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Showing content with the highest reputation on 04/17/21 in all areas

  1. Just finished this awesome mission. It was a complete delight to play. The story was very good, and drew you in as it should. The architecture was perfect; I especially loved the manor detailing. A very well put together mission that had me fully engaged for the entire time. Quite challenging which is fun, though I did run into some problems with AI sensitivities, but they are addressing that as we speak. Absolutely recommend this mission and can't wait to play Part 2. Thank you so much, been a while since we've had a new idea for story.
    2 points
  2. The way that input and windows are managed for Linux has become rather dated, causing a multitude of issues. To fix that, I am currently evaluating if we can just use a library (GLFW) to handle all of that for us. First impressions are rather positive, on my end I see generally improved behavior. However, since Linux is a rather diverse ecosystem, I need additional testers to rule out I broke something important. So if you have some time to spare, I'd appreciate it if you could give this build a try: https://ci.appveyor.com/api/buildjobs/6kbqskyx3tmla74s/artifacts/build%2Fthedarkmod.tar.bz2 Just extract to your installation, delete your darkmod.cfg and give it a spin. I'm particularly interested in input and alt-tabbing behavior. Whether it improved something for you or broke something. Thanks!
    1 point
  3. Here's the DR 2.12.0pre3 build for every interested mapper to test. For more things that have changed or fixed, see the list below. Download Windows Portable x64: https://drive.google.com/file/d/1QVbtqQzRYGOKmnvi27Fcx5IfEZXcKLGe/view?usp=sharing Download Windows Installer x64: https://drive.google.com/file/d/1MYIE1MwLpE5MOnHA1aqFj4YTegeLNyhG/view?usp=sharing Linux folks need to compile this stuff from source, instructions for various distributions are on the wiki. If you happen to run into a crash, please record a crashdump: How to record a crashdump Changes since 2.11.0 can be seen on the Bugtracker changelog, here's the summary: #5566: Material stages with alpha test are incorrectly rendered as translucent #5572: Material Editor #5576: ASE importer needs to handle shared vertices with different normals #5552: Better support for stage transform keywords in idTech4 materials #108: Ambients don't light sides facing away #5571: Table lookup evaluation is not producing the same results as in the engine #426: Added script as "same origin clone manager tool" #2132: 3D grid feature #5546: Attached light radii are the wrong colour if "Override light volume colour" is active #289: ESC to close dialogs with Cancel #5556: Add missing image dimension reads to Quake 3 legacy brush parser #1709: Show light_radius on 'other' entities #5541: Customisable GUI layout ("Dockable") #5534: Opening the Create Entity dialog a second time will present an empty tree view #994: Show attached (light) entities #5530: "Toggle 16x16 grid" function in the Particle Editor broken #5527: UI Manager cleanup #5524: Add portal_sky filter to default filters #4644: Use of BITMAP field in ASE differs from TDM #5518: Newly added or imported items don't use the location of previously selected item #5460: Newly drawn brushes don't use height of previous selection with "Show Size Info" switched off #4846: Rotation widget does not re-center on selected object #5267: Duplicating model and moving with Alt-arrow results in pivot on original model when trying to rotate afterwards #5465: Brushes with no visible surface towards orthoview "camera" are invisible in orthoview #4735: Can't select one-sided models in certain 2D views #5266: Twosided models can only be selected from one side #4791: Copy model/entity/prefab paths to clipboard Changes since 2.12.0pre2: Switched Matrix algorithms to Eigen library #5589: Material Editor: Add Reload Images button to reload the textures of the selected shader #5590: ASE import failure loading models/darkmod/nature/flowers/flowers_patch_01.ase #5586: Crash at shutdown when Dockable layout is active #5585: Extend MaterialManager scripting interfaces by editing methods #5572: Add context menu option "Open in Material Editor" to MediaBrowser tree Thanks for testing, as always!
    1 point
  4. I don't know, it really seems like a perspective thing to me. Looking at the player next to the pillar, either standing or crouching, and it just seems that the pillar is too small to hide behind. Just my opinion.
    1 point
  5. Guards can't see through objects, but it's impossible to tell what is going on here from this kind of video. AI only need to see a single piece of the player, so if there is a gap between the pillar and the boxes, it's possible a trace went through that gap. Does that AI have special settings on it to increase its visual acuity? Is there another AI down the hall that is spotting the player from another angle? There are multiple things that could be going on. You could get more information using the following console commands: tdm_ai_showalert 1 Shows the AI's current alert total and alert state. tdm_ai_showfov Shows the AI vision cone so you know where they are currently looking
    1 point
  6. Thanks, I can confirm that: DR 2.12pre3 no longer makes my PC hang after shutting down DR, and DR now remembers my filters from the previous session redownloading and replacing my DR 2.11 portable install allows it to start again
    1 point
  7. You can verify further by pm_thirdperson 1 to see whether the player is visible.
    1 point
  8. Just for fun I recently updated my "Ships of TDM" map with both new ships and ones that weren't included before. It's quite the view now, and most of them have fleshed out interiors: Back row from the right: Airship (Dram), Invernesse (Dragofer), Ship Wreck in 2 halves (Dram), Galleon (Dram + Springheel), Airship (Jesps, Pandora's Box), Galleon (PinkDot, core asset and found in many FMs), Barque (Dragofer) Front row from the left: Indiaman (Dragofer, Perilous Refuge), Carack (Dragofer, One Step Too Far), Paddle Boat (Dragofer), Steam Schooner (Dragofer, Down by the Riverside, Away 1: Air Pocket), Caravel (Dragofer, in Dragofer's Stuff), Sloop (Dragofer), Brig (Dragofer, in Dragofer's Stuff), Yacht (Dragofer, in Dragofer's Stuff), Knarr (Dragofer), Boat1 & Boat2 (core assets). No shortage of ships of all types if anyone ever needs one. And a a barque interior shot taking advantage of DR's new ability to show lighting previews for all types of lights:
    1 point
  9. Congratulations to the release, gentlemen ! It looks interesting.
    1 point
  10. Having a beer at the bier outside the barn at the farm. My WIP will probably go by the name 'Lucy'. It's too large to be a first FM. The architecture is the easy part, and even that's very difficult to learn. I'm only now getting an inkling as to what goes into "building vertically" - so my FM is flat. Couldn't be flatter if it were steamrolled. But then there's lighting, audio, scripting, building a captivating immersive story... The architecture is getting close to finished. Or so I tell myself. The main plot, the core objectives, several optional side trips, are set down in outline form so there's a stable foundation. Lighting is passable. Ambient audio is very rudimentary or non-existent. Storyline audio is non-existent and at the moment the story is told mostly through notes tied to starting/completing objectives, and to fx. There are no intro screens/video/texts yet. I don't know if I even can finish the thing. Hmmm, now let's see how that file attachment thing works to send the pic
    1 point
  11. 1 point
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