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  1. There are other complications though. How much fall damage should player take, if they decide to jump off a rope with the body? Should the player let go of the body or not? Also, right now it's much harder to jump off the rope with the body than without it. Why? And last but not least, how would you teach players these things, possibly without much hand-holding and text prompts explaining the rules? I guess I'm with @STiFUon this one, if you restrict dropping the body, you'll save yourself (and mappers) a lot of headaches. But even that doesn't solve all the problems, I know I'm in the minority in these forums, but as a player, I really appreciate the beauty and efficiency in simplicity of the design. Not overthinking everything and adding more and more rules for the sake of realism (or anything else).
  2. For dropping a body while climbing, wouldn't the character just dip their shoulder to let the body slide off onto the ground? Seems plausible to me and should stay. Why make it more cumbersome? I've tried to address that code feedback in the newest version of that patch. I'll need a new code review.
  3. I think we should leave shouldering while climbing as is to avoid breaking anything, but we should probably fix what @peter_spy just discovered. Maybe disallow dropping bodies while attached to climbable. Anyway, I guess we are all on the same page regarding shouldered mantling: Waist-high only. @stgatilov noted on the bugtracker that the current implementation doesn't tie in well with the existing mantling conditions. So, my suggestion would be, once 2.11 is out the door, we'll fix that and whip out a dev release. Sounds good?
  4. @STiFUJust a heads up if we do change the rope climbing rules it will break Cauldron until I can fix it. This would require redesigning a good chunk of the mission and I don't plan on doing that any time soon.
  5. I finished Volta 2 a couple of times, and I don't recall climbing a rope or vine with a body being mandatory. Maybe it was one of options. @kingsal you know best whether that was your intention or not?
  6. Thanks, @STiFU. I figured. Is climbing up/down ladders, pipes, vines, etc part of the design? -------------------------------------------- @Daft Mugi Regarding your pm_mantle_while_shouldering cvar, chances are slim it will be allowed by default therefore I wouldn't over-complicate it. Here is my suggestion: Let users mantle freely (no upper waist restriction) and consider forbidding jumps to prevent players from reaching some heights. I tested this configuration here locally and it works very well. I fully support the change, by the way. Thanks for your efforts.
  7. Who was talking about a rope, isn't mantling something different than climbing?
  8. I think the reason the dev forums exist is to provide a place where the implementation of features can be discussed without getting mixed up with other debates when someone believes what the devs are doing is wrong. We often post public discussion threads for features with subjective elements like the frob outline, because community feedback is very important. But there will always be vocal defenders with strong views for or against certain features, or how exactly it should be implemented in their opinion. At some point a decision has to be made and be carried through, which is what the dev forums are for. Almost all of the threads are very technical, basically explaining and discussing recent or potential code changes with other devs. Its hard to say. Its a hobby the devs do in their spare time, so people come and go when they're in the mood and when they have the time. The team page is mostly accurate except for some relatively newer additions like myself.
  9. This is basically "do include my work ASAP because I worked so hard, or else *sulk*". This is similar case: https://forums.thedarkmod.com/index.php?/topic/21679-beta-testing-211/page/10/#comment-482352 This is neither a commercial product, nor a phishing email. That sense of rush and pressure is artificial. These releases typically do take long, and even then, there are often many things broken by mistake or omission. Often there aren't enough people to test stuff, or they're not competent enough, etc, etc. There's little point in hurry.
  10. I've been having stutters in Vulkan, apparently it's Nvidia Drivers' fault, so I reverted to 512 according to this: https://www.nvidia.com/en-us/geforce/forums/geforce-graphics-cards/5/505679/regular-microstutter-in-vulkan-applications-after-/?topicPage=40

    And no, that did NOT fix it. What's going on? My GPU is an RTX 2070, by the way.

    1. Show previous comments  1 more
    2. The Black Arrow

      The Black Arrow

      Actually I didn't give any info, this problem happens in Vulkan games only and any that uses it, for example, GZDoom.

      I don't think it's related to shaders, it's more like, the "frame pacing" or something is very uneven, at 72 FPS on a 75hz monitor, there's no tearing yet there's like a very slight stutter that makes it feel like playing at 50 FPS, on OpenGL though, it's completely fine.

      It does persist even when restarting the game.

    3. nbohr1more

      nbohr1more

      Did you try messing with vid_refreshrate, vid_maxfps, and vid_vsync settings? Perhaps the application is not properly recognizing your display refresh rate (etc)?

    4. The Black Arrow

      The Black Arrow

      Yes, I did mess around with that, there seems to be no vid_refreshrate though, I think GZDoom uses your desktop to set that in the latest versions.

  11. Looking at the source code and the core pk4 asset files, I don't see any changes that would make a difference. Does this happen with a single FM? Does the FM pk4 file include an "autoexec.cfg" file? From the source code, here's the load order of config files. exec default.cfg exec Darkmod.cfg exec DarkmodKeyboard.cfg exec DarkmodPadbinds.cfg ==> exec autoexec.cfg <load language> <exec command-line arguments> <init input> <init sound> <init OpenGL> <init ui> <load DLL> <init session> ==> exec autocommands.cfg Details about the addition of "autocommands.cfg" are at https://bugs.thedarkmod.com/view.php?id=3199 I thought "autocommands.cfg" was the right way to do it, because that is what I've read on the forums. It seems that "autocommands.cfg" was originally designed for one use case: running "dmap". However, maybe over time "autocommands.cfg" became the de facto config file for user commands and "autoexec.cfg" became the config file for FM authors to use. I don't know. Does anyone know for a fact whether or not this is the case?
  12. So I think we can count 12 or 14 missions depending on our opinion of La Banque Bienveillante and Sneak and Destroy. If these two reissues are counted as new missions (as JarlFrank did here: https://www.ttlg.com/forums/showthread.php?t=152035), then we have 14 missions. If not, then 12. Personally, I don't consider them new missions, so 12 in my opinion. Have no problem with other opinion. In any case, last year was productive!
  13. My dream is for forums.thedarkmod.com to link to thedarkmod.com
  14. jaxa

    Free games

    Purah also worked on Dishonored: https://www.ttlg.com/forums/showthread.php?t=136214 One of my neurons knew it started with a 'P'
  15. Alright: Posted my stream on Youtube too and found the timestamps for all notable moments worth investigating. Hope I'm not wrong about any of those bugs and wasting anyone's time, they at least seemed suspicious and worth submitting for investigation. Oh and I say the Effy word a few times because it's fun and that hotel guard annoyed me so beware Let me know if you'd like me to move this to another thread, since we're hunting bugs for 2.11 here seemed logical. https://youtu.be/bAw56sNSkJQ?t=1195 (19:55) Shows the HUD glitch. Look at the bottom-right corner of the screen: As I selected a key the compass didn't go away, the key was drawn on top of it for a second until I cycled away. I don't know what I might have done special to trigger that effect. https://youtu.be/bAw56sNSkJQ?t=1677 (27:57) My first suspicious encounter with the guard: I'm trying to grab a key from him which had issues highlighting, he spots and attacks me at 28:02. My confusion is that he was walking away from me calmly on his normal patrol route, then suddenly he instantly goes to seeing me completely behind him and attacking. Do you think I got close enough to touch him during this interaction and that's what caused it? Even so it feels like a strangely delayed response. https://youtu.be/bAw56sNSkJQ?t=2064 (34:24) Indeed I was in the light at this moment, but the guard's back was completely turned to me. He seemed to turn his head to the left just a bit, I believe I saw that and went to the wall to the right to counter it... this one might be normal but it still seemed odd he'd see me so fast through the back of his head. https://youtu.be/bAw56sNSkJQ?t=2407 (40:07) Collision bug, may be map specific but obviously this wouldn't have been done on purpose by the mapper so maybe worth noting. I'm able to walk straight through that furnace; Even when I seem to sit on something as it clips through me, I get the wood collision sound so the furnace remains ghosted. https://youtu.be/bAw56sNSkJQ?t=2721(45:21) Another weird moment with that guard. He walks down the stairs whereas I head up into the attic. Between the stairs I was standing in front of and the attic ladder there is no light, my lightgem never got bright on the way... I also didn't make any special noise I can tell. Yet despite the guard being on his way down anyway, I find him right behind me looking up and alerted once I finish climbing at 45:30. What triggered him? https://youtu.be/bAw56sNSkJQ?t=2787 (46:27) Then I jumped back in the corner in front of the stair. The guard heads there, could be because he heard the noise so that's normal. The odd thing is he walks past me, heads down the stairs, then while there he suddenly goes to attacking me seconds later at 46:37. Maybe he touched me, though the distance should have been large enough as he walked past... even then why so late of a reaction? https://youtu.be/bAw56sNSkJQ?t=2828 (47:08) Here I decide to stop trying and jump over the rail suspecting he might see me, him doing so is normal. Problem is that as he chases after me, he attacks as I enter the nearby room before him: Despite him being outside and the door nearly closed, I take damage straight through the door at 47:14. Feels like a limitation that could be improved with collision detection for combat, maybe something with the trace line for hits? https://youtu.be/bAw56sNSkJQ?t=2879 (47:59) A repeat of the stairs incident from 46:27: I hide in the corner, the guard walks past me down the stairs seemingly far enough to avoid touching me... he waits for a few seconds then out of nowhere attacks me on sight, despite me doing nothing during that pause. He shouldn't have seen me because look at my light gem, it's always at the lowest value... also this is the forgiving difficulty which makes it all the weirder. https://youtu.be/bAw56sNSkJQ?t=5359 (1:29:19) Second occurrence of the HUD bug, lockpick over the loot icon. https://youtu.be/bAw56sNSkJQ?t=5884 (1:38:04) Wasn't sure if this is map specific and worth mentioning again, but that chair has no collisions. I presume it wasn't set that way on purpose by the mapper so throwing it in.
  16. We got TDM VR, for a start. https://forums.thedarkmod.com/index.php?/topic/20468-the-dark-mod-vr-210-alpha-is-now-available/
  17. Yes, it does. Which makes it interesting that you yourself explicitly said that it's interesting nobody had complained here on the official forums: I did, which is why it stood out to me so much that even though you yourself had personally been involved you would reply claiming nobody had complained here on the official forums. I'm not colorblind at all. Does that make people pointing out that almost no modern games have proper colorblindness support hyperbole? Just because it doesn't affect you, or you choose not to pay attention to the discussion of something, doesn't make it hyperbole. Pick pretty much any modern FPS and you will find plenty of discussion about the near universal disregard for FOV and camera movement as accessibility issues. Denigrating those as hyperbole because you personally don't feel the affects is as bad of a look as demeaning people who bring up the importance of valid allergen warnings like gluten or colorblindness and deafness support.
  18. I literally registered just to point out that people HAVE been raising this as a serious accessibility issue since as far back as 2008. It's been repeatedly brought up over and over and over again. And that is just here on the official forums. If you really mean what you've said I think you should find it genuinely concerning that one of the single most widely discussed accessibility issues in gaming has been repeatedly brought up for over a decade with your game and apparently this is the first you've heard of it... even though it's even been subject to multiple issues in your issue tracking system according to these threads and other google results.
  19. here use this link and never miss again its my startpage https://forums.thedarkmod.com/index.php?/discover
  20. You can find a test map here. Note that I remember not being too happy with it. https://forums.thedarkmod.com/index.php?/topic/19825-negative-spectrum/&do=findComment&comment=432949
  21. DarkRadiant 3.7.0 is ready for download. What's new: Feature: Skin Editor Improvement: Script Window usability improvements Fixed: Hitting escape while autosaving crashes to desktop Fixed: Def parsing problem in tdm_playertools_lockpicks.def Fixed: DR hangs if selecting a lot of entities with entity list open Fixed: Float Property Editor's entry box is sticking around after selecting a float key Fixed: Spline entities without model spawnarg are unselectable Fixed: Entity window resets interior sizing forcing resize each time it is opened Fixed: Spline curves should not be created with a model spawnarg Fixed: Newly appended curve control vertices aren't shown at first Fixed: Light entities are zoomed out in preview window Fixed: Entity inspector spawnarg fields not always updated by UI windows such as Model Chooser Feature: Skin Editor (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.7.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  22. Would it be at all possible to do this from the "main" website? I mean the one you first see when you look up "Dark Mod". Cuz it is a maze in these forums, goodies strewn about here and there but few resources that are intuitively accessible. Also @SeriousToni, what are you planning on uploading?
  23. Originally the mug was created by @LordSoth https://forums.thedarkmod.com/index.php?/topic/13257-tdm-beginners-contest/&do=findComment&comment=287897
  24. It seems that there is a reverse engineer group ( Amernime \ Nimez ) who are back-porting newer AMD drivers to older GPU versions. Terrascale 1 support is currently a "work in progress" : https://forums.guru3d.com/threads/amernime-zone-amd-software-adrenalin-pro-driver-release-nemesis-22-10-3-whql.436611/ If you are interested, they might have beta versions up on their terrascale discord. The downside is that these are community created drivers rather than official ones by AMD. Maybe AMD will release some sort of maintenance for terascale like they did for some of their other old GPU's.
  25. 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.
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