Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/development/' or tags 'forums/development/q=/tags/forums/development/&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. Ahhh, so that's what the x-rays feature is. I read that term multiple times, but its development must've fell into one of my inactivity phases.
  2. Hello! Tracking down information on software and plug-ins that work with D3 / TDM can be a tough. So I have created a thread here where people can post what software/ plug-ins/ tutorials or other references they've had success or failure with in TDM. 3DS MAX 2013 64bit .ase - Default .ASE model exporter works. However you have to open the .ase file in text edit and manual change the *BITMAP line on each material to read something like: "//base/textures/common/collision" which allows the engine to read the correct material path. md5.mesh / animation - Beserker's md5 exporter/importers for 3dsmax. http://www.katsbits.com/tools, Importing and exporting works. The model must be textured, UV'd, with a skin modifier attached to the bones to export. PM me (Kingsal) for help with this. Imported models using the script will not be weighted appropriately, so this is not recommended if you are simply trying to edit existing tdm content. (Use blender instead) MAYA 2011 32bit md5.mesh - So far I've not had any luck with Maya 2011. I am using Greebo's MayaImportx86 for Maya 2011. I've got the importer working however I get a "Unexpected Internal Failure(kFailure)" and the import fails. This could be due to something finicky in Maya that I am not doing correctly. Will keep trying.. Blender 2.7 about - Blender is commonly used and pretty well supported on the forums/ wiki. Various versions may work as well - https://www.blender.org/download/ md5.mesh / animation Blender MD5 importer/exporter (io_scene_md5.zip): https://sourceforge.net/projects/blenderbitsbobs/files/ Sotha's guide Blender Male/ Female rigs by Arcturus - Here Edit by Dragofer: more links found in this post.
  3. I've merged your latest changes into a maintenance branch, but there's now a reproducible crash which occurs immediately when I enter lighting preview mode (even in an empty map). I can't make much sense of the stack trace, it seems to be crashing when trying to update the window title, but down at the bottom it looks like shutdownModules() has been called for some reason. I haven't done a Git bisect to establish exactly which commit introduced the crash, but it goes away if I switch back to my unmerged master branch so it has definitely been introduced recently (and there weren't any merge conflicts, so I don't think it's a bad merge). Has anything changed in the rendering code which might trigger such an unexpected application shutdown? libgobject-2.0.so.0![Unknown/Just-In-Time compiled code] (Unknown Source:0) libgobject-2.0.so.0!g_signal_emit_valist (Unknown Source:0) libgobject-2.0.so.0!g_signal_emit (Unknown Source:0) libgobject-2.0.so.0![Unknown/Just-In-Time compiled code] (Unknown Source:0) libgobject-2.0.so.0!g_object_notify (Unknown Source:0) libgtk-3.so.0![Unknown/Just-In-Time compiled code] (Unknown Source:0) libgobject-2.0.so.0!g_closure_invoke (Unknown Source:0) libgobject-2.0.so.0![Unknown/Just-In-Time compiled code] (Unknown Source:0) libgobject-2.0.so.0!g_signal_emit_valist (Unknown Source:0) libgobject-2.0.so.0!g_signal_emit (Unknown Source:0) libgobject-2.0.so.0![Unknown/Just-In-Time compiled code] (Unknown Source:0) libgobject-2.0.so.0!g_object_notify_by_pspec (Unknown Source:0) libwx_gtk3u_core-3.0.so.0!wxTopLevelWindowGTK::SetTitle(wxTopLevelWindowGTK * const this, title) (buffer.h:157) ui::MainFrame::updateTitle(ui::MainFrame * const this) (/home/mdm/Development/DarkRadiant/radiant/ui/mainframe/MainFrame.cpp:323) sigc::bound_mem_functor0<void, ui::MainFrame>::operator()(const sigc::bound_mem_functor0<void, ui::MainFrame> * const this) (/usr/include/sigc++-2.0/sigc++/functors/mem_fun.h:1991) sigc::adaptor_functor<sigc::bound_mem_functor0<void, ui::MainFrame> >::operator()(const sigc::adaptor_functor<sigc::bound_mem_functor0<void, ui::MainFrame> > * const this) (/usr/include/sigc++-2.0/sigc++/adaptors/adaptor_trait.h:256) sigc::internal::slot_call<sigc::bound_mem_functor0<void, ui::MainFrame>, void>::call_it(sigc::internal::slot_rep * rep) (/usr/include/sigc++-2.0/sigc++/functors/slot.h:483) sigc::internal::signal_emit0<void, sigc::nil>::emit(sigc::internal::signal_impl * impl) (/usr/include/sigc++-2.0/sigc++/signal.h:798) sigc::signal0<void, sigc::nil>::emit(const sigc::signal0<void, sigc::nil> * const this) (/usr/include/sigc++-2.0/sigc++/signal.h:2804) libradiantcore.so!map::Map::setModified(map::Map * const this, bool modifiedFlag) (/home/mdm/Development/DarkRadiant/radiantcore/map/Map.cpp:265) libradiantcore.so!map::MapResource::onMapChanged(map::MapResource * const this) (/home/mdm/Development/DarkRadiant/radiantcore/map/MapResource.cpp:255) libradiantcore.so!std::__invoke_impl<void, void (map::MapResource::*&)(), map::MapResource*&>(void (map::MapResource::*&)(map::MapResource * const) __f, map::MapResource *& __t) (/usr/include/c++/9/bits/invoke.h:73) libradiantcore.so!std::__invoke<void (map::MapResource::*&)(), map::MapResource*&>(void (map::MapResource::*&)(map::MapResource * const) __fn) (/usr/include/c++/9/bits/invoke.h:95) libradiantcore.so!std::_Bind<void (map::MapResource::*(map::MapResource*))()>::__call<void, , 0ul>(std::tuple<>&&, std::_Index_tuple<0ul>)(std::_Bind<void (map::MapResource::*(map::MapResource*))()> * const this, std::tuple<> && __args) (/usr/include/c++/9/functional:400) libradiantcore.so!std::_Bind<void (map::MapResource::*(map::MapResource*))()>::operator()<, void>()(std::_Bind<void (map::MapResource::*(map::MapResource*))()> * const this) (/usr/include/c++/9/functional:484) libradiantcore.so!std::_Function_handler<void (), std::_Bind<void (map::MapResource::*(map::MapResource*))()> >::_M_invoke(std::_Any_data const&)(const std::_Any_data & __functor) (/usr/include/c++/9/bits/std_function.h:300) std::function<void ()>::operator()() const(const std::function<void()> * const this) (/usr/include/c++/9/bits/std_function.h:688) UndoFileChangeTracker::clear(UndoFileChangeTracker * const this) (/home/mdm/Development/DarkRadiant/libs/UndoFileChangeTracker.h:56) libradiantcore.so!undo::UndoSystem::<lambda(IUndoSystem::Tracker&)>::operator()(IUndoSystem::Tracker &) const(const undo::UndoSystem::<lambda(IUndoSystem::Tracker&)> * const __closure, IUndoSystem::Tracker & tracker) (/home/mdm/Development/DarkRadiant/radiantcore/undo/UndoSystem.cpp:331) libradiantcore.so!std::_Function_handler<void(IUndoSystem::Tracker&), undo::UndoSystem::trackersClear() const::<lambda(IUndoSystem::Tracker&)> >::_M_invoke(const std::_Any_data &, IUndoSystem::Tracker &)(const std::_Any_data & __functor, __args#0) (/usr/include/c++/9/bits/std_function.h:300) libradiantcore.so!std::function<void (IUndoSystem::Tracker&)>::operator()(IUndoSystem::Tracker&) const(const std::function<void(IUndoSystem::Tracker&)> * const this, __args#0) (/usr/include/c++/9/bits/std_function.h:688) libradiantcore.so!undo::UndoSystem::<lambda(IUndoSystem::Tracker*)>::operator()(IUndoSystem::Tracker *) const(const undo::UndoSystem::<lambda(IUndoSystem::Tracker*)> * const __closure, IUndoSystem::Tracker * tracker) (/home/mdm/Development/DarkRadiant/radiantcore/undo/UndoSystem.cpp:325) libradiantcore.so!std::for_each<std::_Rb_tree_const_iterator<IUndoSystem::Tracker*>, undo::UndoSystem::foreachTracker(const std::function<void(IUndoSystem::Tracker&)>&) const::<lambda(IUndoSystem::Tracker*)> >(std::_Rb_tree_const_iterator<IUndoSystem::Tracker*>, std::_Rb_tree_const_iterator<IUndoSystem::Tracker*>, undo::UndoSystem::<lambda(IUndoSystem::Tracker*)>)(std::_Rb_tree_const_iterator<IUndoSystem::Tracker*> __first, std::_Rb_tree_const_iterator<IUndoSystem::Tracker*> __last, undo::UndoSystem::<lambda(IUndoSystem::Tracker*)> __f) (/usr/include/c++/9/bits/stl_algo.h:3876) libradiantcore.so!undo::UndoSystem::foreachTracker(std::function<void (IUndoSystem::Tracker&)> const&) const(const undo::UndoSystem * const this, const std::function<void(IUndoSystem::Tracker&)> & functor) (/home/mdm/Development/DarkRadiant/radiantcore/undo/UndoSystem.cpp:326) libradiantcore.so!undo::UndoSystem::trackersClear(const undo::UndoSystem * const this) (/home/mdm/Development/DarkRadiant/radiantcore/undo/UndoSystem.cpp:331) libradiantcore.so!undo::UndoSystem::clear(undo::UndoSystem * const this) (/home/mdm/Development/DarkRadiant/radiantcore/undo/UndoSystem.cpp:172) libradiantcore.so!undo::UndoSystem::onMapEvent(undo::UndoSystem * const this, IMap::MapEvent ev) (/home/mdm/Development/DarkRadiant/radiantcore/undo/UndoSystem.cpp:260) libradiantcore.so!sigc::bound_mem_functor1<void, undo::UndoSystem, IMap::MapEvent>::operator()(const sigc::bound_mem_functor1<void, undo::UndoSystem, IMap::MapEvent> * const this, sigc::type_trait_take_t _A_a1) (/usr/include/sigc++-2.0/sigc++/functors/mem_fun.h:2066) libradiantcore.so!sigc::adaptor_functor<sigc::bound_mem_functor1<void, undo::UndoSystem, IMap::MapEvent> >::operator()<IMap::MapEvent const&>(const sigc::adaptor_functor<sigc::bound_mem_functor1<void, undo::UndoSystem, IMap::MapEvent> > * const this, const IMap::MapEvent & _A_arg1) (/usr/include/sigc++-2.0/sigc++/adaptors/adaptor_trait.h:89) libradiantcore.so!sigc::internal::slot_call<sigc::bound_mem_functor1<void, undo::UndoSystem, IMap::MapEvent>, void, IMap::MapEvent>::call_it(sigc::internal::slot_rep * rep, a_#0) (/usr/include/sigc++-2.0/sigc++/functors/slot.h:451) libradiantcore.so!sigc::internal::signal_emit1<void, IMap::MapEvent, sigc::nil>::emit(sigc::internal::signal_impl * impl, sigc::type_trait_take_t _A_a1) (/usr/include/sigc++-2.0/sigc++/signal.h:1045) libradiantcore.so!sigc::signal1<void, IMap::MapEvent, sigc::nil>::emit(const sigc::signal1<void, IMap::MapEvent, sigc::nil> * const this, sigc::type_trait_take_t _A_a1) (/usr/include/sigc++-2.0/sigc++/signal.h:2955) libradiantcore.so!map::Map::emitMapEvent(map::Map * const this, IMap::MapEvent ev) (/home/mdm/Development/DarkRadiant/radiantcore/map/Map.cpp:926) libradiantcore.so!map::Map::freeMap(map::Map * const this) (/home/mdm/Development/DarkRadiant/radiantcore/map/Map.cpp:247) libradiantcore.so!sigc::bound_mem_functor0<void, map::Map>::operator()(const sigc::bound_mem_functor0<void, map::Map> * const this) (/usr/include/sigc++-2.0/sigc++/functors/mem_fun.h:1991) libradiantcore.so!sigc::adaptor_functor<sigc::bound_mem_functor0<void, map::Map> >::operator()(const sigc::adaptor_functor<sigc::bound_mem_functor0<void, map::Map> > * const this) (/usr/include/sigc++-2.0/sigc++/adaptors/adaptor_trait.h:256) libradiantcore.so!sigc::internal::slot_call<sigc::bound_mem_functor0<void, map::Map>, void>::call_it(sigc::internal::slot_rep * rep) (/usr/include/sigc++-2.0/sigc++/functors/slot.h:483) sigc::internal::signal_emit0<void, sigc::nil>::emit(sigc::internal::signal_impl * impl) (/usr/include/sigc++-2.0/sigc++/signal.h:798) sigc::signal0<void, sigc::nil>::emit(const sigc::signal0<void, sigc::nil> * const this) (/usr/include/sigc++-2.0/sigc++/signal.h:2804) libradiantcore.so!module::ModuleRegistry::shutdownModules(module::ModuleRegistry * const this) (/home/mdm/Development/DarkRadiant/radiantcore/modulesystem/ModuleRegistry.cpp:203) RadiantApp::OnExit(RadiantApp * const this) (/home/mdm/Development/DarkRadiant/radiant/RadiantApp.cpp:148) libwx_baseu-3.0.so.0!CallOnExit::~CallOnExit(CallOnExit * const this) (app.h:439) libwx_baseu-3.0.so.0!wxEntry( argc, wxChar ** argv) (init.cpp:501) main(int argc, char ** argv) (/home/mdm/Development/DarkRadiant/radiant/main.cpp:7)
  4. Hidden Hands: Initiation Download via the ingame downloader. Latest update is version 3 (released 16/02/2021) Explore Blackstone Island to become a full-fledged member of the “Hidden Hands”! General: TDM version: 2.06 EFX: yes Play time: ca. 5 – 7 hours (depending on play style and difficulty settings) Type: island with several sections (manor, sewers, cabin, bank, graveyard, church and crypts) Enemies: guards, thieves, spiders, mages and extra-natural entities Known problems: 1. The noblewoman sitting in the pavilion can sometimes not be knocked out without failing the mission in general; decent thieves should leave her alone anyway. (version 1 and version 2) 2. If combination locks do not work when using correct codes, then please go to Settings - Gameplay - and change the option "Open doors on unlock" to the value "yes". (version 1) Gameplay differences (apart from changes in the objectives list): Easy: Less enemies, less lights, many light switches Medium: More enemies, alternative AI routes, more lights, some light switches Hard: Even more enemies, alternative AI routes, even more lights, less light switches Development: Build time: November 2017 – November 2018 Beta testing: November/December 2018 Beta testers: Boiler’s_hiss (aka “The Architect’s Darling”) s.urfer (aka “The Punisher”) Cambridge Spy Abusimplea Performance checks: Duzenko Contributors: - ERH+ arranged/created the setup for the puzzle in Adrian's Crypt - I don't understand what he did exactly (alchemy?), but it works as it should. - Destined provided a custom skin for an interior module and wrote a new definition for the spider bots, enabling those beasts to move through tunnels. - Joebarnin provided a fix to make the combination locks work. - Amadeus revised and edited all in-game readables, maps, and signs. He created the final mission title "Hidden Hands: Initiation" as well as gave some special items heroic names, such as "Axe of Fury" or "Orb of Will". - Grayman fixed the frobbing problems with the hidden wall safe and combination lock. Pilfered items: - Floating boat setup and thief's message box re-created from maps originally developed by Bikerdude. - Patch section with rocks and vegetation surrounding the graveyard originally developed and arranged by Sotha for one of his missions. - Frobbox booster re-created from a map originally developed by Grayman. Special thanks to: - Springheel, Sotha, and Fidcal for the tutorials. Great work from all of you! - Destined, Grayman, ERH+, and Springheel for patiently answering my questions via PM. - Boiler’s_hiss for the hint how to change the church roof section - nbohr1more for moral support during a critical phase of the map development - Duzenko for improvement tips - all others not mentioned here who answered my questions in the Newbie thread or via PM. All new ambient music and sound effects written, performed and mixed by Jack Farmer. "S.urfer's Lament" (.ogg filename: "easyexit") featuring MC Deickler on the drums. More pictures:
  5. Looking at the code, the originals were "pm_mantle_pull 750" and "pm_mantle_pullFast 450". The new "pm_mantle_pull" value is "400". A "pm_mantle_pullFast" value of "450" would be slower than regular pull, not faster. With both being set to "400", they are at least similar. Other than that, it's subjective and the feedback from playtesters was positive. Also, referenced internally here: https://forums.thedarkmod.com/index.php?/topic/22256-movementcontrols-settings-in-main-menu/&do=findComment&comment=489158
  6. That sort of tone doesn't fly in our forums.
  7. 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?
  8. Ambient atmospheres are in my opinion one of the best parts of the Dark Mod experience, not just for getting a mission to have the right feel but also for inspiration and to have them playing in the background when creating maps. The more the merrier, so here's a thread to collect all the links to ambient music and environmental sounds that could have a spot in TDM's setting. Ambients from the TDM forums Gast's Eerie Lullabies Magnanimous Merry's Miscellanea Orbweaver's Dark Ambients Spadey's Ambients Radioteque's Ambients Kyyrma's Composing Ambient Tracks for Dummies - Kyyrma shows how ambient soundtracks can be made from a set of sounds. Also contains some of his finished ambients. Request for more interior sounds - this thread is a very productive community session where members came up with a large and good selection of new ambients. Uncle Peti's Sound Den Dragofer's Ambients - post #6 in this thread SeriousToni's Ambients - posts #8, 12, 15 and 19 in this thread Ambients from the TTLG forums Custom resources list Gigagooga's Ambients 1 - possibly the largest pack of ambient musics and nature sounds, all of them high quality. Gigagooga's Ambients 2 - this pack puts more weight on shorter swells/hits/pads to be layered on top of a subtle ambient. Gigagooga's Ambients 3 Yandros' ambient loop Sephy's Ambients - a large collection of ambient pieces, including many shorter ones which will be valuable for anyone wanting to try a layered ambience approach like in the Thief OMs and Full Moon Fever. Internet databases www.freesound.org - some of the better composers in my opinion are ERH and BrandonNyte. www.purple-planet.com - a large selection of all kinds of ambient and musical soundtracks to be used freely. www.darkwinter.com - an internet label that publishes a lot of dark ambient music under a Creative Commons license. www.endlessascent.com - sister website of Darkwinter for non-dark ambients. Youtube Asatru Dark - also has very nice reference images for outdoor stone memorials, statue arrangements etc. #4 Void by Raffaele du Marteau & #6 Dreaming of Nowhere by Raffaele du Marteau - possibly the most forlorn pieces I've found on the internet. Alacazam - a prolific Creative Commons ambients composer . Cryo Chamber - for-profit label for dark ambient music with a large selection on offer. Going by their Youtube comments they're fine with people using their soundtracks for games etc., although you'd probably need to buy the soundtracks first. Dark Ambient Mixed Session - as much ambient as something to have in the background while mapping.
  9. I would use this massive list for any fan missions, it includes campaigns too: https://www.ttlg.com/forums/showthread.php?t=148090 There are a lot of Fan Missions for the picking, I myself go for the lesser known ones and the short variety, because sometimes they hide a gem or two. Just like jaxa, I'm a bit outdated after the temporal retirement, but I do remember some amazing campaigns like "The Black Frog". If you intend to play The Black Frog, you should play the first two of the L'Arsene series missions, it's how I did it myself. Also, yes, L'Arsene are a fantastic series. The first mission of L'Arsene is a "rough draft", author was a bit new to Thief level making, but still great either way, after the 3rd you will see how his skill increased by a massive amount.
  10. Unfortunately, TDM forum deletes the separator between the numbers. So I have to guess where one number ends and the next starts Also, user can rename screenshot manually, or push it through something that would rename it automatically. Thenwe won't see coordinates on screenshot address on forums.
  11. tdm_show_viewpos cvar and screenshot_viewpos command: https://forums.thedarkmod.com/index.php?/topic/22310-212-viewpos-on-player-hud-and-screenshots/
  12. DarkRadiant 3.8.0 is ready for download. What's new: Feature: Support new frob-related material keywords Improvement: Mission selection list in Game setup is not alphabetically sorted Improvement: Better distinction between inherited and regular spawnargs Improvement: Silence sound shader button Improvement: Add Reload Definitions button to Model Chooser Fixed: Model Selector widgets are cut off and flicker constantly on Linux Fixed: DarkRadiant will not start without Dark Mod plugins Fixed: GenericEntityNode not calculating the direction correctly with "editor_rotatable" Fixed: RenderableArrow not drawing the tip correctly for arbitrary rotations Fixed: Light Inspector crashes on Linux Fixed: Models glitch out when filtering then showing them Fixed: Skin Editor: models not centered well in preview Fixed: "Copy Resource Path" includes top level folders Fixed: Skin Editor: internal test skins are shown if Material Editor was open previously Fixed: Changing Game/Project doesn't update loaded assets correctly Fixed: Model Chooser: initially hidden materials aren't revealed when enabling them Fixed: Choosing AI entity class 'atdm:townsfolk_commoner_update' causes crash Fixed: Sporadic assertion failure on shutdown due to LocalBitmapArtProvider destruction Fixed: Prefab Selector spams infinite error dialogs on Linux Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.8.0 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!
  13. Relax @Näkki, it's great to hear you enjoyed the game. My personal expectations were just a bit different when I read the Steam page, although the various trailers should have been a warning that stealth maybe wasn't the biggest priority of the devs. From the Steam page: "Weird west legends meet eldritch horror in BLOOD WEST, an immersive stealth FPS." Also "Blood West is a stealth FPS inspired by the genre classics such as the Thief series (whose fans will be happy to hear the voice of Stephen Russell, the actor voicing the master-thief Garrett, returning here as the protagonist), S.T.A.L.K.E.R. games, or - from the contemporary catalog - Hunt: Showdown. The gameplay rewards the careful approach: scouting the area, stalking your enemies, and striking from the shadows. Can you figure out a way to clear a fort full of ghouls and monsters without raising an alarm?" From my personal experience I think the game is predominantly Hunt: Showdown, a bit of S.T.A.L.K.E.R. and a very small portion Thief. Stealth is very unforgiving and makes it almost impossible early game when there are various enemies around, but hey maybe I just suck at it. I don't see Deus Ex in it, unless the skill leveling is the Deus Ex part for you and then I have to disagree with you, as that seems like the trait system in Hunt: Showdown. Edit: What I also understood from the Steam forums is that the original VA was dropped close before the release of the full version and replaced by Russell with no real explanation from the devs why this was done.
  14. More of a social problem than a Youube one. I don't think the platform is to blame for the 99,9% trash that is being uploaded by users. The one thing that stood out to me over the years in terms of that development: Mug shots on literally every video thumbnail now. Back in the days, people didn't upload their mugshots for every video. The video was about the thing the video was about, not about the person presenting it. I think that pretty much shows where humanity headed: Towards narcissism.
  15. So, if I understand you, no Thief Gold FM does sound and text notifications of completed objectives? The missions in The Black Parade surely did. I'm completely confused now. I was sure that original Thief Gold had those objective complete notifications (at least the sound). Reading this thread suggests otherwise though: https://www.ttlg.com/forums/showthread.php?t=132977
  16. We had this concern too. There was even a setting where you loot one item at a time (per frob). As far as I remember, we did not find any simple way to show info about multiple items. The suggestions either would cause issues with other GUI elements (e.g. subtitles), or need some major development specifically for this detail.
  17. 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/
  18. Seems like an inoffensive suggestion to me. It would not provide much of a challenge though since all one need do is let go of the mouse and voila: perfect stillness. For that reason, to work as advertised I feel like it would need to be tuned to be a non-factor 98% of the time, such that even veteran players would forget it exists until suddenly, surprise! here's an edge case where it matters. Like: only movements greater than 90 degrees per second trigger the effect. Basically it would just be an in-game jump scare mechanic. If something makes you as the player character involuntarily jump or flinch then that has a chance of being spotted. In the hands of a devious FM author that could make for some extremely memorable scripted moments. That's all just in principle though. In practice, this is an idea that would cost development energy to implement, and we want to make sure that investment is committed wisely. Remember how the community flipped the f*** out when Hazard Pay had the audacity to restrict saving, going so far as to make a mod specifically to negate the author's intent, and basically ensuring that no FM that's not a deliberate troll will ever use that feature again? Great use of resources that was. /s
  19. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
  20. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  21. I understand and assume @stgatilov's optimizations are a leap forward (or go in that direction). Having two or more ways of doing things means mappers can still get away with the "old ways" (the ball keeps rolling). Although deprecated, the devs must take into consideration alternatives that were left behind. Maintaining backwards compatibility can sometimes hinder development in the long run (I rather not go down the rabbit hole). Letting things break sometimes is the best solution: somehow, someday, someone will fix it. We must assess the impact and then assess potential solutions. I am impressed by your capabilities to detect these issues @Daft Mugi! How do you do it? Do you somehow sense where or what to look for?
  22. A Problem Arises I've paused subtitling of the Lady02 vocal set, because of a problem with the voice clips described here: https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/&do=findComment&comment=490151 While a way forward is being determined, I'll work on a different vocal set. Maybe manbeast, for which Kingsal just provided me the voice script.
  23. I'm sure they will create a stable 2.12 version, when its done! But the official game release is at version 2.11! The 2.12 is still in heavy development and so, will have bugs and most probably break very easily, it shouldn't be used for real play, only to help TDM code team, to test, find bugs and regressions. This dev version is accessible to the general public, only by courtesy of the TDM team, so we can experience and see how the game engine is developed, bugs and all, don't make them regret it, if more people start complaining, instead of helping, they will more than likely closed it behind doors, like they did before and do the public testing, only way later when is more stable. But that also makes it longer to release, because they will have less people testing, will have to do most of the testing themselves and because, afaik 1 or 2 people, are working on the engine at the moment, it will take way more time to develop and then test to the final release. And it will very probably come with more bugs, than if they did early public testing like they do now. Unlike paid comercial developers, TDM team doesn't have a dedicated paid bug testing team, we the players are the tester, is the lest we can do for be giving this fantastic free game. And so IMO complaining the development branch is not stable, doesn't help, they know that, if you want a more stable version and not experience bugs, then use only the oficial 2.11 release, wait for the final oficial 2.12 release, again, when its done.
  24. I raised a concern elsewhere and I would like to raise it again here since I now have more details. Something is off with the Modpack in the last Development Builds. Once again, I don't expect support for Mods but this is something that might impact missions hence I bring it here for analysis. With the Modpack enabled if "Uncap FPS" is set to "Off" two mods slow down considerably: Loot Animations and Blinking Items. None of these scripts do anything that I can detect and tag as special or irregular and missions could perfectly make use of similar scripts for other purposes. What puzzles me is that mods are ok when "Uncap FPS" is set to "On". Everything is fine in the current TDM 2.11a regardless of the Uncap FPS setting. My Max FPS is always set to 60.
  25. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
×
×
  • Create New...