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  1. id Studio did a poor job in defining its categorization of variable nomenclature, so in subsequent documentation and discussions there are divergent views (or just slop). In my series, I had to choose something, and went with what I thought would be clearest for the GUI programmer: Properties, which are either Registers (like true variables) Non-registers (like tags) User Variables (also true variables) I see that your view is more along these lines (which perhaps reflects C++ internals?): Flags (like my non-registers) Properties, which are either Built-in (like my registers) Custom (like user Variables) Also, elsewhere, you refer to "registers" as temporaries. I am willing to consider that there could be temporary registers during expression evaluation, but by my interpretation those would be in addition to named property registers. I'm not sure where to go next with this particular aspect, but at least can state it.
  2. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
  3. Ah, pity I wasn't reading the forums back in February. I'm fond of that game, along with Bugbear's other early title, Rally Trophy. I was never too good at FlatOut, but it was always a hoot to play.
  4. YOU TAFFERS! Happy new year! Deadeye is a small/tiny assassination mission recommended for TDM newcomers and veterans alike. Briefing: Download link: https://drive.google.com/file/d/1JWslTAC3Ai9kkl1VCvJb14ZlVxWMmkUj/view?usp=sharing Enjoy! EDIT: I promised to someone to write something about the design of the map. This is in spoiler tags below. Possibly useful to new mappers or players interested in developer commentary.
  5. Yes, the engine uses limited number of threads, so most of the CPU cores cannot be utilized. Also, don't look at memory utilization. TDM loads the whole level into RAM & VRAM, so unless you have too little memory, its size does not matter. Enable frontend acceleration (helps if limited by CPU). Reduce antialiasing and soft shadows quality (helps if limited by GPU). Prefer stencil shadows if limited by GPU, and shadow maps if limited by CPU. Just accept that FPS will drop at some places. Mappers cannot make it 100% sure any system will handle map perfectly in every corner.
    1. Show previous comments  4 more
    2. lost_soul

      lost_soul

      I've been considering reinstalling TDS for a wile now... I've still got my original CDs. Have these guys fixed the bug where you get stuck floating? Last time I played TDS, that happened and I was unable to get out of it, so I ragequit.

    3. chakkman

      chakkman

      You can surpass that bug by drawing your bow, performing a shot, and draw your blackjack when the bow is tensioned, to abort the bow shot. I'm hoping it's fixed in the Gold patch too though. Alongside the thing where you move sideways, when peeking left or right.

    4. nbohr1more

      nbohr1more

      @Biker Hmm.

       

      Build TDM mission in DR.

       

      Export as portions as ASE

       

      Edit in Blender and export in TDS compatible format

       

      Import into T3ED

       

      Edit

       

      Release TDS mission...

       

      (or just stick with TDM)

  6. @snatcher I understand that when you feel your work doesn't live up to your goals that you don't want it out in the wild advertising your own perceived shortcomings but that leads to a troubling dilemma of authors who are never satisfied with their work offering fleeting access to their in-progress designs then rescinding them or allowing them to be lost. When I was a member of Doom3world forums, I would often see members do interesting experiments and sometimes that work would languish until someone new would examine it and pickup the torch. This seemed like a perfectly viable system until Doom3world was killed by spambots and countless projects and conceptual works were lost. I guess what I am trying to say is that mods don't need to be perfect to be valuable. If they contain some grain of a useable feature they might be adapted by mission authors in custom scenarios. They might offer instructive details that others trying to achieve the same results can examine. It would be great if known compelling works were kept somewhere safe other than via forum attachments and temporary file sharing sites. I suppose we used to collect such things in our internal SVN for safe keeping but even that isn't always viable. If folks would rather not post beta or incomplete mods to TDM's Moddb page, perhaps they would consider creating their own Moddb page or allow them to be added to my page for safe keeping. Please don't look at this as some sort of pressure campaign or anything. I fully understand anyone not willing to put their name next to something they aren't fully happy with. As a general proviso, ( if possible \ permitted ) I just want to prevent the loss of some valuable investigations and formative works. The end of Doom3world was a digital apocalypse similar to the death of photobucket. It is one of my greatest fears that TDM will become a digital memory with only the skeletons of old forum threads at the wayback archive site.
  7. Congrats on the release! Remember to check ThiefGuild as well as the DarkFate forums (via Google Translate) for additional feedback.
    1. Obsttorte

      Obsttorte

      This looks cool, somehow oldschool in a nice way.

    2. demagogue

      demagogue

      I hope the gameplay is unique to justify him reinventing the wheel instead of, e.g., just forking off of us. The art design looks good.

  8. Just curious, based on this discussion: http://forums.thedarkmod.com/topic/19239-soft-r-gamma/?p=427350
  9. Ever since I worked on "Chalice of Kings" with Bikerdude, I have wanted to get flame particles with new particle glares into the core mod. My reasoning was that the candles have glares and the un-glared torches look mismatched. This proposal was met with mixed reactions, so (knowing the history of TDM feature proposals...) I have created a technical demo. You may download it here: zzz_flameglare.pk4.txt (fixed) Just rename without the .txt extension at the end and place it in your Darkmod directory. Here are some screens. Using particles for this is probably the wrong way to go now that Duzenko has an emissive light feature in his branch: http://forums.thedarkmod.com/topic/19659-feature-request-emissive-materialsvolumetric-lights/
    1. Show previous comments  1 more
    2. Obsttorte

      Obsttorte

      Part two is recorded. Now I only need to add the subs and rip it down. Should be on youtube tomorrow.

    3. Lux

      Lux

      can't wait.

    4. demagogue

      demagogue

      I didn't know that first trick setting up the base, so thanks for that.

  10. "...to a robber whose soul is in his profession, there is a lure about a very old and feeble man who pays for his few necessities with Spanish gold." Good day, TDM community! I'm Ansome, a long-time forums lurker, and I'm here to recruit beta testers for my first FM: "The Terrible Old Man", based on H.P. Lovecraft's short story of the same name. This is a short (30-45 minute), story-driven FM with plenty of readables and a gloomy atmosphere. Do keep in mind that this is a more linear FM than you may be used to as it was deemed necessary for the purposes of the story's pacing. Regardless, the player does still have a degree of freedom in tackling challenges in the latter half of the FM. If this sounds interesting to you, please head over to the beta testing thread I will be posting shortly. Thank you!
  11. Love your signature over at the Eidos forums. Hahaha!

    1. Maijstral

      Maijstral

      I don't normally even use signatures, but I've used a few to voice my displeasure at what EM is doing to Thief. I'll probably stick with that one until I lose interest in visiting the EM forums.

  12. Welcome to the forums Ansome! And congrats on making it to beta phase!
    1. rebb

      rebb

      What a pisstake ;)

    2. Diego

      Diego

      Now players will not onlyget spit on while hiding, they will be pissed on too!

  13. Welcome to the New Mappers Workshop! This is a communal workshop for new mappers who have never made a TDM mission before. Each week or two I will make a tutorial video and help to guide everyone through the process of creating a small, complete mission. I'm hoping the participants will feel free to ask questions, no matter how small--we're all here to learn from and encourage each other. Since I expect this thread to get fairly busy, I'm going to be heavy-handed about removing off-topic content. ====================================================================================================================================================================== Lessons often include links or other written instructions; direct links to the lessons are collected below: Lesson 1: Planning http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=407999 Lesson 2: Visportals http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=408253 Lesson 3: Your First Room http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=408484 Lesson 4: Decorating Your Rooms http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=408785 Lesson 5: Connecting Your Rooms http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=409215 Lesson 6: Outdoor "Rooms" http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=409322 Lesson 7: Creating Doors http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=409547 Lesson 8: Functional Props (ie, entities) http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=409731 Lesson 9: Immersive Details (sound/particles) http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=410258 Lesson 10: Advanced Brushwork (ladders/water) http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=410667 Lesson 11: AI http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=411192
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