Jump to content
The Dark Mod Forums

Search the Community

Showing results for '/tags/forums/archive thread/'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. Thanks! 1) Doing LONG_PRESS PAD_A (what I, for lack of knowledge, call "jump-mantle" or "_jumpmantle") differs from doing PRESS PAD_A ("_jump"). "_jumpmantle" differs from "_mantle", so they must be mapped to different button-calls. "_jumpmantle" differs from "_jump", so they must also be mapped to different button-calls. This appears to be the case, but it is not evident (or changeable) in DarkmodPadbinds.cfg. "_jumpmantle" seems to be hard coded to always connect to the same button as "_jump" but with a long press. It is as if bindPadButton PRESS PAD_A "_jump" is not actually just binding PRESS PAD_A to "_jump", but rather interpreted as "link PAD_A (regardless of button press time) to behave exactly like keyboard SPACE for short and long presses". I would have expected the default DarkmodPadbinds.cfg to explicitly read: bindPadButton PRESS PAD_A "_jump" bindPadButton LONG_PRESS PAD_A "_jumpmantle" bindPadButton PRESS PAD_B "_crouch" bindPadButton LONG_PRESS PAD_B "_mantle" ... but neither LONG_PRESS PAD_A or "_jumpmantle" is listed in the file. If there are actions "_jump" and "_mantle", I suppose there must also be an action "_jumpmantle" since it is possible for the player to do all those movements: * "_mantle" does the movements "crouch on the high surface, then stand up" * "_jumpmantle" idoes the movements "jump slightly forward, then land standing on the high surface" * "_jump" idoes the movements "jump up, then land exactly where you started" If the actions "_jump" and "_moveup" are not synonymous, then perhaps the action "_moveup" is what i call "_jumpmantle"? 2) Thanks for the link! It was useful in more than one way. I'll link to that page from https://wiki.thedarkmod.com/index.php?title=Bindings_and_User_Settings#Gamepad_Default_Bindings if I can get an account on the wiki, which proved more difficult than i thought (https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/). However, it does not answer my question how to find out the name ("<button>") used for a button on my gamepad. Basically, I would need to press the button on my gamepad and some program could tell me "That button is called 'PAD_A'". In my case, I have a gamepad "Logitech F310" (https://commons.wikimedia.org/wiki/File:Logitech_F310_Gamepad.jpg) which has a "Logitech button" (see image) that I want to use. I was hoping to find out the "button name" for that button and then edit DarkmodPadbinds.cfg to map it to a function. 3) ... but if that button has an "unusual name" that TDM does not recognize, then it may perhaps not work. E.g. if that button is called "PAD_LOGITECH" and TDM cannot recognize that name, then I cannot map anything to it via DarkmodPadbinds.cfg. Using QJoyPad I can map any keyboard key to it instead, as a workaround, but I cannot map MODIFIER to it (since MODIFIER cannot be set to a keyboard key). If current implementation is still called "experimental", then I must say it works very well; @cabalistic: kudos for that! I may not have continued playing TDM had it not worked with a gamepad.
  2. It is possible that this is a setting that needs to be activated to work: https://mantisbt.org/forums/viewtopic.php?t=23221
  3. I was thinking of creating new libre assets that will complement existing NC assets. Not necessarily replace them. I'd be interested in hearing more about what the licensing issue on Steam was. If it was the NC assets, then a TDM-libre with a basic libre mission released initially could encourage a mapper to create a more developed map, also with with libre assets, that may qualify for inclusion on platforms currently not allowing NC assets. Perhaps. Or perhaps a developer decides to join the project because they like the idea and want to work on it. In that case this thread will provide a good overview of different aspects of this.
  4. @MirceaKitsune - have you raised a bug report for this particular problem (searching in the wrong place if shot by an arrow)? I think I have found the cause of it and can write it up in the bug tracker. In short, I believe the intended behaviour is that the victim is supposed to search halfway between him and the shooter (presumably chosen because he shouldn't really know where the shooter really is) but the code that sets this point gets overridden shortly afterwards by code that sets the search point to his current location. It's quite instructive (if you like that sort of thing) to read up the various bugs reports on AI behaviour that have been raised down the years. In particular, bug 3331 contains a number of fixes to problems similar to those reported in this thread.
  5. It's like a scrapbook, but for mapping! Hello, personal threads are all the rage so it's time I made one! I plan to be posting my forays and experiments in mapping, level design, scripting and whatever else in here. Here's to many, many pages! OK, let's start it off. You may remember that back in November I posted some screenshots of a cubemap slapped on some materials. Now that I'm at least a tad more educated on how materials work, I wanted to go back and see if I can improve on what I wanted to do. Firstly, here is a clip of a default material without a cubemap reflection on. Now here's the same material with a cubemap stage. The stage was just something I found and copied off a shiny tile and it's really simple - it goes like this: { blend gl_dst_alpha, gl_one cubeMap env/blueroom texgen reflect } As you can see, the result looks pretty unrealistic. The odd thing here is "gl_dst_alpha". It tells the stage to take the alpha value of the destination, which would be what's on screen I suppose. For a texture like our wood there, this is useless, since it's not transparent, the alpha is always going to be constant. In this particular case "blend gl_dst_alpha, gl_one" might as well be "blend add". Replace gl_dst_alpha with gl_dst_color, however, and you get this. It's quite subtle, but I like it a lot. It's still not ideal, from far off it's almost invisible, I would like some way to make it a bit more pronounced but none of the other blend modes achieve the same effect. If anyone has any ideas, shoot. Another thing I was wondering about while looking into the materials is this portion: { if (global5 == 2) blend add program ambientEnvironment.vfp ... } It's supposed to only work when Ambient Rendering is set to Enhanced, but there's no difference if you delete this. The ambientEnvironment program only seems to work when Ambient Rendering is set to Simple as a matter of fact, set if (global5 == 1) and you can see the actual effect. Putting a cubemap in this stage makes it looks pretty nice, actually, that would be a nice look to achieve but again, I can't get it working with Ambient Rendering Enhanced. There's another program, the bumpyEnvironment program, but it seems to just do what the envmap/texgen reflect stage does. edit: here's how the cubemap looks under the ambientEnvironment stage: Note that you don't get that Fresnel effect with the dst_color, gl_one blending stage.
  6. Okay: I replayed a few missions with difficulty set to Hardcore which is the maximum setting. Nothing obvious changes: All of the same issues persist, including the ability to beat up a guard with no reaction by climbing on a table in total darkness. All that changes is guards running to your location a bit more accurately when seeing you from a distance, attacks however don't count as sight. I decided to record a video for this thread to show my point, Crucible of Omens: Behind Closed Doors. What's happening here: While standing on a ledge that should be reachable by a stair, I shoot the guard in the back as he's walking away. His first reaction is to run down the stairs in the completely opposite direction. A few seconds later he comes running back up, only to go in a crevice at the other opposite end of where I was located. By sheer chance he heads somewhat toward my initial position, after which he runs down the stairs again. He finishes his alert state far away, looking for me far at the bottom of the stairs where I clearly wouldn't have been located. How this could have been better: The guard was shot in the back, it doesn't take a genius to tell that's where the arrow came from. He should have picked random positions in a cone originating from his view and facing toward me at the moment of the shot: He shouldn't come running to my exact location which would be both difficult and unrealistic, but should have searched in my general direction such as the wooden door to my right.
  7. New report from the 2.12 beta thread: Added to the wiki
  8. I am going to sort-of reveal that this is loosely like the nature of my upcoming mission. I noted it here when JackFarmer asked about things that are coming along in this post: https://forums.thedarkmod.com/index.php?/profile/37993-jackfarmer/&status=3943&type=status It too is a builder church. The player is requested by a hopefully famous character in another mission to handle some business that is affecting the congregation. I am looking to invoke some info and history laid down in other missions as a hook story.
  9. I created the page: https://wiki.thedarkmod.com/index.php?title=Lightgem In the source I placed the following text: <!-- Page text made by forum user Fiver: https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/&do=findComment&comment=491145 --> Personally I think the page isn't really necessary because the info is already present under HUD.
  10. I dom't use it, i found it here with the filter set to OpenSource. the TOS and PP isn't excluding for an OpenSource app, if they use ads mean that they also need to pay an server for this online service. OpenSource is not synonymous with free either, perhaps after the beta phase it is no longer free, so perhaps you can take advantage of the fact that it is still free to create a series of textures that can be used or search another one in Futuretools. AI generated textures and assets, by definition, don't have any copyright, so you can use them as you want. https://www.futuretools.io/?pricing-model=free|open-source&tags-n5zn=gaming
  11. Yeah, a last completed date would be something the game would have to implement (and write it out to missions.tdminfo). Apart from that, there's no reliable way for AngelLoader to know it. Beta 12 Fixed: the first "refresh from disk" trigger from TDM would be ignored, due to spurious refreshes being queued on startup and then never run, thus not having the refresh level value reset. In the Settings window, if a setting was changed that required a view refresh (game paths etc.), the filters would lose their state after the refresh. Dark Mod FM scans now show a progress box with a cancel button, because it's theoretically possible for the server data download to take some unboundedly large amount of time (highly unlikely, but covering the edge cases). Title filter searches now also search TDM "archive" names, same as for the other games. The DarkLoader Import window will now disable the Import Saves checkbox if no backup path has been specified, and shows a link to go to the Settings window where you can specify a backup path.
  12. Some folks have been asking about the new tdm_show_viewpos cvar and screenshot_viewpos command, so I thought I'd make an thread about it as a reference. The purpose of the cvar is to show the viewpos on the player HUD, and the purpose of the command is to add the viewpos to screenshots in order to help with troubleshooting and beta testing. Bug tracker: https://bugs.thedarkmod.com/view.php?id=6331 tdm_show_viewpos tdm_show_viewpos is a cvar to show/hide the viewpos on the player HUD, which can be set to the following: 0 --- hide 1 --- gray font color 2 --- cyan font color screenshot_viewpos screenshot_viewpos is a command that takes a screenshot with the viewpos added to it. screenshot_viewpos screenshot_viewpos <gamma> screenshot_viewpos can be typed at the console or bound to a key. The "gamma" is an optional argument, which as of 2.12 Beta is the r_ambientGamma value. Some mission authors prefer to have screenshots (from players) that are brighter, so they can see what is in the screenshot more easily. Setting the "gamma" argument is a convenient way to temporarily adjust the gamma just for the duration of the screenshot. For example, I have the following bound: bind "F12" "screenshot" bind "F11" "screenshot_viewpos" bind "F10" "screenshot_viewpos 1.3"
  13. I have an idea. From time to time, these kind of guard create a penis during animation. This penis creates a thread during spawn, but it starts it as DelayedStart(0 ms). Instead of running the script immediately, it stores its entityNumber onto the callstack of the script thread. Let's suppose that for some reason penis gets destroyed immediately, and bow attachment gets spawned at this exact moment: then the bow attachment reuses entityNumber of the penis. At some moment suicide thread wakes up, reads entityNumber from stack, and kills the entity with this index --- but now it is bow attachment instead of penis. That's a simple explanation why dangling pointers are dangerous! However, if this really works like this, the whole scripting should be completely broken, since scripts in general often wait long time, and all the entities they reference might die during waiting. I can hardly believe this situation is always handled that bad. I'd like to ask people who have used scripting a lot. What happens if you have a local variable X of type "entity", then you do "sys.wait(1.0);", and then try to use X but it has died during waiting?
  14. In-app downloading is turning out to be a lot more troublesome than I thought, and some of the auto-detection of stuff the game does is more troublesome than I thought too. So I'm thinking I could just make the first public release sans downloader and then take my time to develop something nice. Anyway, new beta. Beta 10 Auto-update finished difficulty when an FM is finished in-game. If AngelLoader doesn't have a last-played date already, it will pull it from TDM's database. But if it has its own, it will use that, because it's more granular (TDM's only goes down to the day). Sorting for the Archive column for TDM FMs now works correctly. "Play Without FM" for TDM now deselects any selected FM before running it. Don't know, just seemed cleaner. Think of a like a roundabout "download missions" button where you can go in-game with no FM and download some, I dunno. Added support for detecting in-place updated FMs, but only scan on next startup due to race condition with the pk4 Removed support for auto-refreshing on pk4 add, because the game adds pk4s individually to the fms dir before moving them to their own dirs, and we were trying to scan with each one (and failing due to locks and such)
  15. Zerg Rush

    Free games

    Nice, it remember me to an old Card game from 2001, you can still download it from the Google Play Store or download the zip file with the EXE file for Windows from Archive.org (standalone, ~1Mb), its free, no ads, nice, good for a little while in between Zip file content https://archive.org/details/Ants_Mravenci https://play.google.com/store/apps/details?id=com.qetrix.mravenci&hl=en_US&pli=1
  16. In the first post of the other topic Geep proposed: Then Stgatilov's answer: But I think applying subtitles in different languages shouldn't be too hard I would think, but I don't know how the current translation system works. The engine should apply the correct subtitles based on the applied language setting, this doesn't need a whole new language system I think. Not sure who's going to write those subtitles though. I can only do Dutch and English and nobody needs Dutch I think. I suggest further discussion of this to take place in topic https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/
  17. Mandrasola is a small sized map in which aspiring thief Thomas Porter steals some herbal products from a smuggler. The mission was created by me, Sotha and I wish to thank Bikerdude, BrokenArts and Ocn for playtesting and voice acting. Thanks goes naturally to everyone contributing and making TDM possible. This mission occurs chronologically before the Knighton's Manor, making it the first mission in the Thomas Porter series. Events in chronological order are: Mandrasola, The Knighton's Manor, The Beleaguered Fence, The Glenham Tower and The Transaction. The winter came early and suddenly this year. Weeks of strong blizzards and extremely harsh cold weather hit Bridgeport hard. With the seas completely frozen, a rare occurence indeed, most of the City harbor commerce has stopped completely. Vessels are stuck in the ice and no ship can leave or enter the City, resulting in the availability imported goods declining and their prices skyrocketing. One of these imported items is Mandrasola, a rare herbal product, which is imported overseas from the far southern continents. Mandrasola has its uses in alchemical cures and poisons, but mostly this substance is used for its narcotic qualities by commoners and even the nobility. The problem with Mandrasola is that excessive use is extremely addicting and the withdrawal effects are most grievious. Many are utterly incapable of stopping using Mandrasola and are transformed into quivering human ruins if they do no get their daily dose. And now this expensive and rare substance is running out from the whole City. Me and my fence, Lark Butternose, would love to grab this monopoly to ourselves: selling the last few doses in the City would probably be worth a fortune. According to Lark's sources, there remains only one smuggling lord who still has Mandrasola in stock. The problem is that this individual maintains an exclusive clandestine operation and only supplies a few nobles. Despite our best information gathering efforts we couldn't learn who the smuggler is and where he or she operates. Luckily we have an alternate plan. While searching for Mandrasola related information, we learned that a noblewoman called Lady Ludmilla is addicted to the substance and has paid high prices for small amounts of it. We also know that she has visited frequently someone in the Tanner's Ward waterfront, and since she goes to the area personally we believe she is visiting the smuggler. The plan is simple: I must monitor Ludmilla's most likely entryway to the Waterfront and then follow her to the smugglers hideout. I'd better be very careful around Ludmilla. She must not realise I'm following her or she probably won't lead me to her dealer. Hurting her is also out of the question. After she leads me to the smuggler's hideout, I can take my time to break in carefully and steal all the Mandrasola I can find. While I'm there it wouldn't be a bad idea to grab some loose valuables as well. I've now waited in the blistering cold for a few hours already. Looks like there are a few city watch patrols in the area to complicate matters... I think I heard a womans voice beyond the north gate. That must be lady Ludmilla, I haven't seen many ladies in these parts. I'd better get ready.. Links: Use the ingame downloader to get it. WARNING! Someone always fails to use spoiler tags. I do not recommend reading any further until you've played the mission.
  18. RE Glitches with the Stone (aka Stone Print) font. Probably the minor artifacts with this font - mentioned in the bugtracker - are due to the fact that this file is missing from the distribution: tdm_fonts01\fonts\english\stone\fontimage_12.dat <== MISSING which I surmise causes the 24pt font to be used instead and scaled down. There is some reason to believe the missing file was present at one time, because the corresponding .dds file is present: tdm_fonts01\dds\fonts\english\stone\stone_0_12.dds And the russian paths have both the .dat and .dds files (2 of the latter in the case of russian) for this font. (I think trying to copy the russian version of .dat to the english branch would fail big time.) If someone with access to an archive of very early TDM full distributions can check to see if it is available, that would be great. That would be the best way to go, because that file may contain hand-tweaks to the font spacing. Otherwise, it could be regenerated from the .ttf file and tweaked, a somewhat fraught endeavor (at least if I were to attempt it).
  19. Yes, this is happening for me as well. @Dragofer perhaps the immobilization script is misbehaving in 2.12? Should this be added to the 2.12 beta thread?
  20. Bumping this thread. I was trying to parse the code for LibreCoop recently, the multiplayer coop mod for Doom3, or Dhewm3 more exactly. The main alternative is OpenCoop, but I think LibreCoop is more developed. Anyway, it got me thinking how much work would have to go into a coop mod for TDM. It's still my biggest wish item. The idea I got was one has to basically walk system by system through the code and think about the client and server side of packet swapping. TDM has a lot more and more complicated systems than Doom3, but once you start getting a feel for it, I think the basic system doesn't change that much. In a way it reminded me a bit of a pared down save/load system, what you need to update a game state, except you're streaming it in in real game-time, and you using tricks to fill in gaps to ease the load. The other thing I noticed is that maps themselves need their scripts tweaked and anything else happening in the world. But I wonder if there's a way to procedurally do that when a map is loading, so one could just use the FM files as released. It looks like it'd take more than a year or two if one were working steadily through it, although I think one would get efficient at it over time. Like I was noticing, there's a consistent logic to it. But most of all I think it'd be worth it. I really like Thief coop, and I think it'd be great for TDM. I'm just FYI'ing about it now because I was browsing through the other coop mods. Not even soliciting opinions or anything. Just thinking aloud (avisible?) about it.
  21. Compiling with --enable-debug I can see a few extra messages which might explain the ScriptingSystem error (lib64 -> lib symlink present): Gtk-Message: 00:01:30.237: Failed to load module "appmenu-gtk-module" ModuleLoader: loading modules from /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/modules/ ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/modules/sound.so' ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/modules/script.so' Error opening library: /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/modules/script.so: undefined symbol: PyExc_ValueError ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/modules/libradiantcore.so' /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/modules/libradiantcore.so: undefined symbol: RegisterModule ModuleLoader: loading modules from /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/ ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/dm_stimresponse.so' ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/dm_difficulty.so' ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/dm_gui.so' ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/dm_editing.so' ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/dm_gameconnection.so' ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/dm_objectives.so' ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/dm_conversation.so' XMLRegistry: looking for XML files in /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../share/darkradiant/ [filters] Loaded 16 filters from registry. Exception initialising modules: ModuleRegistry: Module doesn't exist: ScriptingSystem [skins] in tdm_epi_skins.skin: skin steam_engine_003_off previously defined in steam_engine_003.skin! [skins] in tdm_epi_skins.skin: skin steam_engine_003_on previously defined in steam_engine_003.skin! Aborted (core dumped) The block appears to happen when it reaches a certain "undefined symbol: PyExc_ValueError" in modules/script.so. Then there seems to be a similar error about "undefined symbol: RegisterModule" in modules/libradiantcore.so. It seems to only be those two undefined symbols... afterward the ScriptingSystem module is most likely seen as non-existent because script.so never loaded over that error.
  22. I guess posts about helping people understand what this thread is not for kind of still count.
  23. This is the same scheme the most radical voices in this debate have been asking for from the start. (Myself among them.) I thought it was settled that having extinguish on short click created a back-compatibility risk for a small subset of old FMs. I think the concern was putting out candles that are needed as a light source to progress, and then not having flint to relight them. That's why the current (mechanically and cognitively sub-optimal) compromise was selected. Am I remembering right? If so, let's just all reread the thread history rather than rehash this argument over again.
×
×
  • Create New...