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  1. Past hour
  2. This sounds like an easier solution because it needs no breaking glass models or particles. Still it needs all electrical lights to be switchable though and I don't know if this is set globally or in the missions...
  3. Today
  4. I don't know about actually breaking lights, but I have considered the idea of using water arrows on electric lights to short circuit them temporarily, making them flicker, and go out temporarily. How much they flicker could be set by the modder, and depend on difficulty level.
  5. While I really like new things in TDM, I fear that as long as these ideas are not part of the core mod, only very mission authors will use them...
  6. Hmmm. I still like my idea of shooting broadhead arrows at fragile lights to turn them off, but I like your idea as well! It's not like we couldn't use a new item, and it's something mappers would have control of by only placing it on levels where we want to have this behavior. But then we'll have to make all lights frobable by default so even this approach would be a little complicated.
  7. I'm working in DarkRadiant on a new map, and I'm having something odd I've never experienced before. There's a fire in a stove model on the second floor of a building... walls, floor, ceiling, etc are all worldspawn brushes with appropriate textures, neither player nor AI have any trouble traversing the entire place, so I think it's assembled as it should be. However, if I douse the stove on the second floor with a water arrow, the water splash somehow drips through the floor brush and douses a torch in the same rough area down on the first floor. I tested it on various positions in the building, and it seems to happen everywhere, not just on that one light. Water arrows that impact on the second floor fall through the floor, and if a light is presence in the fall area it's extinguished. Is this expected behaviour? I would have through a solid brush would stop water from traveling any further once released.
  8. jaxa

    2016+ CPU/GPU News

    The original sin of the RTX 3070 is the VRAM amount, not the bandwidth. 7600 XT 16 GB has half the bus width and 64% the bandwidth (288 vs 448 GB/s), and even it can be made to benefit from the doubled VRAM. You're going to see some RTX 5000 cards with 256-bit bus and 16 GB, 192-bit and 12 GB. Though it will be faster GDDR7.
  9. How about pliers for cutting wires to deactivate electric lights? That's a stealthier approach with the cost of spending time to find the cable box or the pliers.
  10. https://www.information.dk/indland/leder/2024/04/ny-cheminova-sag-paa-tide-miljoeet-faar-lov-veje-tungere-erhvervet in danish so you might need google tranlate but oh boy... and it is not the first time they ended with a shitstorm either. In essence an old firm with a history of serious pollution turned out to have a state mandate to flush several 1000 times the amount of arsen (basically the same stuff as rat poison) into the ocean. the way they did it to get around eu directives was to expand the area from where it was lead out into the sea by a factor of 100km instead of the 100m from the letout that was the norm. creative thinking which would have been better used on problems which are not illegal as all hell i would say.
  11. gah... ok makes sense in a way now 256 bit bus and back then at the chip shortage time micron could only deliver gddr6x with 1 gb pr chip = 32 bit x 8 = 256 bit bus. sadly while the 3090 which was a hotplate in its original configuration with vram on both sides of the card, got 2 gb chips when they became avaliable so they could move them to the front and get rid of the heat issues the 3070 newer got the same chips. to make matters worse the stock 3070 has gddr6 which has only half the bandwidth of gddr6x but atleast the ti version got stocked with gddr6x chips so at high resolutions it should make a dent but at lower resolutions they performed to close to each other to really justify upgrading.
  12. A stealth way to do this is probably to overvolt the streetlights, there should be a way to do so but tell the player in a roundabout way
  13. Yesterday
  14. okay - bug report: https://bugs.thedarkmod.com/view.php?id=6532
  15. Added a note to this wiki: https://wiki.thedarkmod.com/index.php?title=GUI_Scripting_Language#The_Basics_for_Mappers
  16. It's true, there's no real place on the Wiki for menu customization... it relies on comments in the mainmenu_custom_defs.gui. So I'd guess I'd recommend you do a bug report, to either add a comment to that .gui file about it, or, if it's really a bug, fix it.
  17. how about the varying size and shape of the lamp post / the pier mount? could it be used to denote whether the lamp can be destroyed or not ? i have an idea which may or may not be intuitively practicable. This might also ruin the immersiveness : Put a brand label on the lamp post. Each brand have their own visual brand identity and comes with pros and cons. For example : KarrassElektrischen lamp post product is known to have a fragile glass but the light bulb has a strong filament compared to other competitor. Builderhouseware lamp post is made with a solid and firm glass , immune to corrosive acid but the light bulb filament is weak . InventorGuild brand have the best for both worlds. For starter, use your spyglass and zoom in into the the brand label attached to the lamp post. Once you have identified the brand, start shooting the glass
  18. Seems to be fixed in the latest update, all the objectives check correctly now
  19. Last week
  20. Thanks for those fixes! They didn't affect me and any FM's I've been working on, but I'm happy to see a solution was found and you could help those affected so quickly. I like the idea of being able to customize arrow behaviors from cvars! Most open-source FPS's (eg: Red Eclipse) offer the ability to set weapon behaviors with custom configs and create your own unique balance. While I agree it's good to not have a ton of settings, I think the weapon slots should be customizable this way... at least for now as we remain stuck with the old in-engine weapon system and can't turn the blackjack / sword / arrows into items like everything else.
  21. Thanks! I am guessing that other fixes need to be done to "Shadows of Northdale: Act 1" ( launches to a black screen ) ?
  22. dev17042-10732 is public. We decided to restore the ability to create cvars, so the broken missions are "unbroken" as they are. Although I'll still try to hunt down and remove overriding scripts in the future.
  23. Wow, thanks for the response. Glad you liked it! Yeah, I notice that once too. I tried to fix it but obviously I didn't succeed lol Those kinds of crashes are the hardest kind to debug...
  24. A big thank you and congratulations for this mission I would rate 10/10. I can't find a better one in my memory. It's so big and varied, full of new assets. Just... wow ! Finding a way through the was hard for me, as well as being able to jump and go through a narrow hole in the I also gut stuck in this area just below the horizontal mesh hatch that opens with Oh, and my game use to crash when firing a fire arrow at a Thanks again, you are so good at this.
  25. Maybe usfull for someone? https://www.reallusion.com/character-creator/free-3d-character-base.html
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