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STiFU

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Everything posted by STiFU

  1. That was exactly the intention of "A New Job". When you play, you will notice that there are pop-ups every now and then, explaining some mechanics. But honestly, there are so many mechanics in TDM that it is hard to introduce everything in an entertaining way.
  2. In the beta phase, we usually only address regressions since the respective previous version or bugs with newly introduced features, in order not to unnecessarily lengthen the beta-phase. And we are already in release candidate territory, as stgatilov already said.
  3. You can download the build tools independently of VS: Buildtools for Visual Studio 2022. If you can still install those on Win7, you can maybe build DR with the command @stgatilov posted above. You might need to navigate to the directory where msbuild.exe is located first or even launch a developer console (which should be available in the start menu after you installed the build tools).
  4. If there ever was a common code-style, it is definitely lost forever in the TDM-codebase. It's a huge mess in this regard!
  5. Of course, identifying struct via HN is useless. At work, we use HN when there are reasons for caution: u for unsigned to prevent unintentional implicit unsigned promotion (and overflow) Yes, I know, the compiler will issue a warning, but in some legacy projects, there are tons of warnings, so devs are going to miss that one new one. We are slowly working toward warning-free builds, but as long as we are not there yet, the u-prefix helps a lot. p for pointers to make the reader / dev aware that that variable could be NULL. m_ for members, obviously useful. Similarily, g_ and s_ for globals and statics respectively, although it is obviously discouraged to use those. Various prefixes for the different coordinate systems we use. I for interface, just for convenience b for boolean, this is basically just for convenience so you can directly see that this is the most basic type. This one, one could defintely argue against, but I personally like it.
  6. That's because all those guides apparently did not reach the age of web-page-based Code-Reviews via Github, Azure Devops, and the likes... All the people arguing against Hungarian say that you simply don't need it anymore, because your compiler / IDE will tell you what type a variable has (your Pull-Request web-gui will not show you that information) and that Hungarian only makes it harder to read variables (which is not really accurate, as our brain is perfectly capable to read any camel-case variable or function, so why shouldn't it be able to parse the prefix?).
  7. By the way, give Graven some more time to mature. In it's current state, I can only recommend it to true Hexen-fans. Want to know more? https://steamcommunity.com/id/stiffsen/recommended/1371690/
  8. I agree, and you might become happy in 2.13. My thinking was that you could select "Thief-Style" (new Daft-Mugi control scheme) or "TDM-Style" (old control scheme, but with long-frob shortcut for frob + use). No promises, however. The proposed change has to be accepted by more than one team member after all.
  9. This is an intereting discussion. So, could one of the mods please move this to a separate thread as to not derail the beta testing thread. As a developer, you spend about 80% of your time just reading code. So, optimizing for readability is very important. The more information you can gather just by reading without cluttering up the code (by needless comments) the better. Hungarian notation helps immensely to quickly prase the displayed code in your brain. Yes, your IDE will show the desired information as well, but a mechanical interaction with the code is required to show it (mouse over or similar). Also, often you are tasked to do code review on webpages that don't offer these nice crossreferencing features of your IDE. Some things are objectively bad, 'though, so the respective rules preventing those things should universally be followed. For instance, much legacy code is nested extremely because at some point in time, it must have been a rule that you only have one return-point in your function (probably a c-residual). Such code is exhausting to read ("what was the else-if-condition some 1000 lines ago leading to this else-case again?") and very likely contains tons of code duplication. Today, we have the rule to only use little nesting and short if-else-clauses, to make the code easy to read and debug. If I come accross such a nested legacy function, I refactor the shit out of that function while trying to understand it, just so the next person after me doesn't have to deal with that horrible mess again.
  10. After we were green-lit in just a couple of days, we were informed that we would have to form a legal entity, so that somebody can be held liable for potential copyright claims, and that we'd have to guarantee that there is no copyright infringement in the game. Since we are not 100% able to guarantee the latter, the prior poses quite a risk to the legal representative of the mod. So, we decided to drop this endeavor.
  11. Honestly, I wouldn't be so quick to judge here, as noone knows the history of this code-snippet. It might just have been that there were floating-point-quantization errors in dmap and that they wanted to get rid of those by rounding at the desired precision, i.e., 0.001. Also, floating point comparisons with fixed precision like this are not uncommon at all. Some applications simply don't require more accuracy so you skip the very complex "regular" floating point comparison.
  12. That's one way to not spoil what this game is actually about! Absolutely excellent game and so meta.
  13. TDM is already a niche genre. If we release it to a niche platform, it will be niche²! Since we would have to strip TDM off all its assets, recreate some and build a demo FM around it, it wouldn't be more than a tech-demo, i.e., there is no game, which would be niche³. It's just not worth it! We even did not release on Steam due to licensing issues and on that platform, we actually could have gained a huge player-base. No TDM dev has ever showed interest in doing such a thing and that also goes for most of our community. It's not going to happen unless you do it yourself. Be prepared to put at least 2 years of full-time work into this project.
  14. Hm, I am not sure I follow. Shouldn't the behaviour of the Rim shader be independet of actual geometric complexity and normal map based complexity? If the answer is yes, then brushes should also look fine because the applied material provides geometric complexity. Reshade is awesome. I use it all the time to improve the visuals of old classics. The Post-Lightmaps-Era games just look so much better with some SSAO...
  15. Yes, while Saint Lucia and A New Job are a little different, seeing that they are parts of the official introductory campaign, we usually use the bugtracker only for engine and core asset related issues. Please use the respective FM threads in the future.
  16. STiFU

    Free games

    Infinifactory now free on Epic. Great automation / optimization puzzle game. Had quite some fun with that one.
  17. It stands for campaign or single mission.
  18. That bug report could be interpreted in two ways: One, the ingame-downloader-sorting needs changing, Two, all other lists needs changed sorting. The current sorting does not even resolve the issue as the sorting is still different from the missions web page.
  19. CMOS all the way! It is in a way truly alphabetical, while allowing for efficient searching, and it is a world-wide standard way of sorting things.
  20. It was most definitely the shortcomings of T3 that spawned the development of TDM.
  21. To be fair, he has put forward a lot of evidence internally. There was a huge (and heated) discussion and we eventually landed on a compromise. I totally understand, 'though, how you feel like this comes out of nowhere. I get it. This!!!!! Absolutely this! I have been arguing for something like that for years, but I do understand the arguments of those opposing this. At least you can sort by release date now.
  22. It is already implemented. This is exactly what my extension of the new control scheme does. tdm_holdfrob_drag_all_entities Have fun, mate! EDIT: Correction: Sorry, I misread your post a little bit. Only for extinguished lights and food remains, the hold-type-grabber is used with my extension. For lit candles and food, short frob is still grabber and long frob is extinguish / eat. The thing is that there are plans to keep only one control scheme on the long run, which I am totally against, 'though, see below. I have already commented/suggested internally that the frob-code needs refactoring anyway, and if we were to do that for 2.13, we might as well introduce a simple switch. Basically, the code would determine if short frob or long frob has been pressed and then decide which action to perform based on the chosen control scheme. And for your information, my preferred solution has always been to keep the original controls, but have long-frob as a shortcut for frob + use. This might be an option with the proposed refactor. Let's try to keep the discussion constructive, please. There is no need to make it more heated.
  23. I think that was directed at me, as I usually argue for the new control scheme (albeit with some modifications). I liked that post because it contained some valid points of criticism: Especially the first point frequently happened to me. Yes, the new frob-to-loot feature is there to help, but I still sometimes accidentally shouldered a body.
  24. Back from a spontaneous 1-week trip to Lanzarote with wife and son. I hope beta testing has been going well...

    1. Daft Mugi

      Daft Mugi

      Lanzarote looks like a nice place. Hope you all had a great time!

  25. You can buy a displayport to hdmi adapter very cheap.
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