Jump to content
The Dark Mod Forums

Daft Mugi

Contributor
  • Posts

    655
  • Joined

  • Days Won

    15

Everything posted by Daft Mugi

  1. I read a post under Tech Support about making an option for "toggle crouch" to happen on "key press" rather than "key release". I've added "toggle crouch", which works like Thief, to my build. That is "toggle crouch" on key press. I've been playing that way since the end of March. It's not as simple as changing it to "toggle crouch" on key press, because ladders and ropes need to be carefully considered. I'd imagine there may be differing opinions about how to handle those scenarios. I made it work as similar to New Dark as I could. I've changed the code in my build to always work that way. In the Tech Support post, there was a request for an option to choose between new and old "toggle crouch" behavior, so I'll have to add that functionality to my patch. How shall I prepare my patch? Some things that I found that I needed to consider: When on a ladder/rope, what happens when "toggle crouch" is pressed? When detaching from a ladder/rope, what happens when "toggle crouch" is held down after a slide? When attaching to a ladder/rope, what happens to the crouch/stand position? When on a ladder/rope, does "toggle crouch" crouch/stand or slide? Here are the decisions that I made, which I hope is a good starting point for us to discuss what we all may want. Do NOT use crouch speed while climbing on a rope/ladder. (This is actually a separate issue / bug that I fixed.) While on a ladder/rope, "toggle crouch" behaves like regular crouch. While sliding, stay crouched until "toggle crouch" key is released. The player will stay crouched once detached from a ladder/rope and will stand (crouch off) on "toggle crouch" key release. When the player is crouched ("toggle crouch"), looking up, and moving up on a rope/ladder, change to standing position (crouch off). This makes it more likely for a player to be in a standing position after mantling from a rope/ladder. Note, on "looking up" is important, otherwise there would be a jarring, unexpected upwards movement on ladder/rope attachment when the player intends to go downwards. When the player is crouched ("toggle crouch"), attaches to a ladder, and is looking down, stay crouched. It may be difficult to imagine how this works. Feeling it while playing makes a big difference. Summary: I've been playing with my custom build since the end of March. Feels great. Feels like Thief/New Dark. I look forward to hearing your thoughts. How shall I prepare my patch? Cheers
  2. I like to make custom icons and sometimes other graphics for the games I frequently play. At the moment, I want to make a custom The Dark Mod icon for myself.
  3. Is there a place where I can get a copy of the original, high-quality render (JPEG, PNG, etc.) of The Dark Mod logo? (the clock without text) The closest I've found is at https://wiki.thedarkmod.com/index.php?title=Concept_Art_and_Fan_Art_Archive ("Loader screen concept")
  4. What's the current status of Spoonman's missions, The Ravine and Full Moon Fever? It's hard to tell, because Spoonman's comments are missing. Were they updated by Bikerdude and then reverted back to Spoonman's original versions? My main question is: Do the versions available for download today contain the bug fixes?
  5. I ran into an error when compiling The Dark Mod on Linux with glibc 2.34. Building CXX object CMakeFiles/TheDarkMod.dir/tests/TestRun.cpp.o In file included from /home/dm/darkmod_src/tests/testing.h:22, from /home/dm/darkmod_src/tests/TestRun.cpp:18: /home/dm/darkmod_src/ThirdParty/artefacts/doctest/include/doctest/doctest.h:3998:47: error: size of array ‘altStackMem’ is not an integral constant-expression 3998 | static char altStackMem[4 * SIGSTKSZ]; | ^ make[2]: *** [CMakeFiles/TheDarkMod.dir/build.make:3071: CMakeFiles/TheDarkMod.dir/tests/TestRun.cpp.o] Error 1 make[1]: *** [CMakeFiles/Makefile2:95: CMakeFiles/TheDarkMod.dir/all] Error 2 make: *** [Makefile:103: all] Error 2 Updating "ThirdParty/artefacts/doctest/include/doctest/doctest.h" to 2.4.8 fixed it for me. https://github.com/doctest/doctest/blob/v2.4.8/doctest/doctest.h See "Can't compile with glibc master (future 2.34): SIGSTKSZ is no longer a constant" (https://github.com/doctest/doctest/issues/473)
  6. I noticed that this mission permanently changes "pm_runmod" to "2.35" in Darkmod.cfg. "pm_runmod" was originally set to "2.12", which I assume is the default. Enjoyed this mission! Cheers
  7. I'm new to The Dark Mod. During the training mission while practicing sword fighting, I experienced crashes often (on Linux, TDM 2.10). If I quick loaded after each failed round, I didn't experience crashes. Felt like a memory leak, perhaps. Also, in The Painter's Wife at the start while trying out sword attacks, I experienced crashes. (That's the moment I discovered sword attacks and went to the training mission to learn more.) I haven't experienced crashes with the bow. I have no mods installed. Frontend Acceleration is off.
  8. I think save rooms should be an option toggle (in the menu) for all difficulties. So far, if someone wants to increase tension and challenge themselves without saving, they "ironman/iron mode" the mission. A great thing about Thief's open design is that it has led to players creating their own play styles and challenges: ghost, supreme ghost, iron mode, or a mix. So, why the added restriction on the player and constraint on the game system? I don't see a reason why save rooms shouldn't be available in a mission author's toolbox, since save rooms are a way for a mission author to set up and control the flow of tension and challenge – a good thing. But only a good thing if the player can opt in or out. A player may want to play on a lower difficulty level to reduce the loot goal or another reason, but they want to opt in to save rooms for the added tension designed by the mission author. Playing on the hardest difficulty is a requirement for supreme ghost, so those players need to play on the hardest difficulty without save rooms. Well, I least cannot imagine supreme ghosting a level without being able to save at any moment.
  9. I set ID_CONSOLE_LOCK to 1 in the source and compiled a release build. That fixed it for me. When com_allowConsole is set to 0, tilde works as expected -- tilde puts away weapon and Ctrl+Alt+~ toggles the console. Also, when com_allowConsole is set to 1, tilde toggles the console as expected.
  10. Welp, I should have kept searching. Yes, it is ID_CONSOLE_LOCK. The Linux build always sets ID_CONSOLE_LOCK to 0 no matter which build it is. TDM: framework/BuildDefines.h#L57~L69 // if enabled, the console won't toggle upon ~, unless you start the binary with +set com_allowConsole 1 // Ctrl+Alt+~ will always toggle the console no matter what #ifndef ID_CONSOLE_LOCK #if defined(_WIN32) || defined(MACOS_X) #ifdef _DEBUG #define ID_CONSOLE_LOCK 0 #else #define ID_CONSOLE_LOCK 1 #endif #else #define ID_CONSOLE_LOCK 0 #endif #endif And of note, Dhewm3 always sets ID_CONSOLE_LOCK to 0 in all builds: https://github.com/dhewm/dhewm3/blob/ae63021d0060a61374657e507a43fcd12a0d0606/neo/framework/BuildDefines.h#L42
  11. I took a moment to look at the source. My very brief search has me suspect it has something to do with ID_CONSOLE_LOCK. There's a comment "draw the console full screen - this should only ever happen in developer builds". It could be that the Linux release build has the ID_CONSOLE_LOCK variable set incorrectly. Dhewm3: https://github.com/dhewm/dhewm3/blob/ae63021d0060a61374657e507a43fcd12a0d0606/neo/framework/Session.cpp#L2556 TDM: framework/Session.cpp#L2676 Also, there's a comment "If the console's not already down, and we have it turned off, check for ctrl+alt". Dhewm3: https://github.com/dhewm/dhewm3/blob/ae63021d0060a61374657e507a43fcd12a0d0606/neo/framework/Console.cpp#L809 TDM: framework/Console.cpp#L774
  12. Oh, no! Thanks for looking at an old topic again! My keyboard layout is English (US). X11 layout: us. Also, since it's a US keyboard, that key (left of 1-key) outputs a backtick (`) on press and a tilde (~) on SHIFT-press -- which is expected. I'm using Pop!_OS 21.10. I just checked Dhewm3. It does the same thing. com_allowConsole is set to 0, but tilde opens the console. So, maybe it's part of the original Doom 3 source.
  13. I'd also like to see an option to have toggle crouch on "key press". I started playing TDM for the first time today, and I felt that crouching was very delayed. I'm used to Thief's toggle crouch. I'm glad to know that I can quickly tap "toggle crouch" to crouch sooner until an option is added. Cheers
  14. In Linux TDM 2.10/64, the tilde key is opening the console no matter what. The tilde key also puts away the weapon at the same time as opening the console. com_allowConsole is set to 0. This is the first time I've tried TDM, so I don't know if it worked in a previous version. In Wine, tilde works as expected. Is there something I can do to fix this? Thanks!
×
×
  • Create New...