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avkward

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  1. Wow, that's really awesome, thanks for the tip!
  2. Wow, I just tested 1.8 Windows binary - it didn't work in Virtualbox (which is strange, because The Dark Mod itself runs fine there), but I've got it to work in Wine. So, as far as I see, in Windows it works the same way as in Linux - minimal grid size is 1 no matter what you put in configuration and doesn't get saved between restarts, those fields in Texture Properties are grayed out. Has something changed in newer versions there and is the A-Z tutorial obsolete? Can someone else confirm this behaviour in 1.8?
  3. Right, I should've used images. 1. Grayed out options: 2. My grid settings (last only until restart): Yet they don't really work: As for my third problem with camera, it works now, I probably just had chosen too dark texture originally.
  4. I'm following this DarkRadiant tutorial, but there are some problems: 1. In surface inspector absolute values for horiz/vert scale are grayed out, although it is possible to modify those values (with visible results) using arrows; 2. Grid size can't be changed. It sticks only until DarkRadiant's restart and gives no results, i.e. minimal grid actually remains 1, rooms tool creates 1-unit wide borders and so on; 3. The tutorial asks me to "move inside the room in the camera view", but when I do so camera view becomes completely black and I can't locate floor/ceiling/walls to carry on with tutorial. Do I need some light source inside or something like that? This happens with both compiled DarkRadiant 1.8 x86_64 and 1.7.3 x86 from PPA, what else can I try? Does it work better in Windows?
  5. Btw, wiki doesn't allow registration either, so please someone add here after it suggests to open both DarkRadiant and Dark Mod at the same time, that you might need to open console in TDM, if it does not allow you to Alt-Tab otherwise.
  6. Well, it was the only mission preloaded in my TDM install besides training, and called "Community Favorite" in introduction. I'm sorry if my expectations were too high. I could agree with you if map was some sort of advertising booklet issued by the Church itself. It is however sketch and imply some previous homework done by our PC. In this situation an "X" mark at the place where we enter this district wouldn't do any harm and for instance I was anticipating it. To warn poor and desperate passerby that church is closed and she should return in the morning. I think even guards at the mansion entrance in the first TDP/TG mission could do this, it is strange that the Church has more aggressive policies and has less common sense than hired missionaries. Refresh my memory, you spend how many nanoseconds in the real world each day? © Why would you attack a guard standing in the street outside of an entrance when you are trying to be subtle? And more importantly, why would you expect him to attack you for no reason? You know, he is a guard, not a thug, and guards' job usually is to prevent you from breaking inside, not from approaching the building, especially if that's a church or another public service. Fine, it may be that my skills are yet not as good and that's why I failed miserably, but I tried to climb each and every structure, because they all felt so attractive and yet I got only on one rooftop (over the entrance), where there was nothing rewarding (I think there might have been an arrow or something like that), an apartment mentioning that poor dog and an attic with collapsed roof, which you still were not supposed to climb through. Oh, and there was a hole in the ceiling in that room with a poor man and a fireplace, but I couldn't climb it. Nope, I think everything was spelled clearly enough (well, maybe apart from the name of the pub, which it was referred by in the letter. If it was important, it should really have been mentioned in the map), but there were not enough of this stuff. You see, by meaningless details I mean just graphics, not the story, - all the trash on the streets, attractive vines and clothes, supporting blocks for buildings and so on, - everything that lead me to believe that this area was more important, than it really was. If the path to the church entrance wouldn't be so long and filled with different things, I wouldn't try to get there, just like in the first mission of TG, where you go through the streets, but everything is closed and clearly not meant for you to explore. On the other hand, if everything looks so attractive for climbing and filled with details, I expect it to be available for me to explore, and I expect some rewards for doing so. Just like in later TG mission (was it Assasins?) where you get to wander around the city again, but this time all the rooftops and back-alleys are available for you. Also, generally the harder it is to get somewhere, the more reward I expect. It was pretty hard and not obvious to get on the only rooftop I got and yet I didn't find anything useful, even though this place by it's location clearly suggested alternative path inside the church. That said, I'm sorry for my ranting, I guess the balance between openness/story/gameplay is a matter of taste and is influenced by previous experience.
  7. I have no idea how to register at http://bugs.thedarkmod.com/ , but I hope that devs will notice this post (or someone will fill these issues at bugtracker). DarkRadiant won't compile out of the box on Gentoo, but it can be fixed by trivial symlinking. Obviously, this is only temporary solution and configuration scripts should be fixed. Missing files and respective symlinks for workaround: /usr/bin/python2-config -> /usr/bin/python-config-2.7 /usr/lib64/libboost_python-mt.so -> /usr/lib/libboost_python-2.7-mt.so /usr/lib64/libboost_python.so -> /usr/lib/libboost_python-2.7.so After this tweaking, DarkRadiant compiles and installs just fine. Can't say if it works though, because I have yet to find a way to load an existing FM.
  8. Sure, my doctor gives me at least another decade.
  9. I find this mission incredibly frustrating and it's alarming that is has been called the best. The first part of mission (just getting in) took me more than the rest and it was way more trouble than it's worth. Map doesn't show clearly enough where you are at the start (yeah, you can figure it out later). That prick just outright attacks you without any warning and even gladly leaves his post to chase you around the slums. The city itself looks like it was designed for climbing buildings with all those low hanging vines and clothes and what not, but in fact it isn't. You actually can get to the rooftop right over the entrance and you'd expect there to be a path inside the church, but there is none. The letter of such delicate matters being just left inside some tavern makes no sense, especially when the woman who apparently received and read the letter already works in another tavern; leaving answer and key in yet different places makes no sense as well. The street is filled with trash, but there is not a stone around when you actually need one. Pot won't budge from an arrow and even old boot won't be enough to move it. It's actually easier to climb and take it down. Yet another letter mentions dead dog, wheel and arrows - I found a wheel and a blood spot, but no arrows not there, nor in the apartment where they where supposed to be hidden. Sewers are fine but there are no hints for that hole and it frankly doesn't make much sense as well. All in all, I'd say there are too many meaningless and distracting details on the streets, not enough space for exploration, too restrictive solutions and too apparent rails.
  10. I am looking for opensource engine on which to base VTM:B style RPG and TDM currently seems to be my best option. I am kind of concerned about high system requirements, because I'd gladly exchange all the shiny graphics for advanced AI. Most of my levels will be about stealth & puzzle solving, but I need one overlay map for the city, which won't be big - 4 sq. km tops - but there will be a few focal points for orienting and I'm not sure how well Doom engine can handle those. For instance, is it possible to recreate Liberty Island map (say from first Deus Ex) so that one huge structure is seen from the whole map? Proper physics support (read Bullet) would be nice, but I think current object handling should be enough for my needs. Is it though possible to push NPCs, create destroyable doors/windows and dig? If not, I guess it should be possible to implement all this through scripting, right? Btw, I haven't explored TDM docs yet, but are FMs restricted to doom scripting language or can they use c++? And can AI be rewritten in FMs or do I need to modify TDM sources for that and respectively ship the whole TDM stuff as a new install, not just mission files? So, these are my plans, but first I obviously am going to write some small FMs and maybe a campaign for TDM just to get acquainted with it.
  11. Acer v5-171-9661 owner here. CPU: Intel Core i7-3517U 1.9 GHz OS: Linux 3.12, x86_64 Video: Intel HD Graphics 4000 (128 MB) Xorg: 1.14 RAM: 8GB Works unexpectedly well, I get no less then 30 FPS through all the maps tested so far (which is way more than in Morrowind). Apparently it uses S3TC compression and it's not enough to have it enabled in driconf as usual. Initially game was broken since there were no shadows at all. Disabling image compression in config file or installing libtxc_dxtn (gives better framerates) fixed the issue though. The only problem which I found yet is that dynamic shadows currently are uniformly black, which is annoying in a few places where they are dancing from close light sources, but I've seen the same stuff on youtube, so I guess that's a common problem. Oh, and apparently my lappy's screen is total crap. Lighting becomes very unrealistic indoors if I turn brightness and gamma up to see the letters on that wall from the tutorial.
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