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  1. True, but, 1. this thread is called "Western stealth FPS with Stephen Russell", and, 2. nothing you said changes anything for me. The gameplay still doesn't look like something I'd enjoy. And, if you really think this forum is cynical, then you don't visit forums much. Actually, the majority of the users are are pretty mature, unlike in other forums.
  2. Well, let's explore this a bit. How can this be solved? Currently, creeping overrides running (like you said). Here are a couple issues or considerations: What about players who want to keep the fine control of toggling each one independently? Perhaps some players want to go from creeping to running. At the moment, the code is written in such a way (due to its Doom 3 history) that toggling creep can set the toggled run state, but toggling run cannot set the toggled creep state. The toggle creep key can set the toggled run state to walk but only once. If the player presses the toggle run key again, it will toggle without regard to the toggled creep state. Fixing this would require a lot of code rewriting. Brainstorming: It almost sounds like increase and decrease speed keys are desired. Run key to go from creep to walk and from walk to run. Creep key to go from run to walk and from walk to creep. If you're curious to give this a try, here's a Linux test build that matches beta212-05 (rev 16950-10635) with the following change: The toggle creep key sets the toggled run state to walk but only once. If the player presses the toggle run key again, it will toggle without regard to the toggled creep state. https://drive.google.com/file/d/1osTCQRf7LQ5wPvhGl2uRU4NcFnJPEu9_/view?usp=sharing
  3. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  4. We didn't make the holidays (such a busy time of year) so here's a New Year's gift, an unusual little mission. Window of Opportunity Recover an item for a regretful trader out in a wilderness setting, and discover more! Available within the in-game mission downloader or: Download: http://www.thedarkmo...ndetails/?id=79 Alternative: https://drive.google...WTMzQXZtMVFBSG8 Some unorthodox gameplay on regular/ghost difficulties. (Arachnophobes might prefer short mode...) Please expect to need your lantern in regular and ghost modes! Short ("easy") mode is a smaller map, so if you are looking for areas others reference below, or 100% of the loot, you'll need to play on another mode. I wanted to create my first mission before I became influenced by too many others' ideas, and limited myself to what has been done before. As such, this mission is not set in a city/town, and has some features that are likely to be provocative. There's a section some really like, which others don't, either way I kept it short to not last too long. That being said, I hope you do find it fun! :-) Special thanks to those who provided valuable testing and feedback: Goldwell, Kyyrma, plotzzz, 161803398874989, PPoe & Bikerdude (who also contributed a sound). (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] If you are having trouble finding the main objective, here's what to pay attention to in the mission for hints: There is a spot it's possible to get stuck on the ground in the corner by the cliff/rockfall where there's a rope laying on the ground, please take care if you poke around there!
  5. revelator

    solus

    So id recently started dablling with linux derivatives as a main OS again after holding off for years due to some problems running my hardware when i stumbled upon Solus. Solus is a distro that was developed independently from mainstream linux (from the ground up) and uses its own desktop model called budgie (also comes with a plasma gnome and XFCE dektop). Solus uses its own package manager called eopkg and it handles flatpak and snap as well. I been very impressed with it so far as things just worked out of the box for most parts, only real problem i had was getting steam running which turned out to be due to my machine loosing internet connection when it was installing it which left some broken files and after an uninstall / reinstall it worked quite nicely. one warning though Solus comes with a linux steam integration tool which while cool has a rather annoying bug if you try to use the intercept library no games will launch (well alledgedly one will and it was made for that because it wont launch without it on groan...), so do not enable that setting. lutris also works pretty much from the get go though i had to do some reading to find out how to get it to synch up with steam (steam profile must be set to public in pretty much everything). So how does games work on it, well actually rather well proton has made strides in getting even the newest games to run on steam and the only games i so far have not been able to run is the division 1 and 2 but this a'int a problem with steam but with ubisoft connect which crashes and might get fixed in the future (damn launchers...). So far i been plaing baldurs gate 3, callisto protocol, crysis remastered trilogy, DOOM, starfield and a wealth of older games with it and no problems besides having to run baldurs gate in DX11 mode (not really sure why the vulkan driver is not working for this game on linux ???). I might actually step onto the linux platform for good when win10 goes out of support, and ill probably stay with solus since it is less cluttered than most other distros and main packages are built explicitly for it which again means stability as you dont get puckered into installing something which was newer meant for your OS (yeah i f.... up numerous linux distros over the years because you can install pretty much what you like even if it breaks everything, not so with Solus). This does not mean you cant have some nice app you need which was built against say gnome because you sit on a plasma desktop, you absolutely can but they are only avaliable as snap / flatpaks so each of them run in its own sandbox with all the dependencies only avaliable to said program and keept isolated from the system. try it out :) https://getsol.us/download/
  6. To cater to both audiences. I mentioned LibreGameWiki as one example. nbohr1more mentioned other uses. Explicitly allowing reuse and spread will help TDM reach a wider audience and would hopefully attract more volunteers. More volunteers which can help improve both TDM versions. There are several benefits for a project of being in the Debian repo. One is that TDM Debian-users can report defects on any package directly to Debian (no need to register on separate forums). Debian may then fix the issue themselves (in their "TDM-libre" package) and will offer the patch upstream to TDM, who can then choose to accept or reject the patch. I envision "TDM-libre" to have the same capability of downloading any mission as regular TDM. The only difference is that "TDM-libre" would come packaged with the regular engine (which is GPL+BSD) and an included mission that has libre media/gamedata. When I play TDM by myself, I want the unlimited-play and can accept commercial restrictions. But if I were to promote it somewhere, or charge for a stream when playing online, or make a video, I would want a version without commercial restrictions (and can temporarily accept limited-play) to make sure I don't violate anyone's copyright. Perhaps. That's what I'm trying to find out.
  7. I suggest you use the term "I", to make clear that it is something YOU want, and that you speak for yourself. But, as wesp5 mentioned, I don't really know what this is about, at all. And, I'm also wondering about all the newly registered people lately, who just arrived at this forum, and already want to revolutionize this mod. This is a thing I noticed 2 or 3 years ago, and which hasn't been present in the 15 years I play this mod and frequent these forums now. Really seems like a common thing these days, to not knock on the door, but kick it in, and stomp right in.
  8. Beta 11 Fix finished-on state auto-update was unreliable Slighty improve scanner title/author detect Tags are now named some whatever regular-version-looking thing to force GitHub to put the newest at the top
  9. I still play classic Doom (albeit with user-made mods and maps rather than the original campaign) on a regular basis. A game from the early 90's which has still got a healthy following in 2022. Pretty amazing.

    1. Airship Ballet

      Airship Ballet

      I think new levels are great! Some of the mods people have come up with are crazy, like whole new games for better or worse. Blood still getting content made for it is what I'm all about though.

    2. datiswous

      datiswous

      How does classic Doom compares to Quake 1 in your opinion? I haven't played Quake much personally.

    3. Xolvix

      Xolvix

      I like both equally well, especially since Quake also has a strong following and plenty of maps/mods. Doom focuses more on masses of enemies (easy to do since they're all sprites), Quake focuses more on intricate levels and navigation, since you can jump now and maps tend to take advantage of the improved movement. Quake's palette is a bit less colorful than Doom but it lends itself to a certain style of map a lot better, grittier and more morbid.

  10. Hi I use Darkradiant primarily for making base Doom 3 maps, and apart from its propensity for causing windows to think it has frozen when switching between lighting and other modes (in some cases it actually does) it is a very good editor. However, when it comes to the issue of creating breakable lights, I am unable to do so due to the fact that this requires 'grouping' the light entity with the light patch. Doom 3's built in editor allows for this, but I cannot find this function anywhere in Darkradiant. I could use the built in editor, but I am accustomed to using Darkradiant, and am reluctant to edit maps in another editor for fearing of creating problems with the map. How do I 'group' two entities in Darkradiant? I must emphasize the difference between 'group' and 'connect' or 'bind' as I understand the latter two.
  11. Well I think I've gone as far as I can with this but libxml is simply not doing what it's supposed to. I can put code like this in the Game constructor: auto games = GlobalRegistry().findXPath("//game"); assert(!games.empty()); // SUCCESS assert(games[0].getAttributeValue("name") == _name); // SUCCESS assert(!GlobalRegistry().findXPath("//game[@name='" + _name + "']").empty()); // FAIL The "//game" node is there, it has an attribute "name" with value "Doom 3 Demo" (or whatever the first game to be loaded is), but passing that exact name string back to an XPath query using the [@name='blah'] syntax just doesn't work, even though it used to work fine, and should work according to the XPath specification. I even dug down into the Document::findXPath function to see if something was being set in one of the C structures to indicate what is going wrong, but even though there is a lastError struct, it is empty. If there is any indication of the problem, it is buried deep within impenetrable and poorly-documented C structures. So, I am done with libxml and will look at C++ alternatives. If we were going to integrate this, what is the best way of doing so? I seem to recall from previous discussions you would prefer not to have git submodules linked into the repo, and it looks like pugixml is just one .cpp and one header file, so I guess the simplest approach is just to download the files and add them directly to the build in a suitable directory (like we do with the libfmt library).
  12. TDM has tons of textures from "free" texture resources that do not allow redistribution and cannot be incorporated into a commercial project. Someone would need to create a huge replacement pack of textures that do not break the look of existing missions and do not infringe on the copyrighted textures. Also, many artists who contributed to this project do not want 3rd party entities to use their work in commercial projects. They intended the models, textures, sounds, animations to be exclusively used for Darkmod content. You would either have to replace ALL assets or contact every contributor and ask them to re-license their assets. Many contributors are no longer active with the project and haven't visited the forums in years so it would be no easy feat. I cannot speak to Debian policy but I think that they treat installers that add non-free content the same as non-free content itself. One could argue that Steam is such an installer but I guess Debian would counter that there are a few fully Libre games on Steam. I think Debian, Ubuntu, or Linux Mint need to consider a repo that allows for games (etc) that include non-libre content but intentionally offer this content for free to the community with no stipulations other than "don't try to sell it as a product".
  13. The gamepad implementation allows for a great degree of flexibility to personalize settings, aside from a few minor issues that I mentioned here: https://forums.thedarkmod.com/index.php?/topic/22337-gamepad-bindings/ I would say that playing TDM with a gamepad works very well, especially considering that it was implemented as experimental and hasn't been changed since then. If I could, I'd go back to 2021-you and congratulate you on buying that gamepad. I notice that your DarkmodPadbinds.cfg looks very different from mine...
  14. It seems like more and more "thief" and "thief players" is becoming a short hand to dismiss community members earnest desire to improve the game - which happens to be a barely legally distinct "thief style" game which was made by thief fans for thief fans and is "designed to simulate the stealth gameplay of Thief". Who is the predominant player base of the game supposed to be beyond fans of the thief games? Is there some better avenue to find feedback for the game beyond this forum? FOSS and linux forums? I have seen maybe half a dozen posts from that segment. I am a thief fan, I play thief fms, my association with those games is what drives me to play and make things for this game. Are we supposed to pretend the original games are not a huge reason why most of us are here at all? TL;DR version:
  15. Thanks! 1) Doing LONG_PRESS PAD_A (what I, for lack of knowledge, call "jump-mantle" or "_jumpmantle") differs from doing PRESS PAD_A ("_jump"). "_jumpmantle" differs from "_mantle", so they must be mapped to different button-calls. "_jumpmantle" differs from "_jump", so they must also be mapped to different button-calls. This appears to be the case, but it is not evident (or changeable) in DarkmodPadbinds.cfg. "_jumpmantle" seems to be hard coded to always connect to the same button as "_jump" but with a long press. It is as if bindPadButton PRESS PAD_A "_jump" is not actually just binding PRESS PAD_A to "_jump", but rather interpreted as "link PAD_A (regardless of button press time) to behave exactly like keyboard SPACE for short and long presses". I would have expected the default DarkmodPadbinds.cfg to explicitly read: bindPadButton PRESS PAD_A "_jump" bindPadButton LONG_PRESS PAD_A "_jumpmantle" bindPadButton PRESS PAD_B "_crouch" bindPadButton LONG_PRESS PAD_B "_mantle" ... but neither LONG_PRESS PAD_A or "_jumpmantle" is listed in the file. If there are actions "_jump" and "_mantle", I suppose there must also be an action "_jumpmantle" since it is possible for the player to do all those movements: * "_mantle" does the movements "crouch on the high surface, then stand up" * "_jumpmantle" idoes the movements "jump slightly forward, then land standing on the high surface" * "_jump" idoes the movements "jump up, then land exactly where you started" If the actions "_jump" and "_moveup" are not synonymous, then perhaps the action "_moveup" is what i call "_jumpmantle"? 2) Thanks for the link! It was useful in more than one way. I'll link to that page from https://wiki.thedarkmod.com/index.php?title=Bindings_and_User_Settings#Gamepad_Default_Bindings if I can get an account on the wiki, which proved more difficult than i thought (https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/). However, it does not answer my question how to find out the name ("<button>") used for a button on my gamepad. Basically, I would need to press the button on my gamepad and some program could tell me "That button is called 'PAD_A'". In my case, I have a gamepad "Logitech F310" (https://commons.wikimedia.org/wiki/File:Logitech_F310_Gamepad.jpg) which has a "Logitech button" (see image) that I want to use. I was hoping to find out the "button name" for that button and then edit DarkmodPadbinds.cfg to map it to a function. 3) ... but if that button has an "unusual name" that TDM does not recognize, then it may perhaps not work. E.g. if that button is called "PAD_LOGITECH" and TDM cannot recognize that name, then I cannot map anything to it via DarkmodPadbinds.cfg. Using QJoyPad I can map any keyboard key to it instead, as a workaround, but I cannot map MODIFIER to it (since MODIFIER cannot be set to a keyboard key). If current implementation is still called "experimental", then I must say it works very well; @cabalistic: kudos for that! I may not have continued playing TDM had it not worked with a gamepad.
  16. If the "mission fails as soon as stealth score turns non-zero," that would not be good for ghost players. They might need to find out "how" they failed and experiment to avoid alerting guards. They might need to take those score points as a "bust". They might need to take those score points to complete an objective. Then, mission authors would need to encode exceptions into their missions, which would be a lot of work (if they decide to do it at all). However, part of what makes ghosting challenging and fun is when mission authors do not create their missions with ghosting in mind. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Writing code for these rules would be a huge undertaking. Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Creating an official mode could alienate these dedicated ghost players, because it would clash with what is considered ghosting in the community. Including the Stealth Stat Tool mod in the official release would be more useful. Or, making the audible alert states of guards quick and easy to recognize could help as well. For these reasons, I don't agree with an official "Ghost" mode. If the dev team were to do it, we should consult with @Klatremus so we get it 100% correct or not pursue it at all. (This ghosting bit should probably be in its own thread.)
  17. I did some debugging in unit tests. The first problem is that although we have a basic XmlTest, it uses the full RadiantTest fixture which can only be constructed if the XML registry is working fine, so these basic XML tests are not runnable. I managed to fix that by changing the behaviour (on Linux only) to use TEST_BASE_PATH instead of _context.getTestResourcePath() to find the test resource files, so that RadiantTest is not required. This confirmed that the basic functionality of loading XML is working perfectly fine, even with the switch to xmlReadFile(). All of the XML tests pass, and I can load one of the game files in a unit test and examine its properties. So there is nothing fundamentally wrong with the XML structure being created by the new function call. The problem seems to be that within the Game class, any attempt to look up key values in the registry fail. Although each Game class is constructed successfully and imports its content, any searches for its own XPath root (e.g. "//game[@name='Doom 3 Demo']") return a list of 0 nodes, even though that exact XPath string can be used successfully within the basic XML test to find the <game> node which was loaded directly into an xml::Document. So there must be something going wrong with either when or how the .game file content is being merged into the global registry hierarchy.
  18. It is possible that this is a setting that needs to be activated to work: https://mantisbt.org/forums/viewtopic.php?t=23221
  19. Interesting. I didn't know about Doom 3 co-op (I don't know why). Instead of all being in the same place inside the mission, missions could be designed around locations (in the same map). So you play each your own part, but objectives are shared. So you play different mission objectives around the same global objective. It means also that a player could find a clue when reading a book but another player has to do that objective. So for example: Shared mission objectives: Find the ring of Thruth (Church section) - Player A Find information about hidden loot (Thief hideout) - Player B Search for a clue about the hidden passage in the Church (library section) - Player C So when Player C finds the info in the library section, Player A can find that hidden passage in the church section.
  20. I'm looking for some clarification on how well DarkRadiant supports mapping for Doom 3. I'm trying to open alphalabs1.map from pak000.pk4 and it doesn't seem to be reading it properly, there are some brushes sitting outside the map which don't appear when I open the map with D3Edit (see the attached picture). Unsurprisingly, if I then save the map and try to compile it with dmap in the console it gives me a leaked error. I have the game type set to Doom 3. I guess my question is: Is my DarkRadiant probably configured improperly, or should I not expect everything to go smoothly for these sorts of pathological cases (complicated map, made in a different editor, etc.)?
  21. I am going to sort-of reveal that this is loosely like the nature of my upcoming mission. I noted it here when JackFarmer asked about things that are coming along in this post: https://forums.thedarkmod.com/index.php?/profile/37993-jackfarmer/&status=3943&type=status It too is a builder church. The player is requested by a hopefully famous character in another mission to handle some business that is affecting the congregation. I am looking to invoke some info and history laid down in other missions as a hook story.
  22. Four years ago I was in the process of creating a PDF guide for DOOM 3 mapping using Darkradiant and it's been on my HDD ever since waiting to be finished. I've been updating it to the latest version of Darkradiant and I've noticed that the anim property for enemy entities has now been removed. How are enemy animations added for DOOM 3 maps in later versions of Darkradiant?
  23. I created the page: https://wiki.thedarkmod.com/index.php?title=Lightgem In the source I placed the following text: <!-- Page text made by forum user Fiver: https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/&do=findComment&comment=491145 --> Personally I think the page isn't really necessary because the info is already present under HUD.
  24. In that case, separating libre components from non-libre components does not seem possible, and like you say we may then have to assume it is CC-BY-NC-SA. That is something we may want to address, but I'll start a new topic for that. According to the TDM license (https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/LICENSE.txt), both GPL and BSD "3-clause license" apply for the source code: * The portions base on Doom 3 (1999-2011) is GPL * The portions by Broken Glass Studios / The Dark Mod Team (2005-2011) "were"(?) distributed under "revised BSD license". According to the Debian Free Software Guidelines (https://www.debian.org/legal/licenses/): * Both GPL and "modified BSD License" are accepted into the Debian "main" repository * "Non-Commercial License" (it sounds likely CC-BY-NC-SA falls into this category) is accepted into the Debian "non-free" repository ("revised BSD license" and "modified BSD License" are different names for the BSD "3-clause license", see https://en.wikipedia.org/wiki/BSD_licenses)
  25. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

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