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  1. 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.
  2. I love my new delay pedal! I have a glass of wine, dim the lights at night, play some jazz or the blues and fade into the night. Pure bliss :)

    1. Show previous comments  4 more
    2. Goldwell

      Goldwell

      It is tempting to see the map early but I would rather wait for a polished and finished version, thanks though!

    3. Sir Taffsalot

      Sir Taffsalot

      No probs! Shackles re-attached but glass of wine and guitar plugged into delay are in hand :)

    4. Airship Ballet

      Airship Ballet

      Good juggler, are you?

  3. 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.

  4. I just found this thread on ttlg listing Immersive Sims: https://www.ttlg.com/forums/showthread.php?t=151176
  5. Last night I streamed Business as Usual, I noticed what may be a couple of issues with the AI myself. First was the AI spotting me in places or at times when it shouldn't have been able to, especially on the secondary (forgiving) difficulty for AI sight and hearing... I was sitting in total darkness with my lightgem at the lowest level and a guard was looking for me nearby when suddenly he noticed and attacked me out of nowhere. It's also possible for AI to have a 3 - 5 second delay in detecting touch causing big lag in noticing you... this might be a reason why I don't get how they suddenly spot me late after walking past me, I presume they might have somehow touched me but only "realized" it nearly 5 seconds later. In addition I noticed some AI will often attack so fast their animation seemingly doesn't have time to finish... if you disturb an archer taken by surprise, an arrow may fly out of them before it feels they even had time to pull the arrow out. Last night a guard attacked and successfully hit me with his sword straight through a solid wall My stream is still on Twitch and I'll be posting it on Youtube as well, let me know if you think I'm correct and would like to inspect those moments... YT is still uploading so I might post timestamps here a bit later. Other issue I noticed is that sometimes you may have two inventory icons overlapping on the HUD. Like at some point I selected an item, but the compass or loot icon was still showing and my lockpicks were being drawn on top. I caught this one in the stream two times, it went away after playing around with the inventory menu.
  6. It looks like this is a false alert (no pun intended). AIs that are about to enter combat will have the m_ignorePlayer flag enabled for the duration of their combat preparations (reason given by grayman: AIs ramped up to combat too quickly), which temporarily causes the alert to not be counted until the AI has fully entered combat. I extracted that area into its own test map, put the player start on that ledge and placed the guard just before where he turns around to see the player. I took a series of screenshots showing the resulting behaviour: 1) Level 1 alert (doesn't count for stealth score). 2) Increases to score 2. 3) Increases to score 3, with agitated searching and starts to draw sword 4) Full detection of the player, AI is entering combat. All score stats drop to 0. 5) The AI is done entering combat, score stats are restored and increased to a score of 5. 6) The AI puts away his sword and starts throwing rocks. Score is as before. 7) I duck around a corner where the AI no longer sees me. Now that the AI no longer sees me the seenTime stat is updated. I suppose you quick loaded around 4? I could also imagine that quickly ducking out of view while the AI is entering combat could let you get away with 0 score for that episode, but apart from that possibility it seems it's working as intended. The stealth score was evidently never intended to be exposed like this during the mission so in some situations it only updates after some delay. You can try the test map yourself if you're interested, just put this next to the bcd.pk4 in darkmod/fms/bcd, then enter this console command in TDM: "testmap stealth". bcd_stealth.pk4
  7. 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.
  8. 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.
    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?

  9. I think it is a good idea! Our ingame mission downloader and mission view has long been subject of multiple improvement suggestions. Due to the sheer mass of missions that have been released in the last 15 years, things got really cluttered and especially newcomers will have a hard time finding what they want. However, improving the ingame guis is quite a task, so a web-based application might really suit this scenario well. Maybe we could even add a linke to it from our ingame menus, so user can access it quicker. Some more things to think about Would users be able to add custom tags and downvote / upvote certain tags, much like the system of Steam? This would also allow to add tags like "beautiful", or "difficult". Actually, the more users can contribute to this system, the better, because it will be automatically maintained then. The browser should also contain a flag for whether the FM belongs to a connected series of FMs or not and have the capability to go to the previous or next FM in that series. There should also be a flag for fully fledges campaigns. Some might like a flag whether or not an FM is "ghostable".
  10. 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!
  11. Sorry for the delay. Not that I'm aware of, the port should normally be free. What I imagine must be happening is when TDM (launched by DR) is closed, Linux still sees the port as being busy for a while, despite even the process having been shut down. Never heard of such a thing before nor can easily imagine what must be happening, but at least it makes sense. This might not be a TDM specific issue in this case... unless the engine fails to tell the OS to close the port in the way Linux expects? Though perhaps an improvement could be made: What if darkmod doesn't crash when the port is busy, but instead just doesn't receive signals until it's freed? Would a more dynamic approach to busy connection ports make sense?
  12. I'm afraid it is not a proper fix: it will only help for "default" messages. There are ton of missions which use "atdm:gui_message" with custom "gui" set, you fix will do nothing for them. For instance: // entity 1769 { "classname" "atdm:gui_message" "name" "message_citywatch_gate1" "angle" "-90.000000" "delay" "0" "force" "1" "gui" "guis/volta_sign_small.gui" "lines" "2" "origin" "345.751 1089.88 213" "show" "1" "text" "Finnley Murray" } Just ask almost any mapper around. Here is e.g. a list of missions which all probably suffer from the problem: "gui" "guis/tdm_message_no_art.gui" hazard/hazard.pk4 -> maps/hazard_night.map northdale2/northdale2.pk4 -> maps/m2.map sirt/sirt.pk4 -> maps/sirt.map ac1/ac1.pk4 -> maps/ac1.map painterswife/painterswife.pk4 -> maps/city.map ac2/ac2.pk4 -> maps/ac2_autosave.map itb/itb.pk4 -> maps/itb.map nobleaffairs/nobleaffairs.pk4 -> maps/noble_affairs.map northdale1/northdale1.pk4 -> maps/m1.map ws1_north/ws1_north.pk4 -> maps/ws1_north.map away0/away0.pk4 -> maps/away0.map ac2/ac2.pk4 -> maps/ac2.map ws5_commerce/ws5_commerce.pk4 -> maps/ws5_commerce.map snowed_inn/snowed_inn.pk4 -> maps/snowed_inn.map airpocket/airpocket.pk4 -> maps/airpocket.map And that is just one particular value of "gui" spawnarg on messages, there are many others.
  13. 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.
  14. Hey, Every time I've try to use the Full Editor when PM'ing someone, and every single time I get an error. Whoever is in charge of the forum, is it possible that this could be fixed? Thanks Neon
  15. Ignoring is somewhat inadequate as you still see other members engaging in a discussion with the problematic user, and as Wellingtoncrab says such discussions displace all other content within that channel. Moderation is also imperfect as being unpleasant to engage with is not in itself banworthy, so there is nothing more to do if such people return to their old behaviour after a moderator had a talk with them, except live with it or move away. I'd be more willing to deal with it if it felt like there were more on-topic discussion, i.e. thoughts about recently played fan missions or mappers showcasing their progress, rather than a stream of consciousness about a meta topic that may or not have to do with TDM. I guess the forums already serve the desired purpose, or they just compartmentalise discussions better.
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