Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/use' or tags 'forums/useq=/tags/forums/use&'.

  • 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. The still ongoing Windows 10 topic sparked my curiosity why people do not just switch to Linux. But users of other OSes are also allowed to vote.
  2. 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
  3. I think they're both very good. And, I say that even though I'm not into shooters too much. But, especially Quake 2 is a fantastic game. I know that some people complained about Quake 2 remaster, for whatever reason. There are the occasional post or two on the Steam forums as well, made by single people. Everyone else seems to thoroughly enjoy the game.
  4. depends a bit on the distro, some can indeed seem very brittle if you are not an expert on unix based systems. i mainly use systemd based distros these days because i find them to be very stable and also a tad easier to work with. but depending on hardware windows can be just as brittle and in some cases even more so. over my many years i have seen pretty much all that can blow up your OS ranging from incompatibilities between certain hardware components to downright oddness which turned out to be a totally unrelated program crashing a driver over and over. some of it can be downright impossible to fix at first but then replacing a hardware component magically fixes things, or some program you might have installed for monitoring events messes up some driver related stuff by hooking the same adress in memory. i got pretty good over the years guessing what to look at and in time most people do but it can be rather annoying for new users who just want to use they're system. but in the end as long as we have computers built by multiple companies or private users with wildly differing hardware which might not allways work to well together, then we are sorta stuck with these things popping up from time to time.
  5. Hello again TDM Forums. I'm close to finishing a new FM, "The Maybury Idol, Part 1: A Trip to the Museum", and I'd like to request help with beta testing. Any assistance is appreciated, thanks.
  6. agh i just tried running the original bioshock on the nuveau driver with my 560 ti i get 1 fps in XP i get 167 fps. so i bit the bullet and popped in my old radeon x1900 and it runs bioshock at 57 fps on noveau and a bit more in XP. nvidia's driver model for linux in the old days was pretty horrid .(run files) and the drivers were newer updated for newer kernel models so even recompiling them will not work as much of the internal code is no longer supported so it just fails. so if you use an older nvidia card stay the hell away or braze for a lot of code fixing. amd on the other hand has been pretty supportive of the linux kernel models and uses a much better practice of driver installs by using the built in package managers. the radeon x1900 is a very very old card which only supports dx 9 and it works out of the box on the latest linux versions. nvidia has changed the driver models on more modern cards to be more in line with the amd model but older cards have newer had drivers updated to run on these kernels so its a clusterfuck to get older cards running on current versions. so if looking for a linux distro to use with pre pascal cards i would advise to use something like linux mint 19 which is one of the last to support these out of the box. but you might run into stability problems even so. also linux mint 19 is no longer supported so it wont recieve any updates, but you should still be able to get software that works on it.
  7. 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
  8. @Dragofer@Amadeus is there a solution for this? could we not use a ragdoll instead..?
  9. Unreal engine now has a tool for single-camera, markerless motion capture. Supposedly based on this tech: https://meshcapade.com/ It’s far from perfect, but definitely usable. It’s free and offline. https://dev.epicgames.com/documentation/metahuman/getting-started-with-metahuman-animator https://forums.unrealengine.com/t/epic-games-metahuman-animator-markerless-motion-capture-plugin/2729293/6 Position of hands and feet can be adjusted manually to some extend using retargeting tools.
  10. 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.
  11. @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.
  12. Last great winter here was in 1979 were denmark got hit by -30 " and wild snowstorms that literally covered most of where i lived at the time in several meter thick layers of snow and ice. It got known as the winter war and you could literally walk from denmark to germany via the gedser / rødby route. Thats about 45 km's of ice from rødby where i live now to puttgarden in germany (longer from gedser). I still have pictures from it where me and my sister is standing 15 km's from denmark on what used to be open water at the time. It was one of the last times we had to use icebreakers for our boats and even they had trouble breaking it cause the ice was so damn thick. We still had sorta normal winters up to about 2007 but after 2010 the snow we usually got in winter times turned into rain or at best mush. We do still get snow from time to time but far less frequent and a good deal shorter than back then and it usually newer hits -10 or lower which was still pretty common back in the 80's. Instead a hard winter is now -5. So a rather extreme variance from -30 in winter times which albeit uncommon (-20 was not) to -5 or even positive temperatures (before the 80's that newer happened).
  13. Looks like we need one of these. Use this to post images or teasers of whatever you happen to be working on at the moment. Sharing feels good, and can inspire other people to keep working on their own maps. Use spoilers if appropriate!
  14. I’m confused as to why houses with high ceilings aren’t popular in my area; they seem somewhat effective for tropic hot weather and high humidity. From what I’ve observed, walls are rarely insulated here, but this can be compensated for with thick walls in the case of houses. Eaves vents seem to help, but I still rarely see them installed. Roof vents ( Roof turbine vents or whirlybirds) seem to only help reduce moisture and temperature in the attic, these can be paired with eave vents And don’t forget plenty of windows. A concerning trend is interior doors that lack ventilation space above them or in the door itself, resulting in stuffy air. If none of that works out, I’m going to crank up that 9,000 BTU split AC. But it can’t run 24/7 because of the electricity consumption, I think I’ll go with a Mitsubishi inverter air conditioner.I rarely see centralized HVAC systems for residential use it's all window AC unit, portable and split Aircon unless it's SOHO building,apartment,etc *I hope the heat wave passes /over soon
  15. I also found a "mysterious key" but unsure where to use it
  16. Angling along alleyways, gliding among gamblers, fleecing the financiers, and lip-locking the ladies... Here's the prequel to the earlier-released "Away 1: Air Pocket". That was a bite-sized nautical adventure, but this, the back story, is a full-featured offering. Version 2 (V2) Now Available (2022/03/24). Also BONUS illustrated document: Making of Away 0's Video Cutscenes Why Version 2? V2, built under TDM 2.10, is primarily a spit-and-polish release with little impact on the storyline. While a few of the many changes will be obvious to someone doing a re-visit, most are minor improvements. Also, you can now replay cutscenes without needing a workaround. For more, see the Release Notes. Probably you should wait until after you've played the game at least once to check the docs below out, to avoid getting too many hints. if you get stumped, the Maintenance Guide may be helpful, or the forum thread here. Additional Documents, Available Here and Within the .pk4 These are also included within the .pk4 in the /supplementals/docs/ folder: Away 0 V2 Credits & Acknowledgements.docx Now crediting those with suggestions about V1 Away 0 V2 Maintenance Guide.docx Includes information for potential translators Away 0 Use of Historic Paintings.docx Unchanged from V1 Additional Documents, Available Here Only Away 0 V2 Release Notes - Changes from V1 Release.docx Of most interest to folks giving feedback on V1 BONUS (and NSFW): Making of Away 0's Video Cutscenes.docx Alternative Downloads It is recommended to simply use your installed TDM's mission downloader menu to get this FM (now V2). But if you want to bother with a manual install, here's a link to fetch it: away0.pk4 Version 2 While Version 2 is dmap'd under 2.10, it should still work under 2.09; there are no 2.10-only features used. If you run into problems under 2.09, you can reinstall the old version from here (for a while): away0.pk4 Version 1 (original). Does not includes the Dec 16 2021 patch for then-upcoming TDM 2.10
  17. I would say i tip my hat to those who use there own noggin to get things done. Ai is a wonderfull tool but it should be restricted to problems that we cannot handle due to either disability or as an extension to our own capability. Not as a replacement. Let it handle the tasks that are to great for our own minds or risk the next generations getting dumber. The signs that we went to far are allready there and i see them every day. People since my time have forgot spelling in there own mothertongue, they lost simple math skills and even reasoning to. Simply believing that since it is a machine it is infallible which it is not since it can only be as infallible as the people who wrote it and they have there own agendas which might not be for your benefit. In fact some people who are generally non trustworthy have insane sums tied up in having ai everywhere (i doubt very much these persons just started to feel generous). Like a calculator or a forklift an ai has its uses, but right now it is showed down our throats in every app. I would be very wary and you should be to. So i use it very sparsely and only where i would have difficulty getting done without it.
  18. ok so i did what i said i would newer do again. i tried out different distros to see which could handle old hardware properly and i was sorely dissapointed. not one of them supported hardware acceleration on the nuveau driver on my old gtx 560 ti. and installing the nvidia driver turned into practically rebuilding the kernel because it was no longer compatible with the newer models sigh... so if you want yes it is still possible but it is by no means easy and people who dont know how to do kernel rebuilds dont stand a chance. the last cards officially supported by the new kernel models are AMD rx 5xx and nvidia gtx 9xx series. so i stand by my suggestion that it would be better to just use an old windows install. for my 560 ti it depends on whether you want dx 11 support in which case windows 7 is a nice to go (it does work in later windows versions as well). but if you just want to play old dx9 games then xp or even windows 2000 will do. there is a site that still offers the old patches and service packs for 2000/xp by redirecting the defunct windows update site to they're servers. i would discourage going online for anything but updates but if you do need a working browser for 2000/xp then mypal does work.
  19. Complaint From Players The player must pick up candles before extinguishing them, and then the player must remember to drop the candle. The player must drag a body before shouldering it (picking it up), and the player must remember to frob again to stop dragging the body. The player finds this annoying or easy to make mistakes. For players who ghost, some of them have the goal of returning objects back to their original positions. With the current "pick up, use item, and drop" system, the item might not return easily or at all to its original position. For example, a candlestick might bounce off its holder. (See player quotes at the bottom.) Bug Tracker https://bugs.thedarkmod.com/view.php?id=6316 Problems to Solve How can the "pick up" step be eliminated so that the player can directly use or interact with the item where it is in the game world? How can so much key pressing and mouse clicking be eliminated when the player wants to directly use an item? How can candles be extinguished and lanterns toggled off/on without first picking them up? How can bodies be shouldered without first dragging them? Solution Design Goals Make TDM easier for new players while also improving it for longtime players. Reduce tedious steps for common frob interactions. Make it intuitive so that menu settings are unnecessary. Do not introduce bugs or break the game. Terms frob -- the frob button action happens instantly. hold frob -- the frob button is held for 200ms before the action happens. (This can be changed via cvar: 200ms by default.) Proposed Solution Note: Some issues have been struckthrough to show changes since the patch has been updated. Change how frobbing works for bodies, candles, and lanterns. For bodies: Frob to shoulder (pick up) a body. Second frob to drop shouldered body, while allowing frob on doors, switches, etc. Hold frob (key down) to start drag, continue to hold frob (key down) to drag body, and then release frob (key up) to stop dragging body. Also, a body can be dragged immediately by holding frob and moving the mouse. For candles/lanterns: Frob to extinguish candles and toggle off/on lanterns. Hold frob to pick it up, and then frob again to drop. Frob to pick it up, and then frob again to drop. Hold frob to extinguish candles and toggle off/on lanterns. For food: Frob to pick it up, and then frob again to drop. Hold frob to eat food. For other items: No change. New cvar "tdm_frobhold_delay", default:"200" The frob hold delay (in ms) before drag or extinguish. Set to 0 for TDM v2.11 (and prior) behavior. Solution Benefits Bodies: New players will have less to learn to get started moving knocked out guards. With TDM v2.11 and earlier, some players have played several missions before realizing that they could shoulder a body instead of dragging it long distances. Frob to shoulder body matches Thief, so longtime Thief players will find it familiar. Second frob drops a shouldered body. Players still have the ability to both shoulder and drag bodies. Compatible with the new auto-search bodies feature. Dragging feels more natural -- just grab, hold, and drop with a single button press. There is no longer the need to press the button twice. Also, it's no longer possible to walk away from a body while unintentionally dragging it. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Candles: New players will have less to learn to get started extinguishing candles. With TDM v2.11 and earlier, some players didn't know they could extinguish candles by picking them up and using them. Instead, they resorted to throwing them to extinguish them or hiding them. Hold frob to extinguish a candle feels like "pinching" it out. Once a candle is picked up, players still have the ability to manipulate and use them the same way they are used to in TDM v2.11 and earlier. For players who ghost and have the goal of putting objects back to their original positions, they'll have an easier time and not have to deal with candles popping off their holders when trying to place them back carefully. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Solution Issues Bodies: Frob does not drop a shouldered body, so that might be unexpected for new players. This is also different than Thief where a second frob will drop a body. "Use Inv. Item" or "Drop Inv. Item" drops the body. This is the same as TDM v2.11 and earlier. This is the price to pay for being able to frob (open/close) doors while shouldering a body. Patch was updated to drop body on second frob, while allowing frob on doors, switches, etc. Candles: Picking up a candle or lantern requires a slight delay, because the player must hold the frob button. The player might unintentionally extinguish a candle while moving it if they hold down frob. The player will need to learn that holding frob will extinguish the candle. The player can change the delay period via the "tdm_frobhold_delay" cvar. Also, when the cvar is set to a delay of 0, the behavior matches TDM v2.11 and earlier, meaning the player would have to first "Frob/Interact" to pick up the candle and then press "Use Inv. Item" to extinguish it. Some players might unintentionally extinguish a candle when they are trying to move it or pick it up. They need to make sure to hold frob to initiate moving the candle. When a candle is unlit, it will highlight but do nothing on frob. That might confuse players. However, the player will likely learn after extinguishing several candles that an unlit candle still highlights. It makes sense that an already-extinguished candle cannot be extinguished on frob. The official "Training Mission" might need to have its instructions updated to correctly guide the player through candle manipulation training. Updating the training mission to include the hold frob to extinguish would probably be helpful. Similar Solutions In Fallout 4, frob uses an item and long-press frob picks it up. Goldwell's mission, "Accountant 2: New In Town", has candles that extinguish on frob without the need of picking them up first. Snatcher's TDM Modpack includes a "Blow / Ignite" item that allows the player to blow out candles Wesp5's Unofficial Patch provides a way to directly extinguish movable candles by frobbing. Demonstration Videos Note: The last two videos don't quite demonstrate the latest patch anymore. But the gist is the same. This feature proposal is best experienced in game, but some demonstration videos are better than nothing. The following videos show either a clear improvement or that the player is not slowed down with the change in controls. For example, "long-press" sounds long, but it really isn't. Video: Body Shouldering and Dragging The purpose of this video is to show that frob to shoulder a body is fast and long-press frob to drag a body is fast enough and accurate. Video: Long-Press Frob to Pick Up Candle The purpose of this video is to show how the long-press frob to pick up a candle isn't really much slower than regular frob. Video: Frob to Extinguish The purpose of this video -- if a bit contrived -- is to show the efficiency and precision of this proposed feature. The task in the video was for the player to as quickly and accurately as possible extinguish candles and put them back in their original positions. On the left, TDM v2.11 is shown. The player has to highlight each candle, press "Frob/Interact" to pick up, press "Use Inv. Item" to extinguish, make sure the candle is back in place, and finally press "Frob/Interact" to drop the candle. The result shows mistakes and candles getting misplaced. On the right, the proposed feature is shown. The player frobs to extinguish the candles. The result shows no mistakes and candles are kept in their original positions. Special Thanks @Wellingtoncrab was instrumental in improving this feature during its early stages. We had many discussions covering varying scenarios, pros, and cons, and how it would affect the gameplay and player experience. Originally, I had a completely different solution that added a special "use modifier" keybinding. He suggested the frob to use and long-press frob to pick up mechanics. I coded it up, gave it a try, and found it to be too good. Without his feedback and patience, this feature wouldn't be as good as it is. Thank you, @Wellingtoncrab! And, of note, @Wellingtoncrab hasn't been able to try it in game yet, because I'm using Linux and can't compile a Windows build for him. So, if this feature isn't good, that's my fault. Code Patch I'll post the code patch in another post below this one so that folks who compile TDM themselves can give this proposal a try in game. And, if you do, I look forward to your feedback! Player Complaints TTLG (2023-01-10) Player 1: TDM Forums (2021-03-13) Player 2: Player 3: TDM Forums (2023-06-17) Player 4: TDM Discord (2021-05-18) Player 5: TDM Discord (2023-02-14) Player 6: Player 7: Player 8:
  20. Doom3/TDM GUIs use a 640x480 coordinate system and assume that the player uses a 4:3 resolution, otherwise they'll look stretched. Most TDM GUIs assume that they will be stretched to 16:9, i.e. pixels aren't square (which makes writing GUIs pretty painful, I guess) and when using a non-16:9-resolution things look stretched. TDM added the forcescreenaspect window variable that will prevent a windowDef from being stretched when used with hcenter that can be used to have something undistorted on the center of the screen, but it's still pretty limited (and barely used) - and as far as I can tell child-windowDefs of that will still be stretched. Anyway, CstDoom3 2.0 introduced Anchored GUIs which allow anchoring windowDefs to a corner or center of the screen and prevents them (and everything contained in them) from being stretched. Those anchored windowDefs are mostly limited to 640x480 virtual pixels (scaled to screensize, as much as possible while keeping the aspect ratio), so regardless of the window's resolution, they will remain unstretched (well, except for those anchor cases that explicitly stretch in one direction, like anchoring just to the top instead of top center or top left or whatever). This allows for example to anchor the weapon_display windowdef to the lower left corner of the screen, the lightgem to the lower center of the screen and the current item to the lower right corner of the screen. No matter how wide or tall the window is, they will remain there, unstretched. I think these screenshots illustrate it pretty well: For dhewm3 1.5.5 I ported them to dhewm3 and greatly improved them, for example they can now also be used for regular (interactive) menus, while in CstDoom3 they only worked with noninteractive fullscreen GUIs like the HUD (mouse positions weren't calculated correctly). This feature is documented in detail at https://github.com/dhewm/dhewm3/blob/master/docs/GUIs.md#aspect-ratio-independent-guis-covering-the-whole-screen-with-cstdoom3s-anchors Now I ported that to The Dark Mod, with just two little changes: There is no scaling of menus to 4:3 with letterboxing, so the window variable scaleto43 is not needed or even supported Most of TDM's GUIs assume that they'll be stretched to 16:9, even though using the 640x480 4:3 coordinate system. To accommodate this, I added the cstAssumes16_9 window variable. cstAssumes16_9 1 will cause the anchored windowDef, that would normally have a 4:3 aspect ratio, to be stretched by factor 1.333 (in width), just like it would when stretching to a 16:9 resolution. So when porting existing GUIs to this system, you don't have to recalculate the coordinates - if they were meant to be stretched, add a "cstAssumes16_9 1" line to the windowDef (and "cstAnchor CST_ANCHOR_BOTTOM_LEFT" line or similar, of course) and it should work in most cases. By the way, this is completely backwards-compatible, so if your .gui doesn't use cstAnchor, it will continue to work just like before. At https://github.com/DanielGibson/thedarkmod-mirror/pull/1 you can find a testbuild for Windows with this enabled, some ported GUIs, more information and the code changes. Currently this is an experimental patch, I don't know when or if it will be merged to the official TDM source. Please check it out and play around with this feature and let me know how you like it and if you run into problems! I've ported most of the HUD, but there's still a lot of GUIs that would benefit from being ported, like the inventory menu, the main menu and more. TBH those seem pretty complex so I'd appreciate help from someone who's familiar with their code
  21. 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/
  22. anyway i have full access on Gemini pro and gemini apps and other AI model at my workplace but rarely use it lmao Yeah, I also hope those cards wont be ultra-luxurious anymore
  23. Perhaps a better way to phrase the question is "can I attach props like lanterns and torches to AI in the same way def_attach allows post-spawn, or can it only be done at spawn via spawnargs?" From what I know, bind only tethers props to an AI, but the def_attach method actually changes their behavior (ie, held torches and held up in an appropriate pose, etc). Based on what I've already done, I could theoretically just bind torches to their hands and use a different atdm:teleport to bring them along, but the torches would just be awkwardly glued to their hands and hanging at their sides, which is not ideal.
  24. Well, most devices had 64 bits since 2005, even if they used 32 bit soft for compatibility in these years. It's correct that you can run Windows on these, but the problem are not the sys specs (those of W11 are the same of eg, W7, the limit is imposed by M$, not tecnically, higher sys specs only due all the crap they added) which avoid that you can install it. But even if you want to run Windows on an old device, you can only install the current version to be usefull, run an outdated Windows without support is only advisable for an local use, going online with it is risky business. This is why it is better to use Linux, where you can use updated versions with the last security patches and current soft.
×
×
  • Create New...