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Tels

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Everything posted by Tels

  1. Wouldn't it be better to concentrate on getting the date and place and get there, and then worry how we order the beer?
  2. Steve, if you want, I can look into cleaning up more of them. Just say a word.
  3. Here is a patch that removes a few variables that are computed and set, but never used: http://swift-mazes.com/pub/tdm-patches/tels_patch_unused_vars.txt
  4. Btw, I forgot the password to the TDM wiki (rather: only the old browser on my old system remembers it, but I have a new PC now Anyway, the wiki gives me: Error sending mail: Unknown error in PHP's mail() function. when I try to reset my password.
  5. I also had to do sudo aptitude install libasound2-dev:i386 libopenal-dev:i386 Now it compiles, but fails at the linker step with messages to X11 and other libs. Small steps...
  6. Heh, that video looks like many failures I had in maps of mine, mostly in case of raps and floors that are not exactly flat. Often one would get stuck or fall through the floor.
  7. Erfurt might be a tad to far for me if it's end of september, but we have to wait and see. I'll likely be without internet the next three weeks, btw, so I probably can't reply until then.
  8. Regarding the "jagged edge", what could help would be some sort of better "pre-computing" the shards: Make a difference between "internal shards" and "edge ones". The internal ones are only touching other shards, but not world or other geometry. That bit of information can be computed when the shards are computed. During the cracking, the shards can have different "stay in place" lifetimes. At the edge, a lot longer (they could even stay until you touch them), while the inner shards will fall away as soon as a neighbour shard falls. The effect could even be changed that one shard only falls if it is either the point of contact (initial shard), or connected to that shard (propagate the impact to neighbour shards). I think the current model is "every shard falls as soon as the pane breaks" and that is not only unrealistic, but also very performance heavy. If only the shards near the impact point would fall, you get much less physics engine strain, and the jagged edge, AND for bonus points you get the " play needs to clear out the glass" effect. As for the alert to AI: is there a reason to not always send out a "borken object" stim once the object is broken? Ok, in the currently algorithm the glass vanishes, so this is unrealistic, but if the shards only fell in "stages", the stim could be sent until all of them are gone.
  9. NagaHuntress, I'm still not being able to build TDM on my new system. So far the build progresses until: /usr/bin/ld: cannot find -lX11 /usr/bin/ld: cannot find -lXext /usr/bin/ld: cannot find -lXxf86vm collect2: error: ld returned 1 exit status scons: *** [build/release/core/sys/scons/doom] Error 1 scons: building terminated because of errors. Do you know what that might be?
  10. I forgot the specifics, but it is possible to declare CVARS as int (so nobody can set it to "4.5" or even "abc" and add min/max values.
  11. In the patch, the CVAR added should be some sort of integer and capped to some sabe values, like mininum 256 (or something > 0) and maximum (4096?). Otherwise a wrong setting of that variable could cause havoc.
  12. Btw, a CMAKE build would be most welcome, because SCONS is really finickle and fails more than it works, and the errors are always obscure and never tell you really what you need to fix..
  13. The first patch is a very good find - if this opens up a 64bit version, that would be mighty cool. 64bit builds not only can access more memory and don't need 32bit compatibiity libs, but they can also use modern CPUs better - all of which are fantastic to have on Linux The second patch looks like it can never hurt and only do good, so I'd say it should go in.
  14. I looked at the patch, and it seems it just works around the issue by using different instructions. Should this really be fixed by removing the usage of c_str() everywhere (there might be a lot of other places the same happens), or should idStr be fixed to not return a pointer that later can get re-used?
  15. I'm in the Rhine-area near Koblenz/Bonn, and if the meeting is past the 10.9., I might join up - or even do some organisational stuff. Bevor that I'm unfortunately away traveling. Now I wish I had logged onto the forum a bit earler The Middle-rhine area is shock full of old towns and villages, the churches here are usually from 12xx or something, and there are a lot of really really cool locations, all about 50km from here. Airport Bonn/Cologne should bring the travelers from UK close enough, and there is also a good train service. It might be bit far from people from Chech, tho. Here is a bit of info in English: http://www.romantic-germany.info/Romantic-Rhine.4110.0.html https://en.wikipedia.org/wiki/Middle_Rhine As for drinking, aside from famous German beer, there is a lot of good quality wine produce in the area, especially in the Ahrtal and Mosel. I could offer accomodation for 2 or 3 people and there are also a lot (and I mean a lot) of cheap hostels and Bed & Breakfast locations in the area - the entire area is one gigantic tourist location
  16. They probably hard-coded it for a few places. It's a surprisingly hard problem, either the game gets insanely difficult, or the effect is worthless. I'd too would love to see the player shadow getting fixed, tho. It adds to the athmosphere a lot when it looks correct.
  17. Wonderful! Would be coolif we could convert the old materials and upgrade maps - but it's probably just a dream. One thing that might work for the "black parts" of the glass is to add another stage with a diffusemap which only has these parts as black. OTOH, the "blackframes" between the glass panes are lead, so they shouldn't be black, just very dark. https://en.wikipedia.org/wiki/Leadlight
  18. I do sometimes wonder at night, how hard would I to spot? Could I really hide in the shadows? Would my footsteps be heard? And of course one is much more aware of access routes. OTOH, I saw quite a few break-ins afterwards, and typical burglers don't care about ghosting, or getting in unseen or unheard - they take the quickest route in and out even if this means smashing in a window or dismantling a doorframe.
  19. http://www.nytimes.com/2015/05/31/opinion/sunday/studying-crime-in-progress.html and: http://www.tandfonline.com/doi/pdf/10.1080/1068316X.2014.989849 I wonder what would happen if they had a TDM or Thief player among the paticipants
  20. It would take me approx. 30 hours to download this. So shut up and play!
  21. The compilation goes further if you install: libstdc++-4.9-dev:i386 But then it stops again:
  22. I'd like to try it in Linux, unfortunataly, it doesn't compile here anymore. Is there anyone still testing TDM on Linux?
  23. Tels

    Doom reboot

    The attention span shortens every... oh look, shiny!
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