So currently at a distance of 1500 from player the swaying will be disabled. Here are examples, each with slightly different values: And here's comically exaggerated one:
  15. 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
  16. This version was made using built in "look at" code. , tdm_ai_head_tracking_humanoid.script
  17. eu version needs different patch so yeah. script can be modified though so should not be to bad to correct.
  18. @func_klausThank you for the script hotkey plug, thats gonna really speed up script usage. Here is something else that might be worth looking into: 6704 The lighting preview mode is great, but it would be more usable if we could see widgets and whatever brush/ entity we have highlighted. ( I tried to photoshop this up below) It would be rad to just work right in that lighting preview mode. Im sure others could chime in with ideas here as well or if this is even viable. I know lighting preview has some other issues but I can't recall where @OrbWeaverand/ or @greeboleft off with it.
  19. @sulliumin my experience weapons are not like other inventory items in that the entity which goes into your inventory is spawned and is not actually the specific entity you picked up, so you cannot rely on a named entity once they are in the players inventory. I had this problem with the sword anyway when I tried to make a similar objective for picking it up. I ended up making the objective controlled by a script, added a frob response to the sword with the frob/response editor which fires a script when the weapon is frobbed (ie picked up), and then wrote a short map script that just set the right objective state to complete.
  20. A Winter's Tale By: Bikerdude "One of the few pleasures I have as a man of the thieving profession is to return to my old home town for the holidays and relax in the company of friends and relatives. But a local lord has been going out of his way to making the lives of the locals a miserable." Notes: - TDM 2.12 or later is REQUIRED to play this mission. - This is my entry for the speedbuilding jam. - This FM should play on the vast majority of systems. I have perf tweaked this map with low end players in-mind. And have moved the globale fog/moon lights to the ‘ better’ LOD level. - min recommended spec (as per beta testing) Intel Core i7(3rd gen), nvidia 1030 4gb (GDDR5), will get you 60fps inside and 45fps outside. - Various areas will look better with shadow maps enabled (SoftShadows set to medium/high, Shadows Softness set to zero and LOD set to 'better'), at the possible expense of performance depending on your system specs. - this mission continues the imperial theme, with this being a border town slightly further out from the main imperial lands than Brouften. - build time roughly 130hrs. Download Link: - (v1.4) - https://discord.com/channels/679083115519410186/1310012992867405855/1310022631415746632 v1.4 changes: I have been tweaking the LOD levels through-out the map - - Snow fall has been moved to LOD low/normal. - world fog moved to LOD better. - fireplace grills to LOD better. - world moonlight moved to LOD high. Other tweaks - - reduced light counts in all the fireplaces. - reduced the length of the looping menu video background. - Some new assets Gameplay: - added more ways for the player to get around. - tweaked existing routes to make some easier or more of a challenge. - and added an additional option objective. Credits: Special thanks go to - - Nbhor1more, flashing out the briefing and creation of readables. - Amadeus, Help w/custom objectives, script work, proof reading, mission design & testing. - Dragofer, for custom scripts and script work for the main objective. - Baal, for additional tweaking of the main objective and script work,. - Beta testers: Amadeus, Nbhor1more, Mat99, DavyJones, S1lverwolf, Baal & Dragofer. - Freesound.org, for ambient tracks, further details in sndshd file. Speed Jam Thread: - https://www.ttlg.com/forums/showthread.php?t=152747
  21. The community patch packs have some gameplay and graphics mods. Thief Mods and Utilities https://www.ttlg.com/forums/forumdisplay.php?f=174 TFix https://www.ttlg.com/forums/showthread.php?t=134733 T2Fix https://github.com/Xanfre/T2Fix There are a few mods here for Thief and System Shock 2. Keyring Ghost Mode Minion Summoner Fairy Light Radar https://github.com/saracoth/newdark-mods Upscaled textures and paintings https://www.moddb.com/mods/thief-gold-esrgan-pack https://www.moddb.com/mods/thief-ii-esrgan-pack
  22. I'm not sure how the web site works these days — is it Git based? I do actually have a little GitLab CI script in my repo (https://gitlab.com/orbweaver/DarkRadiant/-/blob/master/.gitlab-ci.yml?ref_type=heads), which just generates the manual HTML using asciidoctor then puts the resulting page into the public directory, but I can't remember what URL the content appears at (if it still appears anywhere). Presumably if all of the website content was in the repo, such a CI script could deploy the whole thing rather than just the user manual, and the darkradiant.net domain could be pointed at it. But I don't know if maintaining a website by making commits into the same repo as the source code is actually a good practice or not.
  23. How about adding the following config-line to your darkmod.cfg file, so you can store the FM folder somewhere else: set fs_ModSavePath "h:\darkmod/fms" More info: https://forums.thedarkmod.com/index.php?/topic/20991-using-system-wide-file-locations/#findComment-462471 Or just move the whole TDM folder to the H-drive. Because the TDM folder is "portable", it keep all the files inside it, as stgatilov posted. (unles you change things in the darkmod.cfg file)
  24. most builds nowadays use meson for glib based sources (GTK) or cmake + ninja (KDE or XFCE), but both can and do see uses for other non system libraries / tools. autotools are perl based and very very powerfull but unfortunatly the syntax is hard to grasp because it is so complex and is getting left more and more behind today (most linux devs hate it with a passion). in retrospect autotools is what was used to help build linux originally but maintaining it became a nightmare as things got more advanced so the devs looked to simpler build systems. there are however still cases where you are left with having to use it because it enables stuff that is next to impossible to achive with the other build systems. for one it allows far more advanced operations than either meson nor cmake can handle. there are also ide based build systems though most linux devs dont use them often if versed in the above due to it being to restrictive compared to a script based system where anything can be automated. but for simple development you can use both codeblocks codelite anjuta kdevelop and a whole slew of other ide's. hell you can even use msvc in linux
  25. This pinned thread's purpose is to collect links to all the discussion threads for new features to be added in 2.14: https://forums.thedarkmod.com/index.php?/topic/23080-214-new-and-updated-assets/ https://forums.thedarkmod.com/index.php?/topic/23072-214-mirrors-and-remotes-resolution-and-optimizations/ https://forums.thedarkmod.com/index.php?/topic/23070-214-tdm-version-macros-and-x-ray-breaking-change/ https://forums.thedarkmod.com/index.php?/topic/23071-214-in-game-screenshot-as-menu-background/ https://forums.thedarkmod.com/index.php?/topic/23073-214-interactible-projected-decals/ https://forums.thedarkmod.com/index.php?/topic/23074-214-new-smoke-generation-system/ https://forums.thedarkmod.com/index.php?/topic/23088-214-beta-ko-non-elite-ai-after-flash/ https://forums.thedarkmod.com/index.php?/topic/22736-font-localization/page/2/#findComment-503417 As well as older Feature Collection Threads: [2.13] Feature Discussion Threads [2.12] Feature discussion threads [2.11] Feature discussion threads [2.10] Feature discussion threads
      • 6
      • Like
      • Thanks
×
×
  • Create New...