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  1. My wife got me my first iPhone around 2013 I believe ( old iPhone 4 classic ). At the time I had very mixed feelings as I really hated Apple's walled garden OS, lack of MicroSD slots, lack of replaceable battery, and proprietary charging \ data transfer port. That said I was still a little jealous of my old co-worker who had the first iPhone and showed off the wonders of the Lightsaber App and reading websites with pinch zoom so it was cool to finally have these capabilities on my own device. Since I am ostensibly a hermit and do not really "consume" digital goods like paid apps and music, I jailbroke the phone not long after owning it and gleefully installed a number of janky retro emulators on it. I kept that phone for a LOONG time. I believe it was about 1.5yrs ago when my phone provider was acquired \ merged and the new owners mandated that I could no longer use my ancient beast on their new network. My wife ( who is now thoroughly entrenched in the iPhone world ) insisted I get a newer iPhone as a replacement so I got a slightly aged iPhone 11 due to the supply shortages. At first I was thrilled at the increases in storage and processing power but then using phone began to sour my mood. They removed the headphone jack in iPhone 8 (?) I believe so obviously this was strike one against the device. I think the home button was removed in iPhone 10 so "strike two". Then the charging cable does not connect to a standard USB port on a PC or standard USB charger so I could no longer sync iTunes over a cable without buying some specialized adapter cable. Third strike. Since the whole world followed Apple's lead and no other phones offered these features either I was consigned to fume about the supposed "progress" of my new device. Flash Forward to 2023 and the iPhone 15 Pro launch and now we can see that they are removing the "Easy silent mode toggle switch" and are replacing it with a haptic multi-function button. Garbage. The point of having a silent toggle is that you can quickly silence your phone even if it's dark or in your pocket. Now you need to look at your phone to see that you actually succeeded in silencing it. How can they possibly think this was an improvement? I really am stumped here. Did someone at Apple think that forcing you to look at your phone to silence it will give advertisers more time to show you advertisements on lock-screen news-feed? Are the trying to make going to the movies more inconvenient so that you will stay home and watch Apple TV+ instead? Did the US Government tell Apple to change this so that law enforcement or intelligence agencies and explicitly tell when you are silencing your phone so that no clandestine recordings can be captured without an easily spotted visual of someone struggling to silence their phone? Is this just more "reduce the number of buttons" Apple insanity? It really boggles the mind. When they got rid of the Home Button, they seriously damaged the product brand in my opinion. The whole point of having a Home Button is that if you are stuck in some misbehaving App or Website and you need to get back to the starting GUI you can press a button to get safely home. Now if the bottom swipe is obscured by a misbehaving App your only choice is to power off the phone. The excuse for the removal of the Home Button as that it made the phone less water resilient. In that case, how did the buttons on the side of the phone continue to persist? If there is some absurd logic that can be put forth about why side buttons are more water resilient than a front button, then why not move the Home Button to the side? So I went around looking for iPhone 15 critique videos and to my utter dismay nobody was complaining about the removal of the Silence Toggle switch. Instead they bemoan that the iPhone 15 is "more of the same" even though the CPU, GPU, RAM, and Storage are all significantly upgraded. The common complaint is that Apple hasn't improved the physical aspects of the phone such as not having a folding or flip phone design. I find that to be a completely crazy take on things. The classic buttons worked fine. The form factor did not need to be substantially changed. The underlying CPU and GPU is where you should expect to see improvements for products like these. Beyond bringing back the Home Button and Headphone Jack ( and preventing the full removal of the Silent Mode toggle ), the only "form factor" change I would like to see is some sort of accessory that approximates a slider era cellphone keyboard so I can type out texts or phone numbers with real keys as feedback. Nakey Jakey sorta touched on a few of these issues in one of his newer videos:
  2. well here it is :) might look unassuming but this puppy is driven by a 16 core xeon hehe. and yes thats a 1kw PSU probably overkill but the old R9 290X is a powerhog so better safe than you know... the CPU cooler is a dark rock slim despite its small footprint it cools astonishingly well. the old gfx card handles HZD with no problem using the latest nimez drivers starfield is a nogo though it does start but crashes instantly when in game guess they still need to iron out some bugs cause it also crashes with my 1080ti though i can usually play for atleast an hour or more before it happens. GFX card will be replaced next but i need to find a model with a lower profile than most because of the fan assembly at the top, the cabby is simply to slim for huge GFX cards if you want the fan also and you do... the cabby only has 3 fans and they are not the most efficient at moving air (probably going to replace them with some high pressure models). and you might need to build up some muscle if you wanna steal it (it weighs 30 kg) hehe.
  3. 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
  4. Well I finally got it and I think it'll rather swell. I've already gotten used to the higher frequency and fortunately I can throw the overdrive on the maximum without any noticeable over/undershoot. I do have a minor quandary and that is with gamma. The monitor comes with three gamma settings - the default appears to target the standard 2.2, while the other settings will set it a bit above and below this level. After a bit of experimentation I'm tempted to set it to a slightly higher gamma, because this brightens the blacks a little better which can be useful sometimes. It also makes the monitor match the gamma of my old monitor a bit closer which helps with familiarity, but I'm aware I'm deliberately messing with the colors compared to what's intended. I think I'm so used to the TN panel that on the standard gamma settings everything looks much darker now than before. I found I had to up the gamma/brightness in a lot of games manually when I didn't need to before, so I figured well if that's gonna be the case, why not just up the gamma in the monitor and save the trouble? But I don't know if I should just force myself to adapt to the 2.2 gamma instead like "normal" people. EDIT: Damnit now I'm not so sure. Night scenes look a lot better at the default gamma, but more importantly TDM looks better with the default gamma. With the brighter gamma like I tested, sure it looks more familiar to my previous monitor, but it's also a bit more washed out. Plus of course the desktop is affected by the higher gamma which also affects things like images and other content. Default gamma it is then, if games are too dark I use the in-game brightness/gamma options like most people do. Unless you're playing Starfield.
  5. VA would be a great panel tech for dark games like The Dark Mod as well, if there wouldn't be the drawback of the slow pixel reaction times, especially in dark scenes (which leads to ugly smearing with moving objects). Unfortunately, it is not even guaranteed with more premium models, as far as I've always read. The only decent monitor in that regard that I've seen is the Samsung Odyssey G7. It's curved though, and that's another issue with VA monitors: They're mostly curved. Again, I think, for now, IPS is the best compromise, if you can get a panel with good contrast ratio, and happen to be lucky with a low amount of IPS glow in your specific model. I also think IPS is the most versatile, because, apart from being decent for gaming, it's also good for image or video editing, if you get one with good colour space coverage. For the future, OLED is surely the way to go, if they go for a cheaper price. That said, burn in still seems to be an issue with OLEDs. As @Xolvix wrote, all panel techs have their pros and cons.
  6. Awesome! Post is up! https://forums.thedarkmod.com/index.php?/topic/22200-beta-testing-the-house-of-delisle/#comment-487365 Thanks!
  7. Complaint From Players The player must pick up candles before extinguishing them, and then the player must remember to drop the candle. The player must drag a body before shouldering it (picking it up), and the player must remember to frob again to stop dragging the body. The player finds this annoying or easy to make mistakes. For players who ghost, some of them have the goal of returning objects back to their original positions. With the current "pick up, use item, and drop" system, the item might not return easily or at all to its original position. For example, a candlestick might bounce off its holder. (See player quotes at the bottom.) Bug Tracker https://bugs.thedarkmod.com/view.php?id=6316 Problems to Solve How can the "pick up" step be eliminated so that the player can directly use or interact with the item where it is in the game world? How can so much key pressing and mouse clicking be eliminated when the player wants to directly use an item? How can candles be extinguished and lanterns toggled off/on without first picking them up? How can bodies be shouldered without first dragging them? Solution Design Goals Make TDM easier for new players while also improving it for longtime players. Reduce tedious steps for common frob interactions. Make it intuitive so that menu settings are unnecessary. Do not introduce bugs or break the game. Terms frob -- the frob button action happens instantly. hold frob -- the frob button is held for 200ms before the action happens. (This can be changed via cvar: 200ms by default.) Proposed Solution Note: Some issues have been struckthrough to show changes since the patch has been updated. Change how frobbing works for bodies, candles, and lanterns. For bodies: Frob to shoulder (pick up) a body. Second frob to drop shouldered body, while allowing frob on doors, switches, etc. Hold frob (key down) to start drag, continue to hold frob (key down) to drag body, and then release frob (key up) to stop dragging body. Also, a body can be dragged immediately by holding frob and moving the mouse. For candles/lanterns: Frob to extinguish candles and toggle off/on lanterns. Hold frob to pick it up, and then frob again to drop. Frob to pick it up, and then frob again to drop. Hold frob to extinguish candles and toggle off/on lanterns. For food: Frob to pick it up, and then frob again to drop. Hold frob to eat food. For other items: No change. New cvar "tdm_frobhold_delay", default:"200" The frob hold delay (in ms) before drag or extinguish. Set to 0 for TDM v2.11 (and prior) behavior. Solution Benefits Bodies: New players will have less to learn to get started moving knocked out guards. With TDM v2.11 and earlier, some players have played several missions before realizing that they could shoulder a body instead of dragging it long distances. Frob to shoulder body matches Thief, so longtime Thief players will find it familiar. Second frob drops a shouldered body. Players still have the ability to both shoulder and drag bodies. Compatible with the new auto-search bodies feature. Dragging feels more natural -- just grab, hold, and drop with a single button press. There is no longer the need to press the button twice. Also, it's no longer possible to walk away from a body while unintentionally dragging it. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Candles: New players will have less to learn to get started extinguishing candles. With TDM v2.11 and earlier, some players didn't know they could extinguish candles by picking them up and using them. Instead, they resorted to throwing them to extinguish them or hiding them. Hold frob to extinguish a candle feels like "pinching" it out. Once a candle is picked up, players still have the ability to manipulate and use them the same way they are used to in TDM v2.11 and earlier. For players who ghost and have the goal of putting objects back to their original positions, they'll have an easier time and not have to deal with candles popping off their holders when trying to place them back carefully. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Solution Issues Bodies: Frob does not drop a shouldered body, so that might be unexpected for new players. This is also different than Thief where a second frob will drop a body. "Use Inv. Item" or "Drop Inv. Item" drops the body. This is the same as TDM v2.11 and earlier. This is the price to pay for being able to frob (open/close) doors while shouldering a body. Patch was updated to drop body on second frob, while allowing frob on doors, switches, etc. Candles: Picking up a candle or lantern requires a slight delay, because the player must hold the frob button. The player might unintentionally extinguish a candle while moving it if they hold down frob. The player will need to learn that holding frob will extinguish the candle. The player can change the delay period via the "tdm_frobhold_delay" cvar. Also, when the cvar is set to a delay of 0, the behavior matches TDM v2.11 and earlier, meaning the player would have to first "Frob/Interact" to pick up the candle and then press "Use Inv. Item" to extinguish it. Some players might unintentionally extinguish a candle when they are trying to move it or pick it up. They need to make sure to hold frob to initiate moving the candle. When a candle is unlit, it will highlight but do nothing on frob. That might confuse players. However, the player will likely learn after extinguishing several candles that an unlit candle still highlights. It makes sense that an already-extinguished candle cannot be extinguished on frob. The official "Training Mission" might need to have its instructions updated to correctly guide the player through candle manipulation training. Updating the training mission to include the hold frob to extinguish would probably be helpful. Similar Solutions In Fallout 4, frob uses an item and long-press frob picks it up. Goldwell's mission, "Accountant 2: New In Town", has candles that extinguish on frob without the need of picking them up first. Snatcher's TDM Modpack includes a "Blow / Ignite" item that allows the player to blow out candles Wesp5's Unofficial Patch provides a way to directly extinguish movable candles by frobbing. Demonstration Videos Note: The last two videos don't quite demonstrate the latest patch anymore. But the gist is the same. This feature proposal is best experienced in game, but some demonstration videos are better than nothing. The following videos show either a clear improvement or that the player is not slowed down with the change in controls. For example, "long-press" sounds long, but it really isn't. Video: Body Shouldering and Dragging The purpose of this video is to show that frob to shoulder a body is fast and long-press frob to drag a body is fast enough and accurate. Video: Long-Press Frob to Pick Up Candle The purpose of this video is to show how the long-press frob to pick up a candle isn't really much slower than regular frob. Video: Frob to Extinguish The purpose of this video -- if a bit contrived -- is to show the efficiency and precision of this proposed feature. The task in the video was for the player to as quickly and accurately as possible extinguish candles and put them back in their original positions. On the left, TDM v2.11 is shown. The player has to highlight each candle, press "Frob/Interact" to pick up, press "Use Inv. Item" to extinguish, make sure the candle is back in place, and finally press "Frob/Interact" to drop the candle. The result shows mistakes and candles getting misplaced. On the right, the proposed feature is shown. The player frobs to extinguish the candles. The result shows no mistakes and candles are kept in their original positions. Special Thanks @Wellingtoncrab was instrumental in improving this feature during its early stages. We had many discussions covering varying scenarios, pros, and cons, and how it would affect the gameplay and player experience. Originally, I had a completely different solution that added a special "use modifier" keybinding. He suggested the frob to use and long-press frob to pick up mechanics. I coded it up, gave it a try, and found it to be too good. Without his feedback and patience, this feature wouldn't be as good as it is. Thank you, @Wellingtoncrab! And, of note, @Wellingtoncrab hasn't been able to try it in game yet, because I'm using Linux and can't compile a Windows build for him. So, if this feature isn't good, that's my fault. Code Patch I'll post the code patch in another post below this one so that folks who compile TDM themselves can give this proposal a try in game. And, if you do, I look forward to your feedback! Player Complaints TTLG (2023-01-10) Player 1: TDM Forums (2021-03-13) Player 2: Player 3: TDM Forums (2023-06-17) Player 4: TDM Discord (2021-05-18) Player 5: TDM Discord (2023-02-14) Player 6: Player 7: Player 8:
  8. How fun is it to play as an undead in thief trilogy / dark mod ? The haunting(T2) and To the end with nothing(T2). Those FMs are exemplary according to me

     

    *tangential, Garrett vs countless apparitions

    https://ibb.co/hM0JrSh

     

    1. Show previous comments  4 more
    2. datiswous

      datiswous

      Quote

      Imagine if the player could fire up to 3 simultaneous ghost skulls

      Looks like Skull Storm from CB Undying

    3. chakkman

      chakkman

      Was your former forum nickname "Kurshok" by chance?

    4. taffernicus

      taffernicus

      nope this is my only account here

  9. @stgatilov, I was originally thinking I could take your 5 values and, in the gui, do the inverse math to get back what you called in the engine code the "spatializedDirection" (normalized x,y vector from the listener to the source, relative to the listener's axis). But I realize that's impractical... math would need C++ Instead, let me show the end goal I was thinking about, through a mockup. The idea is to have a non-moving oval (representing a disc laid flat on the floor, in perspective), with a small colored square constrained to move smoothly along it, representing the direction of the sound source. In the mockup (attached cropped image), the oval is blue, the square is red, and the direction being indicated is front right. (Or maybe the ring should be dark red and the square light blue... or disk could be solid, etc.) The translucent field is 240 (out of 640) pixels wide, so the oval shown is roughly 30 pixels wide. The perspective could also be made more prominent, if instead of a uniform stroke width on the ring, the lower ("nearer") edge was thicker than the upper ("farther") edge. If implemented, the gui spacing between the 3 subtitle slots (not shown here) might have to be tweaked a bit to avoid overlaps.
  10. luckily i long ago converted all my old games to iso's about 3 tb worth of old games most are still playable today mostly due to wrappers for old directx and glide versions (dgvoodoo and such), some i had to fix myself (older dos games) though atleast the more popular ones have since gotten ported to windows like blood -> duke nukem -> system shock 1 etc. a few of them are rather annoying to play today mostly due to control schemes that are weird (omikron nomad soul) which is sad since the story is actually pretty good. then there are the ones that are just bugged like hell (call of cthulhu dark corners of the earth) which is actually one of my favourites, though sadly riddled with bugs.
  11. Unique way to kill yourself in The Dark Mod : getting knocked over by iron gate when jump to death idea, death by drowning in a well , death by sitting atop a fire in the fireplace and death by stepping on an explosive mine are to basic...
  12. Hi, I've been getting back into Dark Mod after some time, and have really been enjoying this mission and the first part, really well done - great stories and ambiance! Just one thing though, I think I made a boo-boo, and just at the end... Problem is, I don't have any recent saves or quicksaves...
  13. @stgatilov I can reproduce this bug. TDM 2.11a. No mods. There isn't a specific mission, spot or situation but I identified some patterns and I eventually get the game to crash. In tdm_weapon_arrow.script I get the last print out in the console right before this sys.wait(). TDM then crashes. This perhaps doesn't mean much because many things are going on elsewhere at this point in time. I don't want to go the enable/disable settings route to further troubleshoot the problem: I can make the game crash. How do I get more more info for you from, I don't know, the binaries? Windows event log: Faulting application name: TheDarkModx64.exe, version: 2.0.11.0, time stamp: 0x63d6c10d Faulting module name: TheDarkModx64.exe, version: 2.0.11.0, time stamp: 0x63d6c10d Exception code: 0xc0000005 Fault offset: 0x0000000000415e1f Faulting process id: 0x26f4 Faulting application start time: 0x01d9d66c90204ea7 Faulting application path: H:\GAMES\The Dark Mod\TheDarkModx64.exe Faulting module path: H:\GAMES\The Dark Mod\TheDarkModx64.exe Report Id: 3f3944ab-8451-4c1b-835a-11c984202c47 Faulting package full name: Faulting package-relative application ID:
  14. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
  15. The way I see it is that when playing a game for the first time players always play the vanilla version. Exceptions are when a game is known for critical bugs or old enough that requires a fix or patch to run properly but regardless, players don't mod games on their first run. Now, playing a game a second time opens up a whole new scenario and here is where mods spice things up: play the same but differently. Here is an idea. The Augmented are qualified players from a future, cyberpunk era. Augmented participate in simulations by impersonating a character and in the Mircea complex the Augmented line up for the upcoming Tournament: The Dark Module. Equipment, mechanics and rules differ from module to module but all games share the same, single goal: complete a simulation as fast as possible. Now, if you like this premise then the Augmentation Mod must be built around the one rule: get to the Mission Complete as fast as you can. In order to make the most out of the limb damage system I suggest a kind of weak character with outstanding healing capabilities. And since the mod is about speed I suggest players level up or level down in accordance with how much they run.
  16. Seems to confirm: https://bugs.thedarkmod.com/view.php?id=5718 does it happen in the latest dev build: https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/
  17. Hello Friends I did a ( how to -) Supreme Ghost Walk-through of "Hazard-Pay" If you are interested/want to take a look, I need some help/support on how to present it. I don't have my own place (and I don't want to!) to upload it. The so-called "official channel for The Dark Mod" @thedarkmod3844 on YouTube doesn't seem to be supported any more. So maybe someone wants to offer it privately in their own space - YouTube / google drive / webpage - ………… I have 2 versions of it : First: The walk-through as it was played (+ some subtitles) Second : a Music Edition with music that tries to adapt to the scenery – the mind/mood of the protagonist Any idea would be nice
  18. All of sudden, as I am building my mission, I am getting an error message that boog_gotisch is missing. Neither part of that name exits in my skin.mtr,or map files. In DR if I search for that name I see is listed under textures/darkmod/boog_gotish and it says Defined in _autogenerated_by_darkradiant_.mtr and Description says the material is missing! Well, DUH. I have not seen the name and it does NOT, nor as I know never has existed in my mission or ANY of the files. Is this part of default Dark Mod files? Confused (as usual), BlackMagic
  19. 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.
  20. It is. I added it there. With a link to moddb where it can still be downloaded. Search for "Q4 Conversion: Yan's Test". It links to: https://www.moddb.com/mods/the-dark-mod/addons/yantdm1-1 Bikerdude converted it to a tdm map. He could abandon it and add it here. Or do you mean some other mission?
  21. I just found this thread on ttlg listing Immersive Sims: https://www.ttlg.com/forums/showthread.php?t=151176
  22. Just got my Ally a few days back, quite amazing how great this thing performs. Night and day difference compared to the Steam Deck. Definitely worth the purchase.
  23. 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.
  24. 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.
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