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  1. OK "Coding. Especially GPT-4 is magnificent." @vozka - Because it was trained on data from sites like Stack overflow where human written code snippets abound, these are being plagiarised without any recognition of the original author or which site they came from. They mined the internet wholesale to train their clockwork parrot, not one person who provided data for this plastic plagiarist will see any recognition or a single penny for their work "What you can't do is nail your work to the church door for all to freely see, or give it to every merchant to sell on the open market, and then retroactively decide you want to reserve additional rights for yourself!" @ChronA - Agreed, but when someone takes those notes from the church door and fabricates something that's incorrect from them that can damage your reputation, then you have some redress. Truth & accuracy should be the very least of our expectations, that should be a built in from day one OpenAI will not release details of the training dataset it's used, probably because they don't want bills arriving by post or they don't want IP plagiarism lawsuits for all the websites they ripped off, however it appears that Meta & Google have been quite happy to use Breitbart, Russia Today, Stormfront, Kiwi Farms & 4chan as sources of training data
  2. TTLG? That's Through the Looking Glass Forums. A looking glass fan community. Has been around for a long, long time. https://www.ttlg.com/forums/
  3. So, I am almost done with the def file of my ghosts, but still have one problem: They can be killed by fire arrows and mines, due to the splash damage they get. Other damage sources do not affect them, because they are completely nonsolid and thus cannot be hit. I have already set all "damage_scale" spawnargs to 0, but they still recieve splash damage. Also, they should not trigger mines, but since they are AI, I am not sure, if it possible to remove the trigger... Still, this would not matter that much, if the splash damage would not kill them.
  4. I just read@motorsep Discovered that you are able to create a brush, then select it and right click "create light". Now you have a light that ha the radius of the former brush. Just read it on discord and thought it may be of use for some people in the forums here too.
  5. https://github.com/HansKristian-Work/vkd3d-proton/tags <- directx 12 wrapper for dxvk https://github.com/doitsujin/dxvk/tags <- directx to vulkan wrappers D3D 9 to 11 eg. dxvk if you want to try it with horizon zero dawn you need to copy out dxcompiler.dll from Tools\ShaderCompiler\PC\1.0.2595\x64 and bink2w64.dll from Tools\bin and place them next to HorizonZeroDawn.exe. then copy over dxgi.dll from dxvk and d3d12.dll from vkd3d and place them next to it to. now fire up the game and let the shaders recompile -> profit.
  6. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

  7. 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.
    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

  8. Remember that in this game, unlike in Thief, it actually matters where you hit the AI. In combat, hitting them in the head or the face does the most damage. Watch out for helmets though, hitting the helmet does _no_ damage. Also the AI in this game are pretty quick to switch from an attack stance to a block stance. Even if you have auto-defense switched on, you have to be quick about it and counter before they start blocking.
  9. I just found this thread on ttlg listing Immersive Sims: https://www.ttlg.com/forums/showthread.php?t=151176
  10. I would build TDM levels that I let as much as possible people beta test (never finishing), but I change things per beta tester to confuse people and new versions add frustrating elements like traps and limited autosaves (an autosave every time you get damage or get spotted). Not because I am evil, but because of my braintransplantation I gathered a disconnect with pleasent social behaviour.. Your mission it is to end this by knocking out (there's a no kill requirement of course) the bad mission builder and throw him in the water (what happens after is not your fault). To do this you have to find the holy blackjack. It was lost though, so you have to get back in time somehow and steal this holy symbol (where have you heard this before?).
  11. This is a pretty big and complicated feature, and I realize it will likely not happen in reality... at most it would be a mod. I was still wondering how people feel about it though, and if they think it would be fitting for TDM and its gameplay. The first DeusEx game had a damage system exactly like this, and I remember it was one of the things I used to love about it. The idea is to allow each section of the body to take an independent amount of damage, which has various effects on the player. The typical sections are: Torso, head, arms, legs. When your torso is damaged, there's usually no effect other than that you die. When your head is damaged, vision becomes blurry and dark, and hearing might be impaired too. When arms are damaged, you are less efficient at using tools and weapons, and will ultimately drop what you are holding in your hands. When your legs are damaged, you start by no longer being able to sprint, and end by being forced into crouch mode. Why would something like this be done? Mostly for realism, and to have extra mechanics that better simulate what can happen to the body in battle. Gameplay wise, it would certainly add an unwanted layer of extra difficulty, but also some strategy: Imagine you have only one arrow and want to shoot it at a guard... you might want to choose whether you wish to hit the head and kill them, just the arms so they can't use their sword to attack you, or their legs so they can't chase after you. Oppositely, if you get a body part damage and an ability impaired, you'll have to make do with that limitation and look for alternatives... for example you can't run so you must be much more careful while hiding.
  12. Recently revisiting the forums after a longer period of time I wanted to check the unread content. I don't know if I am doing this wrong since.. ever... but on mobile (visiting the unread content page on my smartphone) you have to click on that tiny speech bubble to go to the most recent post in a thread. If you don't click correctly you'll hit the headline and end up at post 1 in the beginning of the thread. It's terrible on mobile, since not only the speech bubble is really small and was to miss. But also the thread headline is just millimeters away from it so you go right to the first post that was ever made instead of the most recent ones. Am I doing it wrong? I just want to go through u read content a d the to the newest post from that topic.
  13. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

  14. Hmm, don't know if this is related to the dev build, but as I take damage, the screen slowly transitions to a green/blue psycodelic hue. Is this intentional?
  15. A@datiswous Ah yeah, well sorry, I was quiet busy and only visiting discord. First time here on the forums since months now I think.. Thank you for the subtitles. I encourage everyone who is interested in using them to download it from here as I'm not sure when I'll be able to implement them myself into the mission. Again, thank you for your work.
  16. Destined - would it be possible to have a spoilered copy of text content of your .map file so I can take a look at how you got the damage thing working in DR? Also, the entity classes at the end of the list, such as "damage_triggerhurt_25" do not work - they remove the brush from TDM. // and for some reason stop me from being able to copy the map from my DR maps folders to darkmod/maps while both are open - have to close TDM in order to copy due to win permission error. However, the list of those "damage" classes provides a short list of the damage defs available to use, without having to dig into the TDM/damage.def file to find all the types of damage: Without being able to get the damage S/R working - I can't test using something such as "atdm:damage_moveable/moverCrush" on the player, which would be a simple way of making a mover cause damage based upon its velocity/instadeath on getting crushed under an elevator) The spoilered list (the content of damage.def) would be a useful page to create and link from the S/R page for available "damage defs". But, until it's possible to get the S/R damage working - there's no way to test them all to see if they all work as described. Do you even exploding barrel and gib in TDM, m8? Have a feeling only those prefixed by "atdm:" will work, but want to try them out anyway... // wondering if a trigger multiple can be placed over the thing to cause damage and it trigger the "damage_moveable" or "damage_triggerhurt_n" // for some reason - after setting entity class as one of the "damage" entities - on creating a new brush, it's impossible to create an entity from ANY worldspawn brush at all, even after restart... oh dear... what have I done here..? // For some reason - choosing to create one of these damage entities has activated a bunch of filters, so it appears that no draw and clip entities or worldspawn brushes are being deleted when I deselect them...
  17. I have some AI in my FM that are sleeping. Some in a chair, some on a bed. Sometimes they die if you blackjack them. There are logs in the console saying they are taking 'landing damage'. In one case it was 252 damage at once. Other times it was several small amounts like 5, 7, etc. Does anyone known what causes this and how best to avoid it? I've heard things like use moveable chairs and making sure the AI isn't touching them, but I don't want the AI to be sitting on air if you move the chair, or see them floating above the chair/bed just to avoid this.
  18. That's also a great idea to simplify the system: Technically we can just use one bow and re-texture its arrow to represent the projectile currently selected, and of course affect what actually gets fired with that. Technically we can even make the flashmine / flashbomb its own weapon on the 4th slot, finally we'd have a first person view of throwing / placing it. The ideal solution seems like giving inventory items and frobable in-world entities the ability to change the properties of a weapon, both visually and its stats or what it fires. This would also facilitate mods like upgrades that make your arrows go further or have more damage, would go well with the skill system I wanted to create anyway. Personally I wouldn't suggest any functionality changes to the default sword: It's still what you should start with unless the FM specifies otherwise. With the idea I have in mind, if you say defeat a thug by either killing him or knocking him out, he drops the movable knife to the ground as is already the case... but now when frobbing it, your sword would be set to take on the properties of a dagger, while the dagger on the ground gets replaced by the shortsword you were holding. In terms of usefulness this is mainly a detail for immersion but not only; It would have practical uses if you go for combat over stealth, given each weapon version would have slightly different stats and speeds, different players would find it better to switch to different weapons in different areas and for different enemies. Those who are in the boat that combat doesn't matter because stealth is the primary component of TDM likely won't care... for those of us who prefer a "use your own approach and whatever the world gives you" technique, this would open up new possibilities and add in a whole new fun factor.
  19. So does the damage stim. But the two have a couple very significant differences: 1. Damage Stims fire every X seconds, starting as soon as stim is activated. Trigger_hurt fires every X seconds, starting from the moment the player/AI contacts the entity (so player cannot slip through without damage). 2. Damage Stims damage AI as long as the AI is within the stim radius. Trigger_hurts damage AI as long as the AI is touching the entity AND is in motion (so AI can stand in fire without damage). 3. Damage Stims have their damage amounts set on the receivers (player and AI). Trigger_hurt sets its damage right on the entity itself (much easier). So trigger_hurt is generally superior, unless you also want it to damage AI. Anyway I'm glad people like them! I hope they'll encourage more trap use in future missions.
    1. demagogue
    2. jaxa

      jaxa

      I've found it difficult to find where TDM is listed as #1 on Greenlight. This page ( https://steamcommunity.com/greenlight/ ) has no ranked listing. This one ( https://steamcommunity.com/sharedfiles/filedetails/?id=858048394 ) has no visible rank or stats page. Is it my script blocker?

  20. 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!
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