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Everything posted by Baal
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Being able to carry a body up a ladder could potentially break existing missions. I am in favour of enabling mantling while carrying for limited heights, though. If you can get a body across something by dropping it, and picking it up from above, it seems convenient and realistic to me.
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My opinion as a mapper. When I plan a mission, I have to take into account what exactly a player could potentially do (and not do). It's possible a map is built around the fact that you can carry bodies only along certain routes. So a detail like this is pretty important in my opinion, and should not just be changed without careful consideration. @Daft MugiHaving said that, I appreciate the work you put into this. Please don't let yourself be discouraged from contributing in the future.
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Dark Mod AMA on Reddit this Saturday (1/28) at 3 PM CET / 9am EST
Baal replied to demagogue's topic in The Dark Mod
For someone who is not that familiar with Reddit: How and where do I find this? -
Fan Mission: Sir Talbot's Collateral by Baal & Bikerdude (15/04/2015)
Baal replied to Bikerdude's topic in Fan Missions
Of course; I know that. But standing on a bucket is such a real world solution to that problem. He could have taken anything, and he didn't even have to turn the bucket upside down. That just made me chuckle. -
Fan Mission: Sir Talbot's Collateral by Baal & Bikerdude (15/04/2015)
Baal replied to Bikerdude's topic in Fan Missions
I have to share this. The way this player got the rope arrow is a pretty funny, 'immersive sim' way to do it. He got a bucket from the cellar, stood on it, and jumped to grab the arrow. This is just awesome. -
These are beautiful. You better hire some guards to keep an eye on them.
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I love the overgrown look of that place. Looking forward to play this.
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Before all the buttons of the failed screen become visible. I didn't wait long when it happened, so probably before the first button fades in. I have to try it again a few times.
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2.10 on Linux.
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A lot of cool new stuff in this thread. If you're looking for ideas: What about a working furnace for a crematory, for example? That could be useful for someone. *wink wink*
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That's a very good looking mission. Thanks. It's propably the choice of textures. Not quite. 3 Doors (one behind the camera), a stairway down (behind the arches, in front of the window) and one way to climb up.
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This is very unfinished work in progress. It's coming along nicely though. There are 5 ways in and out of this room.
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I can confirm this. The first time I tried it on "Collateral" everything worked fine. On the second try I didn't wait until all the buttons on the "Mission failed" screen appeared and after the quickload it replaced the main menu. So maybe it only happens if you reload within a certain time after the Fail screen comes up. Can someone try this?
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There's nothing in the logfile. I can continue looking, but I don't know where to begin. Do you have a suggestion where I could set a breakpoint to start from? It happens on undock textures, opening the light inspector and the texture tool, maybe others.
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Of course. I forgot about these. Here. Calling stod() with "TextureTool" throws an exception. #0 0x00007ffff66a5f91 in __cxxabiv1::__cxa_throw(void*, std::type_info*, void (*)(void*)) (obj=0x55555aedcef0, tinfo=0x7ffff6829198 <typeinfo for std::invalid_argument>, dest=0x7ffff66bd690 <std::invalid_argument::~invalid_argument()>) at /usr/src/debug/gcc/libstdc++-v3/libsupc++/eh_throw.cc:81 #1 0x00007ffff669c471 in std::__throw_invalid_argument(char const*) (__s=__s@entry=0x7fffebd70578 "stod") at /usr/src/debug/gcc/libstdc++-v3/src/c++11/functexcept.cc:78 #2 0x000055555571a247 in __gnu_cxx::__stoa<double, double, char>(double (*)(char const*, char**), char const*, char const*, unsigned long*) (__convf=0x7ffff6459470 <strtof64>, __name=0x7fffebd70578 "stod", __str=0x7fffffffc5c0 "TextureTool", __idx=0x0) at /usr/include/c++/12.2.0/ext/string_conversions.h:83 #3 0x00007fffeb917bee in std::__cxx11::stod(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, unsigned long*) (__idx=0x0, __str=<optimized out>) at /usr/include/c++/12.2.0/bits/basic_string.h:4002 #4 string::convert<double, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, double) (str="TextureTool", defaultVal=0) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/libs/string/convert.h:36 #5 cmd::Argument::Argument(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) (this=0x7fffffffc610, str="TextureTool") at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/include/icommandsystem.h:58 #6 0x00007fffeb915a37 in cmd::parseCommandString(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) (input=<optimized out>) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiantcore/commandsystem/CommandSystem.cpp:322 #7 0x00007fffeb915dcd in cmd::CommandSystem::execute(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) (this=0x555556394990, input=<optimized out>) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiantcore/commandsystem/CommandSystem.cpp:360 #8 0x00007fffeb9125cb in cmd::CommandSystem::executeCommand(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::vector<cmd::Argument, std::allocator<cmd::Argument> > const&) (this=0x555556394990, name="ToggleTextureTool", args=std::vector of length 0, capacity 0) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiantcore/commandsystem/CommandSystem.cpp:382 #9 0x00007fffeb915df3 in cmd::CommandSystem::execute(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) (this=0x555556394990, input=<optimized out>) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiantcore/commandsystem/CommandSystem.cpp:365 #10 0x00005555556e7d62 in ui::EventManager::handleKeyEvent(wxKeyEvent&) (this=<optimized out>, keyEvent=...) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiant/eventmanager/EventManager.cpp:683 #11 0x000055555570615e in ui::GlobalKeyEventFilter::handleAccelerator(wxKeyEvent&) (this=this@entry=0x555556c194a0, keyEvent=...) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiant/eventmanager/GlobalKeyEventFilter.cpp:166 #12 0x00005555557061c2 in ui::GlobalKeyEventFilter::FilterEvent(wxEvent&) (event=..., this=0x555556c194a0) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiant/eventmanager/GlobalKeyEventFilter.cpp:85 #13 ui::GlobalKeyEventFilter::FilterEvent(wxEvent&) (this=0x555556c194a0, event=...) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiant/eventmanager/GlobalKeyEventFilter.cpp:66 #14 0x00007ffff79862ad in wxEvtHandler::ProcessEvent(wxEvent&) () at /usr/lib/libwx_baseu-3.2.so.0 #15 0x00007ffff7986cdb in wxEvtHandler::SafelyProcessEvent(wxEvent&) () at /usr/lib/libwx_baseu-3.2.so.0
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@greebo I don't know how to debug that. Is there a way to enable logging output?
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I'll try. The debugger doesn't tell me anything on that. It just seems to exit (no segfault).
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I have no rendering issues on linux. But Darkradiant crashes when I undock textures, open the texture tool or the light inspector.
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They still might just not like C#. Or rather use a language they know better. I, for example, would prefer Rust or even Haskell (yes, I'm serious).
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Yes, but some people want to do their own thing. C# and Windows only is a no-go for a lot of people for example (me included).
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It works now, thanks.
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Yes.
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Lets do a "The Dark Mod Launcher" contest!
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Startup fails with a messagebox: "There's no such control: MediaBrowser".