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  1. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
  2. Evening I currently have a 'Cisco WRVS4400N router' that I got given, and Im starting to get dropouts on my mobile devices due to I imagine ever increasing EM interference from neighbours - despite changing to an unused channel(from 3 to 9 and getting a boost in signal from -60db to -50db) and tweaking encryption settings (from AES+TKIP mixed to AES only) I have started researching replacement routers but as usual its a bloody mine field out there. For my budget of 'around' £50 I want dual band 802.11ac,gigabit ethernet portsUI/settings comparable to my current router.don't need a built in modem, but dont mind if within budgetdon't need usb port/s, but dont mind if within budgetwould prefer to have a known branded router, from netgear etcSo am interested to see what others have got and/or would recommend, b.
  3. I made changes: https://wiki.thedarkmod.com/index.php?title=Material_Files Suggestions?
  4. Hey, Every time I've try to use the Full Editor when PM'ing someone, and every single time I get an error. Whoever is in charge of the forum, is it possible that this could be fixed? Thanks Neon
  5. It's another aspect of, over time, tailoring the degree of subtitles shown to reflect the needs and preferences of the individual player. I think some low-hearing/audio-off players might appreciate brief soundscape descriptions, including weapon sounds; others would find it clutter. I understand that distinction is not personally of interest to you. For now, a fourth category is just theoretical, not a 2.12 item. I'm just asking for a different description of the existing category, other than "effects", that we can both live with. Something that sounds more human. How about "expressions"? If we can agree on a term, then I will revise the appropriate barks to use it.
  6. If the "mission fails as soon as stealth score turns non-zero," that would not be good for ghost players. They might need to find out "how" they failed and experiment to avoid alerting guards. They might need to take those score points as a "bust". They might need to take those score points to complete an objective. Then, mission authors would need to encode exceptions into their missions, which would be a lot of work (if they decide to do it at all). However, part of what makes ghosting challenging and fun is when mission authors do not create their missions with ghosting in mind. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Writing code for these rules would be a huge undertaking. Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Creating an official mode could alienate these dedicated ghost players, because it would clash with what is considered ghosting in the community. Including the Stealth Stat Tool mod in the official release would be more useful. Or, making the audible alert states of guards quick and easy to recognize could help as well. For these reasons, I don't agree with an official "Ghost" mode. If the dev team were to do it, we should consult with @Klatremus so we get it 100% correct or not pursue it at all. (This ghosting bit should probably be in its own thread.)
  7. As much as I'm a big fan of FOSS, it gets messy when it involves assets with a whole mix of licenses. The engine? Sure that'll work, but TDM is useless with just the engine. Even if you have a separate libre version with verified assets, you've now split the project into a full version and a libre-only version and for what? Some entry in a niche wiki and the Debian repo? Once people want actual full missions to play you begin to drift away from the restricted licenses imposed on the libre version and have to code and accommodate for that. If TDM was developed with the day-one intention of only allowed libre licensed assets then there'd be no problem, but it hasn't and what your asking is probably too much work and effort for little benefit.
  8. I think it should be a menu option, or else someone will open a new bug report in a few months asking that we switch back again.
  9. 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.
  10. I have a 9-year-old son who like many his age, really likes to play computer games. In an effort to raise the bar a little bit I've taught him how to use a few game editors including DarkRadiant. Thinking about his future, I'm wondering what other things I can be teaching him. Should I be teaching him programs like C++, Java, Python, Kotlin, and Clojure? Which might be a good start? Are there other programs that might be better? Are these programs likely to still be viable in the upcoming years? Are there newer programs that will likely be replacing these programs? In addition, I'm open to other suggestions, even outside the box suggestions. What would you be teaching your child?
  11. Builder Compound Pack will help you create better environments for your Builder-themed map sections! The aim of this experimental package is to provide high-quality models, materials, and other assets that don't put a big strain on the idtech4 engine. This early version is slightly more bare-bones than I wished for, as some modular sets (e.g. the roof) proved to be too complex and unfit for general use. Don't worry though, the set will be updated and expanded in future releases. Tweaks – Arch door and arch with hinges models have been removed. They were just static models, not actual door entities, and they weren't super useful, e.g. hey couldn't act as visportal closing entity due to gaps and transparent parts. – Detail texture stage added to selected materials (mostly those you can get very close to). As you approach a surface, you should see a slightly grainy layer that enhances the details. New content – Door01 and door01_frame have been added to both models and entities. This is a basic door for this corridor section. By default, it's locked (with easy lock) and AI will notice if it's left ajar. You may want to disable the latter (set ShouldBeClosed to 0) if you have a section with many AIs and doors, as it will probably disrupt AI patrolling too much. The frame will work with walls that are 16 units thick. Both door and the frame will work with grid of 8 and smaller. You can use the grid of 4 to change the door position within the frame. Look for grooves in the frame model. First of all, launch the map to see a simple section that was made with these assets. Use the menu or type map bc in the console to start the map. Noclip though the north wall, if you want to get to the staging area and see all pieces used to make this section. General info and tips: Make sure you have Rotate func_* entities around origin (Ctrl+R) enabled (Dark Radiant top icons) to use models efficiently. All models have custom pivot / origin point placement to make them snap to grid and geometry really fast. If you have keyboard shortcuts configured for RotateSelectionX/Y/Z and FloorSelection, placing these models around the map will be a breeze. I also recommend having shortcuts for SelectNudgeUp/Down/Left/Right, so you can move models in ortho views without using a mouse. DR detects models in a weird way, e.g. if your model is one-sided, or has some faces turned back to the camera in ortho view, selecting and moving it around will be difficult. Using keyboard is often more seamless and precise. You can select a model in perspective view, and then move it around in X/Y/Z plane using keyboard. Optimal scale for tileable materials is 0.125. This provides good pixel density vs repetition. Materials are optimized to be used both with and without post-processing, and the default gamma of 1.2. In some cases, specular hotspot might look slightly overblown with post-processing enabled. Correct look without post-processing was the first priority. Same principles apply to using lamp. The main idea behind this set is that you can use simple brushes for walls and floors, and wall panels have proper offset, so you don't need to use special surrounding BSP behind them. You can place panels right where your walls are, and there will be no z-fighting or clipping. Assumed basic measure for a corridor is 192 x 192 (length / width), but you can go lower if you don't plan to use arches and metal doors. The smallest wall panel piece is 24 units long. Use brushes to create basic space, then adjust it to what you can make with wall panels (combinations of 24, 48, 96, 192 etc.). DR's measurement tool is your friend. Default grid for placing most pieces is 8, but it goes down with smaller / more complex models and setups. One special case is matching metal doors to arch with hinges, this needs grid of 2. That's a mistake on my part. I didn't think of better pivot placement until it was too late. The example map contains a "staging area" where you'll find grouped arch, hinges, and doors, so you can use that as a template. As per The Dark Mod license, you may modify this pack's contents, although I'd advise against it. Most textures are compressed in lossy DDS format and compressing them again will result in loss of image quality. If you want to make changes, need alternative versions of a model or material contact me first. I'll see what I can do. Last but not least, I hope you'll find this pack useful and fun to work with, as I had plenty of fun while making it I already have a long list of models and features to include in subsequent releases, but I'm always open to feedback and suggestions. Thanks! Credits: Springheel, Obsttorte, Spooks, nbohr1more, STiFU, Destined and other TDM Forum members: guidance, encouragement, and fruitful discussions Epifire: asset feedback and critique The Black Arrow: inscription texts Plans for upcoming releases: Corridor: - Fixing the wall panel collision model, so strafing along it isn't wobbly Done. - Roof modular set Done. - Making metal door an entity with proper sounds and open/close times. Done, made proper door instead. - Floor switch model/entity for metal doors - Window set Done. Roadmap: All work is on hold for now. I'm working on a small FM that will use some of these assets plus many more. Some of existing assets will get reworked too. All links are taken down, and I have no release date yet, sorry.
  12. Thanks for the welcome! I found that page too, but that appears to only document the text formatting for DokuWiki (which MantisBT uses for documentation). I'm asking for how to format text within Mantis issues. "<del>" does not work to strikethrough text, see https://bugs.thedarkmod.com/view.php?id=6403
  13. Sign out of TDM forums, close browser, re-open later, "Huh...I'm still signed in?"

    1. Show previous comments  1 more
    2. Bikerdude

      Bikerdude

      Its a cookie thats keeping you logged in.

    3. Sotha

      Sotha

      Another visitor! Stay a while; stay forever!

    4. Tarhiel

      Tarhiel

      We´re like a Shalebridge Cradle: what comes in must never leave :)

  14. I seem to have run into a wall. I'm consistently getting the same error when compiling AAS as part of the dmap process: "WARNING: reached outside from entity..." followed by the entity number and name. The issue is that the pointfile generated is going through solid brushwork and the origin of the entity in question isn't in the void. It's always my NPCs and if I delete that one, another random guard will cause it to fail. I'm really not sure what the issue is, these guards were perfectly fine when I dmapped previous versions of this map, only now am I getting this behavior. I checked around the forums to see if anyone had encountered this before but haven't really seen any mention of it. Any thoughts?
  15. The Bakery Job is a tiny few room FM, where the player steals a recipe book. Made by Sotha. Briefing: The entire building process of this mission was published in a youtube video series. New mappers are warmly welcome here: http://forums.thedarkmod.com/topic/18680-lets-map-tdm-with-sotha-the-bakery-job/ ...and on youtube: BUILD TIME: 381 minutes. CREDITS Thanks goes to TDM team and the whole community. Special thanks to OGDA and gnartsch for betatesting! Link to the mission:https://drive.google.com/file/d/0BwR0ORZU5sraZWpiRnluMXpvOEU/view?usp=sharingIn-game downloader. Cheers and enjoy!
  16. I dont have one. Maybe @Havknorr? Tdm on a vm on m1: https://forums.thedarkmod.com/index.php?/topic/21655-tdm-210-on-m1-parallels/
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