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  1. Good work! I enjoy short missions because things are nice and focused - you get in, you get out. Also I tend to do better with the loot amounts and I was able to get all the loot without too much trouble, which is rare for me. If I were to make a suggestion though - I found the intro briefing sequence a bit distracting because it was so obvious the narration was pitch-shifted to make a deeper voice. If you felt the original voice wasn't deep enough for your needs, I would either get someone on the forums to record it for you or just leave as is. That's my only real complaint and it's not even about the mission itself, so pretty good first start!
  2. 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
  3. Bookmark everything you have an interest in. The Algorithm can still be useful for finding related content, but it can't be relied upon. As for the adblocking, I have different setups that are all still effective at blocking ads, and I spent no effort tweaking these. I usually don't use a user account. Maybe YouTube hasn't rolled everything out yet, IDK. YouTube does have alternate sources of revenue, such as taking a 30% cut of superchats, and 50% cut on channel memberships. For the ads it does run, mobile users block ads less often than desktop users and are probably considered more valuable by advertisers from the information that can be extracted about viewership. I don't think YouTube is particularly unprofitable, and Google is probably willing to run it at cost just to have a cultural behemoth in its pocket. Theoretically, the costs of running a video platform can go down if storage, computing, networking, and codec advancements counteract growth. Google also has advantages over upstart competitors, such as the ability to design its own transcoding chips.
  4. I'd like to better understand what you want. The design of dragging bodies is to hold frob (key down) to drag and release frob (key up) to let go. That way it's impossible to walk away while unintentionally dragging a body. Plus, it's quick to grab and move several body limbs in rapid succession. This is thought to provide a better experience, especially for new players. Towards the beginning of this thread, I created a "tdm_frobhold_drag_body_behavior" cvar. https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/&do=findComment&comment=487580 "tdm_frobhold_drag_body_behavior", default:"1" Which drag body behavior? 1 --- on frob key up, drop body (limb). 0 --- on second frob, drop body (limb), TDM v2.11 (and prior) behavior. That cvar was removed shortly afterwards, because it was said that it wasn't needed. With that cvar set to 0, a second frob would be required to let go of the body. Is that the behavior that you want? If so, I can add that cvar back. Also, I saw elsewhere that you want the ability to revert back to the old way. If you mean that all of the controls match TDM 2.11, that can be done with "tdm_frobhold_delay 0" and there will be a menu setting to disable it as well.
  5. Interesting, didn't think about that. Yeah the compass uses that trick, I could just use a model of the helmet instead. If it looks good and is worth maybe I'll consider that, though it might be distracting and not make enough sense. The heads are modeled that way: Hoods and helmets are part of the head mesh as they aren't attachments. This is normally a good thing since performance isn't wasted rendering the head or hair under the helmet, but complicates things for my approach as the only way is changing the head models at runtime which may break precaching and stuff. Only a few hats are attached as a separate entities, like the little red hat some merchants wear or the straw hat... those aren't ideal for disguises though and I don't plan on supporting both approaches. Technically I could try attaching the independent helmet model to the player head, but that would surely look awful and clip through the hood and stuff... only right way is to give the player the Citywatch head once that error is fixed. For AI there is no other way apart from also changing the head model: Stealing the helmet from a guard implies taking it off them, which means they need to switch to a helmetless head which can only be done by setting a different head mesh upon frobbing... no idea if that triggers the same crash as the player head, if so I'm out of luck till a dev can take a look at my report. The base disguise system can be used that way too, it's just not the theme I went for by default as I wanted them to be physical wearables. You can define a magical disguise too that implies creating an illusion which tricks other AI into seeing you as one of them. In fact I thought of including one for undead using a magic skull that makes them think you're also dead, might add that in the next version if others think it makes sense and is worth it? Note that the spawnargs are documented via editor vars in case anyone wants to make their own: As long as you have a moveable model and inventory icon it's just a few tweaks to define any disguise. Simply inherit from the base "atdm:playertools_disguise" entity def and customize the team and other spawnargs... remember to use the proper mass / friction / impact sounds. Let me throw them here for anyone who wants a quick preview: atdm:playertools_disguise { "inherit" "atdm:playertool" "editor_usage" "Don't use. This is the base class for disguise inventory items." "editor_usage1" "Individual hats and helmets will derive from this." "scriptobject" "playertools_disguise" "gui" "guis/tdm_hud_disguise.gui" //"model" // to be defined in subclass //"clipmodel" // to be defined in subclass "inv_name" "Disguise" "inv_category" "Disguises" "inv_icon" "" "inv_droppable" "1" "inv_map_start" "0" // Disguise "team" "0" "rank" "0" "personGender" "PERSONGENDER_MALE" "personType" "PERSONTYPE_THIEF" "regen" "0.25" "rate" "0.5" "rate_alert" "0.1" "distance" "500" "speed_move" "1" "speed_turn" "1" "overlay" "" "snd_wear" "player_rustle_short" "snd_remove" "player_rustle_short" "model_head" "head_thief" "skin_head" "" // Disguise editor vars "editor_float team" "The team the player disguises into when the disguise is active." "editor_float rank" "Rank while the disguise is active." "editor_var personGender" "Person type while the disguise is active." "editor_var personType" "Person gender while the disguise is active." "editor_float regen" "The disguise regenerates over time at this rate." "editor_float rate" "The disguise degrades at this rate when the player is seen by a member or ally of the team." "editor_float rate_alert" "The disguise further degrades by this amount when an AI is alert, increases gradually with alert level." "editor_float distance" "Maximum distance at which being seen by the AI can degrade your disguise, offsets with AI visual acuity." "editor_float speed_move" "Movement hindrance while wearing the disguise." "editor_float speed_turn" "Turning hindrance while wearing the disguise." "editor_var overlay" "Overlay image while wearing the disguise." "editor_snd snd_wear" "Sound to play when putting on the disguise." "editor_snd snd_remove" "Sound to play when taking off the disguise." "editor_model model_head" "The player's head changes to this model while the item is worn, can be seen in mirrors." "editor_skin skin_head" "The player's head changes to this skin while the item is worn." }
  6. Yes: It could then be distributed as a mod that works universally. I may propose it for the modpack! I already did a brief test and it worked: I managed to give the player a guard head while the guard helmet was being worn! But soon after TDM would crash to the main menu, and after a few tweaks to the script even that stopped working and there's only the crash now. Likely some obscure internal issue that can be hopefully tackled in the engine. Thank you, that I shall! And the biggest issue with getting mods to work is the need for a tdm_custom_scripts.script which has been the biggest thorn in the backs of modders: I'd say either execute all scripts automatically the way all files are loaded, or if that's unsafe just allow a script carrying the name of the pk4 to be auto-executed.
  7. Wow! This is something interesting. You have areas 177 and 179 (you can detect them using teleportArea command) with 8 visportals between them, all in same plane. I hope this is as intended, and you really have many separate visportals? This should be perfectly valid of course. FloodLightThroughPortals searches for all visportal sequences which might get some light rays through. For some reason, it manages to go back and forth between areas 179 and 177 something like eight times in the same sequence. It is not forbidden for the traversal to go through the same area many times, but it is forbidden to go through oriented visportal twice. However, there are too many possible sequences of going through 8 two-sided visportals, and the code obviously tries to enumerate and save them all. At some point it bumps into 32-bit integer limits and everything crashes. By this moment it has wasted 32 GB of RAM so I don't think it would live long even if it did not crash here. You don't have the issue in 2.11 because: This is a dynamic light from some lantern bot, TDM 2.11 only runs this function for static lights. TDM 2.11 does not try to save all sequences, it would only enumerate them in horrendously slow time. I think some lantern bot crosses the visportal between areas 179 and 177 at this moment, causing the issue. Also, you can most likely reproduce it in 2.11 by putting a large enough light at the same location (12565.0205, 411.300110, 522.249939).
  8. When I was a teen I used to play a game called Hitman: It was also a 3rd person stealth game focused on assassinations and disguises. Its main gimmick was the player stealing an enemy's clothing and dressing up as them to infiltrate, while disguised you avoid acting suspicious or your enemies would realize you're not one of them and your cover is blown. I've thought about attempting something similar in TDM in the past. Since it's impossible to customize the player model 1st person hands, I realized custom outfits are out of the question. Then it dawned on me that I could go for a simplified version, by implying the player only wears a helmet or large hat to disguise theirself, enough so it makes sense and throws the AI off. So I got to work and after 3 days of tweaking I'm ready to share my latest mod: Working disguises How it works: The player can pick up headwear and equip by using the item, making you a member of the target team when active. While worn a bar appears at the top of the screen indicating the status of your disguise: This bar slowly fills up over time... it will drain when a member or ally of the team you're disguised as sees you the closer you get, further draining if the AI is alert. When the strength reaches 0 the disguise deactivates, you must wait for it to reach 1 again for it to be active again. When the disguise is inactive the bar will be gray and the icon black, when active it's colored and the full icon shown to make that clear. By default only helmets for the Citywatch were included thus far, with the normal Citywatch helmet offering less cover whereas the Elite Citywatch disguise gives you a greater distance and time at the expense of a cumbersome overlay. It even changes the player's person type / gender / rank so AI salute you as one of them... unfortunately this doesn't seem to have an effect in practice, maybe it can be investigated why. Further more the item sets a custom head model and skin, so when the player sees theirself in a mirror the hat accurately reflects the associated head... sadly this functionality had to be disabled due to a crash that occurs if you try to modify the model of the player's head causing a -1 model index, I filed a bug report about it and hopefully it can be resolved soon. If enough people like this to motivate me to continue, my plan for the next release is to allow stealing the helmets off guards. This might be tricky as I need to make the head frobable and have it execute my script action, which must change the model of the AI's head to their non-helmet version: Unless the same crash as the player head risks occurring, this should be doable in theory... this would also allow it to be used as an universal mod (with any FM) as you no longer rely on the items being placed by the mapper. Below is the latest version: If you're a mapper maybe add this to your FM and let me know what you think! I'm eager to hear your thoughts and see a field use case, this was only tested in a simple box map not in a practical scenario. As usual copy everything in your FM except tdm_custom_scripts.script you'll need to mix the include line with your existing one. disguises_1.0.pk4
  9. My new FM is in beta test, and some testers are using 2.12. They have discovered a hang/crash that only happens in 2.12 (crash doesn't happen in 2.11). I am able to recreate it in 2.12 now. I run TDM in the Visual Studio debugger (using dev16829-10455). After starting the mission, I just wait a minute or so and the screen freezes. Then, I wait another couple of minutes, and the debugger reports a failed assertion. The assertion is: WARNING:ASSERTION FAILED! E:\games\darkmod_source212\idlib\containers\List.h(394): 'newsize >= 0' The callstack is: TheDarkModx64_debug.exe!AssertFailed(const char * file, int line, const char * expression) Line 75 C++ > TheDarkModx64_debug.exe!idList<idPlane>::Resize(int newsize) Line 394 C++ TheDarkModx64_debug.exe!idList<idPlane>::AddGrow(idPlane obj) Line 765 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 351 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FlowLightThroughPortals(idRenderLightLocal * light, idFlexList<int,128> * areaIds, lightPortalFlow_t * portalFlow) Line 495 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::AddLightToAreas(idRenderLightLocal * def) Line 2038 C++ TheDarkModx64_debug.exe!R_CreateLightRefs(idRenderLightLocal * light) Line 738 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::UpdateLightDef(int lightHandle, const renderLight_s * rlight) Line 423 C++ TheDarkModx64_debug.exe!idLight::PresentLightDefChange() Line 1076 C++ TheDarkModx64_debug.exe!idLight::Present() Line 1132 C++ TheDarkModx64_debug.exe!idEntity::Think() Line 2318 C++ TheDarkModx64_debug.exe!idLight::Think() Line 1274 C++ TheDarkModx64_debug.exe!idGameLocal::RunFrame(const usercmd_t * clientCmds, int timestepMs, bool minorTic) Line 3366 C++ TheDarkModx64_debug.exe!idSessionLocal::RunGameTic(int timestepMs, bool minorTic) Line 3063 C++ TheDarkModx64_debug.exe!idSessionLocal::RunGameTics() Line 3109 C++ TheDarkModx64_debug.exe!idSessionLocal::FrontendThreadFunction() Line 3159 C++ TheDarkModx64_debug.exe!idSessionLocal::StartFrontendThread::__l2::<lambda>(void * x) Line 3235 C++ TheDarkModx64_debug.exe!unsigned int <lambda>(void *)::<lambda_invoker_cdecl>(void * x) Line 3236 C++ [External Code] The code in question: ID_INLINE int idList<type>::AddGrow( type obj ) { if ( num == size ) { int newsize; if ( granularity == 0 ) { // this is a hack to fix our memset classes granularity = 16; } newsize = (size * 3) >> 1; // + 50% size newsize += granularity; // round up to granularity newsize -= newsize % granularity; // Resize( newsize ); } list[ num ] = obj; num++; return num - 1; } size = 968651120, so newsize is calculated as -694506944, which causes the assertion. Obviously something is running away and the code ends up trying to resize the list to a size that is so big that it wraps around to negative. Is my mod doing something wrong that is leads to this? How do I track this down? I can supply the FM package if that will help. Or, I can set some breakpoints if there's something I can look at here. Thanks. Edit: Here's the FM: https://www.dropbox.com/scl/fi/3fg2x3w4owmku1l4gifi7/altham_crash.pk4?rlkey=z0q1gaflz5b7mifeuayoqmlug&dl=1 To reproduce the problem, start the mission (Easy difficulty), then just stand there. The guard will walk close to you but he shouldn't see you (you can always set the "notarget" console command to ensure he doesn't see you). After a few minutes, the game freezes. A few minutes after that, it crashes. Sometimes it happens in just a minute or two; other times it takes several minutes. But so far, it always happens eventually.
  10. Not to be a nag, but I was thinking about the columns problem. If you go to the view source tab in the wiki article: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&action=edit The raw table data is accessible directly: |- !align=left|{{TDM-FM|written|Written in Stone}} |Bikerdude, Amadeus, Dragofer |{{Forumlink|https://forums.thedarkmod.com/index.php?/topic/21265-written-in-stone-beta-210-only-20220128/}} |2022-01-28 |338 |Yes |Yes |CCC 22, Elixir |City Missions |Undead, Horror Themes |- Each pipe character represents one of the columns.
  11. Nice knowing you are looking at this. Btw when I made my own version of "namedEvent" gui cmd, I just copied the convention of other gui cmds like the "localSound" cmd, what I found is that it made the usage of simple nameEvents in GUI's very fast, with no need to mess with c++ and compile the engine. I think exactly the same reason quake 4 developers said they implemented it, thou like you said we don't know how they made their version. Perhaps is why I had some issues with my implementation when trying to call more complex onNamedEvents, so is something that needs to be well tested. Simple example of usage (the following code is untested and should be looked as "pseudo" code) windowDef Desktop { rect 0,0,640,480 backcolor 0,0,0,1 menugui 1 float "text_state" 0 onInit { // just in case ... if("Desktop::text_state" != 0) { set "Desktop::text_state" "0"; } } //*************** Events ************************* onNamedEvent ClearText { set "Text::text" ""; set "Desktop::text_state" "0"; } onNamedEvent SetText { set "Text::text" "Hello world"; set "Desktop::text_state" "1"; } //************************************************ windowDef Text { rect 240,41,165,110 visible 1 forecolor 1,1,1,1 text "" textscale 0.5 font "fonts/micro" textalign 1 } windowDef back_btn { rect (320-55),(240-35),50,30 visible 1 text "Click Me" textalign 1 textscale 0.3 font "fonts/an" onActionRelease { if("Desktop::text_state" == 1){ namedEvent "ClearText"; } else { namedEvent "SetText"; } } } }
  12. Ive definitely experienced this crash. If it helps. I am overwriting tdm_weapon_broadhead.def. Dont want to lead you guys astray just thought id mention that since other authors use my defs from time to time. This is all im overwriting : //volta bow mod "anim_rate_attack_start" "1.2" "anim_rate_attack" "1.2" "anim_rate_lower" "1.2" // entityDef atdm:projectile_broadhead : "velocity" "1950 0 0" // The default is inherited from tdm_weapon_arrow.def velocity" "1800 0 0" EDIT: By the way its always when on arrow release and its a hard crash. No console warning, nothing. Just quits to desktop. Its very rare for me
  13. Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/
  14. Welcome to the Dark Mod forums MarsManon! Thank you very much for the kind words about SLL, it's always nice to hear We all worked real hard on bringing Grayman's map to life and I'm glad you enjoyed it
  15. I was so enchanted by this FM, I had to sign up to the forums the same day I finished it to come thank the authors Genuinely, truly incredible work! I was so overwhelmed in places that I resorted to just shouting joy at my monitor two, three, maybe four entirely separate times while playing. Exploring, puzzling, finding something new, trying to use it, and finding it does a whole new, separate, wonderful thing! There aren't enough words inside me to describe the feeling. It was breathtaking. I don't have any specific feedback that hasn't come through this thread before Thanks so much for making this, for all the inspiration and ingenuity and effort it took. If I never play another level this good, in any other game, in my life, I'd be fine with that.
  16. I make automation script which draws bow for 0.1-0.85 seconds (with 0.05 sec increments) every 3 seconds. The SVN version does not crash. Perhaps I should take your config file and retry on 2.11. Also: do you have any mods installed?
  17. There's a group of players who have meticulously tested and adjusted ghosting rules for The Dark Mod. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Why alienate an established group of dedicated players?
  18. An impossibly huge stone bridge that only makes sense in a Quasi-Medieval/Steampunk fusion world. (stone is a crappy bridge material) - It does exude that 'TDP' classic feel somehow; not a trait most TDM missions have. Poor FPS near many upper bridge sections, and a horrible TDM FREEZE!! bug (never seen in any other mission - including a few others that up crash at random), as well as numerous geometry holes in the map...Did I mention the many Free-Runner traps on roof sections? Quite well-thought out interiors (if kinda HUGE scaled), give this FM one of the old-school'iest play-feels I've done in a while; One to watch for a updated 1.1 version with the bugs fixed... Try it later, is my recommendation.
  19. OK I think I've got to the bottom of this. I've created this forum thread (with bug report): https://forums.thedarkmod.com/index.php?/topic/22221-bug-drowning-ai-in-shallow-water/ I can apply a workaround, although it won't be perfect and the bug itself needs fixing in the engine. There are a few other things that need fixing so will put an update together soonish.
  20. If any mappers have encountered weirdness with kill objectives not working with drowning AI, I think I've found out why. I don't think it would be a particularly difficult one to fix either. I've raised this bug report: https://bugs.thedarkmod.com/view.php?id=6323 Some context here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=487316 I think this is a bug, but just raising here in case some people think otherwise.
  21. 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
  22. Yep using ryzen setup for the time being is reasonable given it has more capability to run this game . I am planning to wipe out all games from my elitedesk 800 g3 tower pc and using it merely for development and low power home server. Usually you don't dwell about GPU upgradeability when buying prebuilt desktop until you have to and you subsequently start to think "why did i buy this pc instead of custom-built pc and why did i go <your tiny form factor choice> route" ? . This is happening to me right now LMAO. i become more dissastified with the performance outcome and i am having an urge to enjoy more graphic demanding games. The good news is i went to full-tower form factor so i didn't have to think much about low profile GPUs. But at this point another interesting problem has come up : Finding a right PSU for HP prodesk or elitedesk(especially the one which is rated at 250 or 300 watt) is a major pain since power supplies tend to be proprietary for HP prebuilt PC thus you can't just throw in any PSUs available on the market. The same goes for dell optiplex and lenovo thinkcentre PC
  23. heh yeah i also had to use some cheats to get through some parts of the game, kinda a bummer since i suspect the game would have ended up great if they actually had the time to iron out the bugs. sadly they went bankrupt and the game only came out because one dev fixed it to a point where it was atleast playable. currently blasting through starfield (well also buggy sigh...) pretty enjoyable when i actually get to play it, but it has a bug where the main window refuses to open (cant even force it via alt tab) it just sits in the tray and hovering the mouse over the icon shows the game playing so its not a crash. fixed it by (hold on your going to love this) setting compatibility with windows 8 yeah....
  24. Hello TDM-ers. I am encountering an issue where textures seem to partially disappear. I tried searching the forums, but, I don't know what to search for. The missing textures are a worldspawn brush acting as a roof with {for now} flat iron texture. There are other worldspawn brushes right below to create an attic ceiling with roof framework board texture. These gaps appeared a few edits ago. I can't "undo" to get back before whatever edit did this. The gaps are only visible during play and are not visible during editing. Closing and reopening DR and TDM do not fix anything. Some of the brushes overlap in areas behind the play area but I have never seen an issue doing that. The attached image has the effect I am now seeing. Ideas on where to start debugging this? Very much appreciated. Clint
  25. Good choice. I think it's the best setting to use. And, you don't have to switch when going back to the desktop then. Starfield, yeah. None of Bethesda's games even let you set brightness and gamma, I think. What Starfield seems to do is do some kind of auto contrast depending on the lighting in buildings or outside. I dislike the bright black in Starfield though. Should be darker.
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