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  1. What???? You're on Windows 7, from 2009, with updates that ended 4 years ago. Windows 10 Pro key is like 20$. Why do you feel it's fair to expect Microsoft to continue to support an OS that's 4 versions out of date? I really don't like defending M$, but in this case, this is a little much. I hope your Linux experiences are better than mine were, as even on bog standard hardware it was nothing but crash city and bugs on 3 different distros.
  2. I fixed another case of clipping into the ceiling during a mantle that starts in the standing position and ends in the crouching position (a.k.a forced-crouch mantle). The fix is included in beta212-07. The fix changed a lot of code, so please let us know if you find any issues.
  3. We didn't make the holidays (such a busy time of year) so here's a New Year's gift, an unusual little mission. Window of Opportunity Recover an item for a regretful trader out in a wilderness setting, and discover more! Available within the in-game mission downloader or: Download: http://www.thedarkmo...ndetails/?id=79 Alternative: https://drive.google...WTMzQXZtMVFBSG8 Some unorthodox gameplay on regular/ghost difficulties. (Arachnophobes might prefer short mode...) Please expect to need your lantern in regular and ghost modes! Short ("easy") mode is a smaller map, so if you are looking for areas others reference below, or 100% of the loot, you'll need to play on another mode. I wanted to create my first mission before I became influenced by too many others' ideas, and limited myself to what has been done before. As such, this mission is not set in a city/town, and has some features that are likely to be provocative. There's a section some really like, which others don't, either way I kept it short to not last too long. That being said, I hope you do find it fun! :-) Special thanks to those who provided valuable testing and feedback: Goldwell, Kyyrma, plotzzz, 161803398874989, PPoe & Bikerdude (who also contributed a sound). (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] If you are having trouble finding the main objective, here's what to pay attention to in the mission for hints: There is a spot it's possible to get stuck on the ground in the corner by the cliff/rockfall where there's a rope laying on the ground, please take care if you poke around there!
  4. It seems the unsnapped vertices were a bit of a red herring. The cause was simpler: the textures just don't align. When copying a shader from a receding/slanting surface to another one, the texture is tilted/rotated (like the side of an inclined wall made of bricks: it will "point" downwards) and this, I assume, happens to the patch too. If you "unrotate" it so the side of the bricks stays parallel to the ground, there's a seam as the textures are misaligned. It became obvious when using a tiling surface. I have managed to align the slanted surfaces at eye level, but the farther up or down you go, and the more sides you add to the object, the more misaligned they get. With a flat texture like plaster and some trimming, it could be hidden quite well I think. In case this is useful to someone, or for any future noob, here are a few pictures:
  5. Hello! I am pretty new to Dark Radiant, and as the title suggests, I am having issues with stairs. The player is capable of vaulting over large walls, but no matter what model of stairs I use, they struggle to ascend even the smallest staircase. Is there an explanation for this, or even a tutorial on how to implement them?
  6. With TDM 2.12, after the credits finished, the "Mission Complete" screen did not display. I found that the screen was black and I could hear my footsteps when I tried to move around. I think the reason for the mission not completing successfully was that the "Do not kill or harm allies" objective was never marked as "1 = STATE_COMPLETE" instead it was left as "0 = STATE_INCOMPLETE". Note, I didn't use noclip throughout the mission. Same as: https://forums.thedarkmod.com/index.php?/topic/18054-fan-mission-the-accountant-2-new-in-town-by-goldwell-20160509/&do=findComment&comment=458491
  7. How about using TDM automation framework (and maybe pcem/qemu)? More info see: https://forums.thedarkmod.com/index.php?/topic/19828-automation-features-and-discussion/
  8. Beta 11 Fix finished-on state auto-update was unreliable Slighty improve scanner title/author detect Tags are now named some whatever regular-version-looking thing to force GitHub to put the newest at the top
  9. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

  10. in case you wonder my beard was white when i hit 25 only started getting some grey streaks in my hair in the last two years hehe. and for those younger here enjoy your youth while you have it at around 40 the problems start (just look at those receeding hairlines atrocious!!!), well if the hair was my only problem i could live with it hehe i also got gall stones kidney stones and a nasty fall which broke my back in two places at around that time. So enjoy it while you can or stay away from ladders
  11. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  12. 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.)
  13. I reviewed the Stone font spacing vis a vis padding: Worst-case spacing for Stone 24pt for ASCII lower-case characters = 20 (and "A" is less than this) Scale by 50% to 12 pt = 10 Compress-width of font by 0.75 = 7.5 So I'm thinking a reduced right padding, now 7.5 px, plus a new left padding of 7.5 px to improve centering.
  14. I've been meaning to suggest this for months, but the previous improvements have already made Layers so nice to work with that I just got lazy about this. But there's a few things I think could still be improved. And personally, I would prioritize the first one below, if I had to pick one. I haven't been following DR's development, so I don't know if any of this is already done and ready for the next release. But in case it's not, here goes. 1- it would be nice to be able to right-click a layer in the Layers panel, and have all the options to add to layer and move to layer and remove from layer, right there. This would make it much easier and quicker to manage layers. And, I personally keep adding prefixes to layer names, so that they're sorted in the list below, so I can find them easier, because the list gets big and confusing. This improvement would remove the need to do that. It would even remove the need for using this list, I think. 2- It would also be nice to add a new layer directly as child of another layer, just by right-clicking the intended parent layer. Currently, you have to click the New button at the bottom, and then manually drag the layer to its intended parent. Or when clicking New, the new layer could be created as child of the selected one. 3- I've suggested this one before, but I don't know if it's doable or not. It's harder to explain and I think the benefits aren't very obvious. It would be nice to override the visibility of objects that are contained in multiple layers, by toggling one of those layers on/off. So the layer you toggle, overrides their visibility. So regardless of whether its objects are visible or not, hiding this layer, would hide all of its objects, and vice versa. This can be useful when you have certain objects in their respective layers, but then you'd like to have also have a way to toggle all of them on/off at a single click. And with this improvement you could add them to a separate layer, and then just use that layer to override their visibility whenever you needed. For example, to get the ceilings of a whole bunch of rooms out of the way all at once, so you could have a clear view of the rooms while you put in furniture or path nodes or something. Currently, objects are always visible if any of the layers that contain them is visible, so this kind of thing can't be done. (And to be honest, because of that, currently it seems to me that there's no point having objects in multiple layers.) This is also useful for grouping things for easy group-selections. Arguably, you can also use selection sets for that, but the way you create and delete them makes them more suitable for quick and dirty one-time grouping, rather than something a little more indefinite. The two approaches have different levels of control, which makes them appropriate for different use cases.
  15. I wonder if you could test 9x versus 4x-diagonals and 4x-non-diagonals? Maybe the extra 5 renders don't add much. There probably is some minor performance effect. I think you're still showing the widget too high, so it seems to be associated with the wrong subtitle. I prefer @stgatilov's original vertical positioning, even though it pushes the widget's lower edge against the top of the caption lettering. I wasn't sure what you where trying to point out as a problem... was it the word wrap? Yeah, the automatic word wrap with centered text can look ugly at times. An FM author can choose to insert a manual line break in that case. I do that routinely all the time for barks. Since padding is part of the background box, sure. It occurs to me now that maybe, to improve the appearance of text centering, the background box should also have equal-size padding on the left. That is, the location and size of the inner box is unchanged, but the outer box is wider and its origin shifted left, so the inner box is centered horizontally within. The padding can certainly be made smaller. I imagine the seed value of 17px was for a worse-case character like "W", that was then rounded up to 20. We could shrink it by: - choosing the seed character as the widest that might actually be at the end of a line followed by space to cause word wrap. Probably "w" or "A". - not rounding up - scaling by the compression aspect ratio I'll try to come up with a new number. No problem here with having the background by default. But recognize there's a compromise between world visibility and text readability. Can't we make it possible to turn the background off for people who hate it so much that they avoid using subtitles because of it? "...visible in all circumstances" may be too high a bar. The simple implementation would be a single CVar that toggles the background on/off and possibly, conversely toggles fake drop shadows off/on.
  16. I think I found another case of bug 6480 and post in Talbot 2: Return to the City. 274.26 -1039.08 184.71 -15.8 24.9 0.0
  17. To cater to both audiences. I mentioned LibreGameWiki as one example. nbohr1more mentioned other uses. Explicitly allowing reuse and spread will help TDM reach a wider audience and would hopefully attract more volunteers. More volunteers which can help improve both TDM versions. There are several benefits for a project of being in the Debian repo. One is that TDM Debian-users can report defects on any package directly to Debian (no need to register on separate forums). Debian may then fix the issue themselves (in their "TDM-libre" package) and will offer the patch upstream to TDM, who can then choose to accept or reject the patch. I envision "TDM-libre" to have the same capability of downloading any mission as regular TDM. The only difference is that "TDM-libre" would come packaged with the regular engine (which is GPL+BSD) and an included mission that has libre media/gamedata. When I play TDM by myself, I want the unlimited-play and can accept commercial restrictions. But if I were to promote it somewhere, or charge for a stream when playing online, or make a video, I would want a version without commercial restrictions (and can temporarily accept limited-play) to make sure I don't violate anyone's copyright. Perhaps. That's what I'm trying to find out.
  18. It's hard. I see what you are thinking about is a "bullet point" pattern, with or without a bullet point character. For that case, I suppose what we are trying to detect is: - the line starts with the bullet point pattern - a "J" character (say) with a shortened spacing, is somewhere in the line. - the line itself in the xd file is long enough to force a word wrap (let's just think about a single wrapping here) - the author assumed a particular word wrap point, and put in extra spaces in mid-line, immediately at the wrap point, so as to indent the latter part of the line, aligning with the indent of the first part. - the shortened-spacing J screws up the resulting alignment. Probably would need a script/program to winnow this down... ideally, that algorithm could also restrict attention to just Stone font. I'm OK with putting such an effort off for now, maybe revisiting it for 2.13.
  19. I suggest you use the term "I", to make clear that it is something YOU want, and that you speak for yourself. But, as wesp5 mentioned, I don't really know what this is about, at all. And, I'm also wondering about all the newly registered people lately, who just arrived at this forum, and already want to revolutionize this mod. This is a thing I noticed 2 or 3 years ago, and which hasn't been present in the 15 years I play this mod and frequent these forums now. Really seems like a common thing these days, to not knock on the door, but kick it in, and stomp right in.
  20. TDM has tons of textures from "free" texture resources that do not allow redistribution and cannot be incorporated into a commercial project. Someone would need to create a huge replacement pack of textures that do not break the look of existing missions and do not infringe on the copyrighted textures. Also, many artists who contributed to this project do not want 3rd party entities to use their work in commercial projects. They intended the models, textures, sounds, animations to be exclusively used for Darkmod content. You would either have to replace ALL assets or contact every contributor and ask them to re-license their assets. Many contributors are no longer active with the project and haven't visited the forums in years so it would be no easy feat. I cannot speak to Debian policy but I think that they treat installers that add non-free content the same as non-free content itself. One could argue that Steam is such an installer but I guess Debian would counter that there are a few fully Libre games on Steam. I think Debian, Ubuntu, or Linux Mint need to consider a repo that allows for games (etc) that include non-libre content but intentionally offer this content for free to the community with no stipulations other than "don't try to sell it as a product".
  21. The gamepad implementation allows for a great degree of flexibility to personalize settings, aside from a few minor issues that I mentioned here: https://forums.thedarkmod.com/index.php?/topic/22337-gamepad-bindings/ I would say that playing TDM with a gamepad works very well, especially considering that it was implemented as experimental and hasn't been changed since then. If I could, I'd go back to 2021-you and congratulate you on buying that gamepad. I notice that your DarkmodPadbinds.cfg looks very different from mine...
  22. It seems like more and more "thief" and "thief players" is becoming a short hand to dismiss community members earnest desire to improve the game - which happens to be a barely legally distinct "thief style" game which was made by thief fans for thief fans and is "designed to simulate the stealth gameplay of Thief". Who is the predominant player base of the game supposed to be beyond fans of the thief games? Is there some better avenue to find feedback for the game beyond this forum? FOSS and linux forums? I have seen maybe half a dozen posts from that segment. I am a thief fan, I play thief fms, my association with those games is what drives me to play and make things for this game. Are we supposed to pretend the original games are not a huge reason why most of us are here at all? TL;DR version:
  23. It turns out we have many people who enjoy discussing code My complaint about that code is that all floating point numbers are snapped to integers with same tolerance. The .proc file contains a lot of different data: models, shadow models, BSP tree, visportals. They contain in different combinations: positions, texcoords, normals, distances. Snapping or comparing all of these quantities with same tolerance is a really bad idea. Some data is more sensitive to changes than other. They even have different measurement units, i.e. you position is measures in something like meter-units, while texcoords are usually measured in something like tex-units, and they are as incomparable as meters and seconds. Some data should not be snapped at all because that could break its internal invariants. If you snap coordinates of normal vector, it is no longer normalized, and the receiver has all the fun of dealing with extremely rare cases which normally should not happen. As for Hungarian notation... I do some mesh processing with halfedge data structures. When you have 10 local variables being halfedge handles, 5 local variables being face handles, and 5 local variables being vertex handles, it becomes much easier to understand what's going on if they start with "he" / "f" / "v" respectively. But this is very situational of course. Just starting pointers with 'p' and array-like stuff with 'a' is usually unnecessary, unless you have 3-4 levels (triple pointer or triple arrays), although in that case the code is smelly regardless or how you name variables
  24. @grodenglaive I think random head turning might be plausible for specific characters, if they're supposed to be paranoid for some reason. But you should let the player know in advance that they're always looking over their shoulders. I don't know if Elsevier has any reasons to be paranoid, but it could be plausible in his case. It could even be one of the reasons why Astrid had a hard time seeing him insert the safe code. The doors thing, at least some interior doors were auto-closing too. I was specifically thinking of the dinning room doors when I wrote that. I think there were more auto-closing interior doors, though. Personally, my potato doesn't have any real issues with performance in this mission. Only on the outside the frame rates drop below 60 sometimes, but never enough to make any noticeable difference to the gameplay. That said, I wonder if you could use double visportals on the outside doors. That might help, as the inner portal should close more often, without needing to close the doors. I use double portals sometimes because of that. But it needs testing to know for sure whether it helps or not. (It also requires adjusting info_locationSeparators, as they can only touch one portal). Also, the big visportal in the water that separates the front yard from the spider area seems to be always open. I wonder if having two visportals in a V shape (from the top view) instead of that one, would help closing it. Or some similar configuration that doesn't interfere with the view from the watchtower.
  25. It is possible that this is a setting that needs to be activated to work: https://mantisbt.org/forums/viewtopic.php?t=23221
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