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  1. In post https://forums.thedarkmod.com/index.php?/profile/254-orbweaver/&status=3994&type=status @nbohr1more found out what the Fixup Map functionality is for. But what does it actually do? Does it search for def references (to core?) that don't excist anymore and then link them to defs with the same name elswhere? Also I would recommend to change the name into something better understood what it is for. Fixup map could mean anything. And it should be documented in the wiki.
  2. Google mobile is on the forums online user lists (in addition to google)... never seen that before

    1. nbohr1more

      nbohr1more

      He's a pretty cool guy. You ask him to find stuff and he'll usually turn up the goods. A little nosy though...

  3. Hey @Geep I wondered, since you're the Gui expert around here (I think), can you give it a quick look if it's not too difficult to generate the gui code for the mainmenu_briefing.gui that's currently missing, or that we really need that file. I gathered it's just an example file and the gui code can be created from the info in the wiki. It's just still a bit difficult for me. I don't know if this currently still works though, I guess I could test it in TDM 1.08 as well (If I get it running). Edit: The same code for this at least seems presents in both TDM 1.08 and 2.11 See: https://wiki.thedarkmod.com/index.php?title=Briefing#Controlling_Where_the_Player_Starts Here is a testmap: https://drive.google.com/file/d/1YQQknGlVJE9TJyItE_H2KjggvrIAuhnf/view?usp=sharing
  4. Personally I think this is the worst idea ever. The Reason forums has LOADS of info and knowledge, built up through years and years. I'm really sad to see it go away, and I can't understand why they've made this decision. https://www.propellerheads.se/forum/showthread.php?p=1579099#poststop
  5. Yes. Sure, I will change it, but I do mind. In addition to changing the forum title, I have also had the name of the pk4 changed in the mission downloader and the thiefguild.com site’s named changed. It's not just some "joke". The forum post and thread are intended to be a natural extension of the mission’s story, a concept that is already SUPER derivative of almost any haunted media story or most vaguely creepy things written on the internet in the past 10 or 15 years. Given your familiarity with myhouse.wad, you also can clearly engage with something like that on some conceptual level. Just not here on our forums? We can host several unhinged racist tirades in the off-topic section but can’t handle creepypasta without including an advisory the monsters aren’t actually under the bed? (Are they though?) I am also trying to keep an open mind, but I am not really feeling your implication that using a missing person as a framing of a work of fiction is somehow disrespectful to people who are actually gone. I have no idea as even a mediocre creative person what to say to that or why I need to be responsible for making sure nobody potentially believes some creative work I am involved in, or how that is even achievable in the first place. Anyway, apologies for the bummer. That part wasn’t intentional. I am still here. I will also clarify that while I love the game, I never got the biggest house in animal crossing either. In the end Tom Nook took even my last shiny coin.
  6. See this post: I wonder if it could be modified so that the set_frobable could be done when box is at a quarter of open animation. I think that this has to do with frob-distance and/or if the container where the item is in also has frob-higlight. It think that when the box is opened, frob-highlight for the box-body should be enabled. So the best would be probably: If box is closed, whole box should have frob-highlight enabled. When box is open, only lid should have frob-highlight enabled. This should be applied to all core prefabs. I also have this sometimes with messages sticking to doors, where it is very difficult to frob the message or door.
  7. This above. It is easy to give but difficult to take away. I suggested @Daft Mugi to initially stick to a single hold-frob value of 0.2ms, 0.5ms... whatever he thinks it's best for the average player. If this value doesn't work, it can be changed in the future. If the new single value does not work either, we then can think of alternatives. By following this we are left with two options: New frob and old frob, instead of four options, one of which reads alien for new players. The new hold-frob is built on top of everything and it is out of the way. This whole change feels like an improvement and the point of controversy has to do with the default action for bodies. I suggested @Daft Mugi that all changes stay but the setting focuses on bodies only. This way we could have "Frob body action": a) Shoulder b) Grab & Drag.
  8. Initially wanted not to post about this, I told myself it's just another useless feature that would waste time before a release and all. But it does carry actual gameplay limitations I run into: I often have no way to tell if an enemy is dead or just knocked out. If the FM has a "don't kill anyone" objective that makes it clear, otherwise you need to pick up the body and see what the text says. In the past you could tell by their eyes: Dead AI would have them open while knocked out AI had them closed. Last time I played it seemed like even this stopped working and both cases had their eyes shut... a recent bug perhaps? In any case it's often a difficult cue to find, so I wonder if anything better would be possible. Obviously AI become ragdolls so animating any important bones is surely impossible: I'd suggest making them move slightly so it's clear they're still breathing, but this would likely send the ragdoll shaking all over the place since they probably can't handle an animation being mixed in. So here's one idea that should work great: Alongside the eyes we could have the mouth be open, which is easier to spot from a close distance. Knocked out AI have their mouth closed, dead AI have it open which is a clear cue and also looks more... well, dead. Another would be to add the snoring sound to knocked out AI... now I'm curious if in real life someone being knocked unconscious snores like when they're asleep, don't try it out of course
  9. id Studio did a poor job in defining its categorization of variable nomenclature, so in subsequent documentation and discussions there are divergent views (or just slop). In my series, I had to choose something, and went with what I thought would be clearest for the GUI programmer: Properties, which are either Registers (like true variables) Non-registers (like tags) User Variables (also true variables) I see that your view is more along these lines (which perhaps reflects C++ internals?): Flags (like my non-registers) Properties, which are either Built-in (like my registers) Custom (like user Variables) Also, elsewhere, you refer to "registers" as temporaries. I am willing to consider that there could be temporary registers during expression evaluation, but by my interpretation those would be in addition to named property registers. I'm not sure where to go next with this particular aspect, but at least can state it.
  10. I've seen fun workarounds like that in other game modding as well. Years ago, maybe even a decade, some fella who was making a mod for Mount & Blade over at the Taleworlds forums revealed that he put invisible human NPCs on the backs of regular horse NPCs, then put the horse NPCs inside a horse corral he built for one of his mod's locations/scenes and then did some minor scripting, so the horses with invisible riders would wander around the corral. The end result was that it looked they're doing this of their own will, rather than an NPC rider being scripted to ride around the corral slowly. Necessity is the mother of invention. I don't know about the newest Mount & Blade game, but the first generation ones (2008-2022) apparently had some sort of hardcoded issue back in the earlier years, where if you left a horse NPC without a rider in its saddle, the horses would just stand around and wait and you couldn't get them to move around. Placing an invisible rider in their saddles suddenly made it viable again, at least for background scenes, of riderless horses wandering around, for added atmosphere. First generation M&B presumed you'd mostly be seeing horses in movement with riders, and the only horses-wandering-loosely animations and scripting were done for situations when the rider was knocked off their horse or dismounted in the middle of a battle. Hence the really odd workarounds. So, an invisible NPC trick might not be out of the question in TDM, even though you could probably still bump into it, despite its invisibility.
  11. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
  12. It isn't that difficult, but it looks a little ugly code-wise. In the latest version from @stgatilov found in this post just replace: #define SUBTITLE_BASE_Y (379 - 52 * SUBTITLE_IDX) with: EDIT - Removed because it was wrong. Check this post. Mind you! this again is a quick hack with no guarantees. Code must be properly assessed if we go for it.
  13. 'ello! As you may be aware I spent the first week of this month remaking La Banque Bienveillante, the first mission of my Quinn Co. campaign I started almost a decade ago. Well, with the help of a bunch of lovely beta testers over a month of feature creep, it's now done! I've made a new topic rather than necroing the old one, because I feel it's come along enough now that it is, essentially, a whole new mission made in the spirit of the original. The goal is to eventually make the existing missions obsolete and put this new campaign in its place, but when that happens I'll include a link to the old .pk4 in here for posterity, since I don't believe in deleting work entirely no matter how mediocre it was! To that end, can this please be entered into the mission downloader as a standalone mission? It can then replace the existing Quinn Co. once the second mission is out, thanks! This is a small, short and sweet bank heist that sets the stage for the larger--and much more difficult--campaign in the works. It's mechanically stripped back a little from the initial release, since I feel I got a bit carried away. It is, however, far prettier as well! Your objective is, of course, the vault, but you can take on extra jobs for people to make money on the side; while the vault gives you money to spend in the next mission's shop, it doesn't count towards your overall loot objective whereas optional jobs do, so it's up to you if you'd rather almost empty the place to make ends meet, or take on extra work if you're less inclined to go hunting for shinies! Screenshots Thanks Big thanks to all the lovely beta testers without whom the mission would probably fail to run! Acolytesix, Datiswous, jaxa, madtaffer, Shadow, thebigh, The Black Arrow, Wellingtoncrab & wesp5 And thanks to everyone who's continued to contribute to the project over the years - I've come back and there's so much more fantastic content to play with! And thanks to you! For playing! I'd love to hear what you think, and feel free to notify me of any issues - provided they're not game-breaking, they'll be fixed when Quinn Co 2 comes out soon! (tm) Download (.pk4)
  14. Ah, pity I wasn't reading the forums back in February. I'm fond of that game, along with Bugbear's other early title, Rally Trophy. I was never too good at FlatOut, but it was always a hoot to play.
  15. YOU TAFFERS! Happy new year! Deadeye is a small/tiny assassination mission recommended for TDM newcomers and veterans alike. Briefing: Download link: https://drive.google.com/file/d/1JWslTAC3Ai9kkl1VCvJb14ZlVxWMmkUj/view?usp=sharing Enjoy! EDIT: I promised to someone to write something about the design of the map. This is in spoiler tags below. Possibly useful to new mappers or players interested in developer commentary.
    1. Show previous comments  4 more
    2. lost_soul

      lost_soul

      I've been considering reinstalling TDS for a wile now... I've still got my original CDs. Have these guys fixed the bug where you get stuck floating? Last time I played TDS, that happened and I was unable to get out of it, so I ragequit.

    3. chakkman

      chakkman

      You can surpass that bug by drawing your bow, performing a shot, and draw your blackjack when the bow is tensioned, to abort the bow shot. I'm hoping it's fixed in the Gold patch too though. Alongside the thing where you move sideways, when peeking left or right.

    4. nbohr1more

      nbohr1more

      @Biker Hmm.

       

      Build TDM mission in DR.

       

      Export as portions as ASE

       

      Edit in Blender and export in TDS compatible format

       

      Import into T3ED

       

      Edit

       

      Release TDS mission...

       

      (or just stick with TDM)

  16. In the following example (ws3), the subtitles are a bit more difficult to read: White: Yellow: Btw. your yellow pk4 still gives me white text, but the position marker circle is in yellow..
  17. Builder Compound Pack will help you create better environments for your Builder-themed map sections! The aim of this experimental package is to provide high-quality models, materials, and other assets that don't put a big strain on the idtech4 engine. This early version is slightly more bare-bones than I wished for, as some modular sets (e.g. the roof) proved to be too complex and unfit for general use. Don't worry though, the set will be updated and expanded in future releases. Tweaks – Arch door and arch with hinges models have been removed. They were just static models, not actual door entities, and they weren't super useful, e.g. hey couldn't act as visportal closing entity due to gaps and transparent parts. – Detail texture stage added to selected materials (mostly those you can get very close to). As you approach a surface, you should see a slightly grainy layer that enhances the details. New content – Door01 and door01_frame have been added to both models and entities. This is a basic door for this corridor section. By default, it's locked (with easy lock) and AI will notice if it's left ajar. You may want to disable the latter (set ShouldBeClosed to 0) if you have a section with many AIs and doors, as it will probably disrupt AI patrolling too much. The frame will work with walls that are 16 units thick. Both door and the frame will work with grid of 8 and smaller. You can use the grid of 4 to change the door position within the frame. Look for grooves in the frame model. First of all, launch the map to see a simple section that was made with these assets. Use the menu or type map bc in the console to start the map. Noclip though the north wall, if you want to get to the staging area and see all pieces used to make this section. General info and tips: Make sure you have Rotate func_* entities around origin (Ctrl+R) enabled (Dark Radiant top icons) to use models efficiently. All models have custom pivot / origin point placement to make them snap to grid and geometry really fast. If you have keyboard shortcuts configured for RotateSelectionX/Y/Z and FloorSelection, placing these models around the map will be a breeze. I also recommend having shortcuts for SelectNudgeUp/Down/Left/Right, so you can move models in ortho views without using a mouse. DR detects models in a weird way, e.g. if your model is one-sided, or has some faces turned back to the camera in ortho view, selecting and moving it around will be difficult. Using keyboard is often more seamless and precise. You can select a model in perspective view, and then move it around in X/Y/Z plane using keyboard. Optimal scale for tileable materials is 0.125. This provides good pixel density vs repetition. Materials are optimized to be used both with and without post-processing, and the default gamma of 1.2. In some cases, specular hotspot might look slightly overblown with post-processing enabled. Correct look without post-processing was the first priority. Same principles apply to using lamp. The main idea behind this set is that you can use simple brushes for walls and floors, and wall panels have proper offset, so you don't need to use special surrounding BSP behind them. You can place panels right where your walls are, and there will be no z-fighting or clipping. Assumed basic measure for a corridor is 192 x 192 (length / width), but you can go lower if you don't plan to use arches and metal doors. The smallest wall panel piece is 24 units long. Use brushes to create basic space, then adjust it to what you can make with wall panels (combinations of 24, 48, 96, 192 etc.). DR's measurement tool is your friend. Default grid for placing most pieces is 8, but it goes down with smaller / more complex models and setups. One special case is matching metal doors to arch with hinges, this needs grid of 2. That's a mistake on my part. I didn't think of better pivot placement until it was too late. The example map contains a "staging area" where you'll find grouped arch, hinges, and doors, so you can use that as a template. As per The Dark Mod license, you may modify this pack's contents, although I'd advise against it. Most textures are compressed in lossy DDS format and compressing them again will result in loss of image quality. If you want to make changes, need alternative versions of a model or material contact me first. I'll see what I can do. Last but not least, I hope you'll find this pack useful and fun to work with, as I had plenty of fun while making it I already have a long list of models and features to include in subsequent releases, but I'm always open to feedback and suggestions. Thanks! Credits: Springheel, Obsttorte, Spooks, nbohr1more, STiFU, Destined and other TDM Forum members: guidance, encouragement, and fruitful discussions Epifire: asset feedback and critique The Black Arrow: inscription texts Plans for upcoming releases: Corridor: - Fixing the wall panel collision model, so strafing along it isn't wobbly Done. - Roof modular set Done. - Making metal door an entity with proper sounds and open/close times. Done, made proper door instead. - Floor switch model/entity for metal doors - Window set Done. Roadmap: All work is on hold for now. I'm working on a small FM that will use some of these assets plus many more. Some of existing assets will get reworked too. All links are taken down, and I have no release date yet, sorry.
  18. I'd say that's difficult, very difficult, but not an impossible scenario. We have seen some experimentation with procedural generation. Creating random objectives and story within a predefined city/map might also be possible.
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