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datiswous

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Posts posted by datiswous

  1. On 5/13/2022 at 6:22 PM, Nort said:

    and I've noticed that while there's an "updater" program, I've heard that that updater is unreliable.

    The updater is an old program. It is not used anymore for updating tdm. For updating you use the installer. If you don't have the installer, you have to download it, dump it in the tdm folder and start it.

    I think it would be helpful if you tell which versions you're currently running. Apart from that you probably get better (faster) support if you update first.

  2. Putting the dds folder in the root tdm folder does it, so you have the same folder structure as in the pk4, you don't need the other extracted files and folders though. You don't have to repack it. Be aware that if tdm updates the file in a future update, you won't notice it because you're overruling it. Therefore it's important to remove all the files and folders that you don't want to override from the dds folder.

    To sum it up:

    1. extract the dds folder from tdm_gui01.pk4 and put that folder in the tdm-root
    2. remove everything that you don't want to override from that folder.
      So in this case keep /guis/assets/objectives/parchment_ingame.dds (including that folder structure)

    I'm not an expert and there might be a better way, but this seems to work.

    Might be something for a plugin, to darken all readable assets in all missions.

     

    • Like 1
  3. Well, you can make a darker version of parchment_ingame.dds . I think you can unzip the dds folder inside tdm_gui01.pk4 and inside that there is /guis/assets/objectives inside that there is that file. If you make that file darker (or completelly change it), TDM uses that instead of the one in the tdm_gui01.pk4 .

    • Like 2
  4. Rochard. If you like:

    • Platform games (somewhat)       - Check
    • Puzzles                                       - Check
    • A decent story with good acting  - Check
    • Good music                                 - Check
    • 3D graphics (background)           - Check
    • Gravity control                             - Check
    • A Gravity gun                              - Check

    I love this game. Never found something seriously comparable.

     

    • Like 1
  5. 23 hours ago, demagogue said:

    two pathfinding scripts,

    What, Only 2?? Is this automatically used based on the aas or something? What would the fire elemental use?

    Some in-water creatures like fish would me nice, although maybe md3 would be enough for that.

  6. 14 hours ago, thebigh said:

    One cool effect I'd like to see is a key ring. No more cycling through numerous keys in your inventory, keys you grab go on the key ring which then opens any door to which you have the right key.

    It's interesting. I guess when you pick up a new key a key is created in your inventory which replaces the previous key based on what it is supposed to open (inv. icon might change as well) in combination of what you can already open. I guess you can have some sort of tracker that tracks your current keys and selects the correct key based on that info. At least that is how I think about it.

    • Like 1
  7. On 4/7/2022 at 4:48 AM, thebigh said:

    Dynamically stretching and skewing walls isn't so easy. I'm not sure if TDM has the capability to move individual brush vertices, edges, or faces.

    Well, if you can make a sliding wall (door), you can make a sliding room (to expand a hallway), or make a room smaller by moving all the walls + ceiling inwards. I would think.. So much to try out.

  8. On 3/21/2022 at 7:11 PM, nbohr1more said:

    Yep. Linux is a bit of a pain.

    The last time I tried replicating a crash, I invoked "gdb thedarkmod.x64" and then "run" and when the application crashed, I invoked "step" to see subsequent operations.

    After doing more digging, most Linux distros should have kdump installed and the /etc/kdump.conf should show the path where crashes are supposed to be written.

    https://access.redhat.com/documentation/en-us/red_hat_enterprise_linux/7/html/kernel_administration_guide/kernel_crash_dump_guide

    The kdump data is also supposedly able to be parsed by gdb.

    https://developers.redhat.com/blog/2021/04/30/the-gdb-developers-gnu-debugger-tutorial-part-1-getting-started-with-the-debugger#next_up

    If you have working info for Linux crashdumps, maybe you can update the wiki article?

    https://wiki.thedarkmod.com/index.php?title=Save_a_Memory_Dump_for_debugging_Crashes

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