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  1. It'll be released on 30th of May: https://store.steampowered.com/news/app/482400/view/3675538825746573847?l=german You really need a lot of patience these days... Starfield also has been delayed for the second time now, to September this year.
  2. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
  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. (I apologize for the odd poll question layout. I wasn't able to add five yes-no questions, because polls are limited to three questions.) Hi everyone, I've recently been working on some patches for issues that I've read about from players on the TDM and TTLG forums — and Discord. My goal is to make it as easy as possible for players, especially new players and those who need usability/accessibility options, to find what they need in order to have a better TDM experience. I've already written the GUI and game engine code for these settings, which I've been using in my personal build. The reason for this poll and discussion is to both guide the finalization of my work and collect data to help inform the dev team. Which patches I submit depend on the outcome of this poll, discussion, and what the dev team agrees to accept. Once decided, I can coordinate with the dev team. I've attached screenshots of what the new settings menu would look like if all of the settings are accepted. Below, I have detailed each menu setting, so you can have an easier time understanding each one. Very important to keep in mind: None of these settings change TDM default behavior. They are all opt-in. If you are already happy with the behavior of 2.10, 2.11, etc. and these menu settings are accepted, nothing will change for you. Rename "Always Run" to "Run Mode" with options "None, Always, Toggle" After 2.11 was released, @i30817 requested that "toggle run" be added to the settings menu. Its cvar is already in TDM as "in_toggleRun" (same as Doom 3). I propose renaming the "Always Run" setting to "Run Mode" with options: "None", "Always", and "Toggle". None = in_alwaysRun 0; in_toggleRun 0 Always = in_alwaysRun 1; in_toggleRun 0 Toggle = in_alwaysRun 0; in_toggleRun 1 Show Blackjack Helper @Wellingtoncrab suggested that the new blackjack helper be added to the settings menu. Its cvar was added to 2.11 as "tdm_blackjack_indicate". More info: It's the new blackjack helper added to 2.11. When the game detects that the blackjack can be used for a successful hit or KO, the blackjack will rise slightly. I propose a "Yes/No" setting for this. Slider for "View: Head Bob" @ChronA requested a way to disable head bobbing, because a viewer watching him play was having severe motion sickness. Also, there was a bug in TDM that made setting the head bob in the console not stick after loading a saved game. (Even with 2.11, if a mission overrides the "tdm_player_thief.def" file and sets "pm_bobroll", "pm_bobpitch", "pm_bobup", and other cvars, it will override player preferences.) As far back as 2008, players have had trouble setting head bob. Another one from 2018. At the end of 2022, @Shadowex3 registered just to voice the need for a way to control head bob. I propose that a slider be added to adjust the amount of head bob. This would use a new "pm_headbob_mod" cvar with a value between 0.0 and 1.0 (default 1.0, no change). The "pm_headbob_mod" would be a multiplier for "pm_bobroll", "pm_bobpitch", and "pm_bobup". The advantage to this approach is that missions like Volta 2 and Hazard Pay would not need to adjust their "tdm_player_thief.def" files for head bob to work properly. And, the player can still adjust "pm_bobroll", "pm_bobpitch", and "pm_bobup" as they like. Slider for "View: Mantle Roll" This is similar to head bob for those who are sensitive to motion. Its cvar was added to 2.11 as "pm_mantle_roll_mod". A Thief player on Discord said, "2.11 will have a cvar to tune down the mantling animation at last." I propose that a slider be added for "pm_mantle_roll_mod". Auto-Search Bodies @Zaratul requested the "auto-search bodies" feature from Thief 1 & 2. Its cvar was added to 2.12 dev16783-10307 as "tdm_autosearch_bodies". I did a poll on the a Thief Discord server and roughly 20% of players there use the Thief auto-search bodies feature. I propose a menu setting for this, so that players coming from Thief 1 & 2 can easily find it.
  5. Awesome! Post is up! https://forums.thedarkmod.com/index.php?/topic/22200-beta-testing-the-house-of-delisle/#comment-487365 Thanks!
  6. I went ahead and made an awfully german accented and "grammared" video tutorial for mapping starters. I don't know if this is helpful but I somehow missed a comprehensive vid tutorial for complete beginners, showing how to make a map from start to finish.

    1. Show previous comments  11 more
    2. Nico A.

      Nico A.

      Thanks for pointing it out! I'll see how I can correct that asap...

    3. Bikerdude

      Bikerdude

      No worries, more of a heads up than anything else.

    4. Obsttorte

      Obsttorte

      I create a simple light and rename it to ambient_world, too. So It's a bit more time consuming, but not neccessarely wrong.

  7. I recently started with DarkRadiant working through Fidcal's A-Z Beginner Guide and I thought it might be helpfull to have a German translation of this tutorial at hand. Actually i'm not the first proposing this. There were some people working on a translation quite a long time ago: http://forums.thedarkmod.com/topic/11795-my-first-darkradiant-session/page-2 I suppose the project is abadoned... but i might get started on this again if there is some demand for a translation. So what do you (especially the German folks who haven't really got started with DarkRadiant yet) think? Would this be helpful to s.o. or are you just fine with the English version anyway?
  8. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

  9. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

  10. I know this is probably not the case but figured I could hope: At the moment is there support for non-english characters inside readables? In my campaign idea I plan to have the player travel to different places in the world, thought of leaving a few messages in different languages to make it more immersive... problem is that to my knowledge there are no Chinese, Russian, German, etc. characters. Same with common smileys and symbols, it would be interesting if you could use those in places... I figure anything non-unicode would just appear as an empty space or box however.
  11. Hello Guys I need some help/hints/advice It´s because i prefer being/working offline , and also my Brother in france has no real internet (he mostly needs to go to a public Library ) So my idea was to get the DarkRadiant Sektion from the WIKI downloaded for offline use . therefore I tryed "HTTrack_64-noinst-3.49.2" which I got from "Heise.de" It´s told that the Standard use is good for most webpage-downloads --- but after more than 10hrs and over 10Gib with million off external stuff I stopped the download . 1. the Download is making a total mirror of "wiki.thedarkmod.com/..." even with the setting to ".../index.php?title=DarkRadiant" this wouldn´d be bad but wasn´t intendet 2. My most concern is about the millions off external links , which mostly look like useless stuff .(and often seems have nothing to do with TDM/DR) (it looks like it has downloaded the whole "thief.fandom.com/wiki" and at the end before i stopped it "en.wikipedia.org/wiki" So my question is how to trigger the App to get maybe just the internal links to work , or does one need alll the others ? P.S. ? had anyone tried this before ? succcessfull ? and how big would the download be ? I appreciate any comment you can give me and maybe a PM from a German would be nice Greetings from Bergante
  12. 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.
  13. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
  14. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
  15. I'm fully aware that we as humans have to do a better job in caring for the environment but I personally think that the current "we as humans are predominantly to blame for the current climate change" is just part of a huge political machine which is fueled by extreme climate models that don't draw a realistic picture. I always prefer to look at real data and in the Netherlands for example the sea has been rising at the same rate for over more than 100 years (+/- 2 mm a year). But in other places world wide an increase isn't showing either. Satellites show an increase, but there are so many factors that can distort the data coming from these and although satellites are becoming more accurate, they still are very far from tide gauges for example. I understand it, climate change is a big money maker, but if our leaders would really care for our CO2 emissions, they wouldn't be flying in private jets to their climate meetings. I know that the current measures could help with improving our environment, but then just say that you want to do that. Becoming CO2 neutral is an impossible task and apart from that there have been numerous studies that the effect it's going to have will be minimal and the cost will be tremendous. There are so many ways that we can really care for our planet without having to pay so much. Below I'm sharing an article by Sebastian Lüning a German climate researcher. Think of it what you like, we are all free to believe what we want of course. Here's the original German article for German speakers. "Who erased the medieval warm period? The latest UN report has distorted climate history. The traces lead to Bern. By Sebastian Lüning In the Middle Ages, Switzerland and other parts of Central Europe were as warm as they are today. The so-called Medieval Warm Period (MWP) is scientifically well documented in the region: between 800 and 1300 AD, many Alpine glaciers shrank dramatically and some were even shorter than today. The tree line shifted upward. Permafrost thawed in high alpine areas that are still firmly in the grip of ice today. Those high temperatures are clearly demonstrated by tree rings, pollen, chironomid fossils, and other geological reconstruction methods. Controversial temperature curve For a long time it was assumed that the Medieval Warm Period was a regional, North Atlantic phenomenon. But this warm phase also occurred in many other areas of the Earth, for example, in the Antarctic Peninsula, in the Andes, in North America, at the North Pole, in the Mediterranean, in East Africa, China, and in New Zealand. Together with expert colleagues, I have evaluated many hundreds of case studies from around the world in recent years and published the syntheses continent by continent in peer reviewed journals. Three of those publications are cited by the Intergovernmental Panel on Climate Change (IPCC) in its recently published Sixth Climate Report. The Medieval Warm Period was then followed worldwide by an abrupt drop in temperature. During the Little Ice Age of 1450-1850, the climate cooled to the lowest temperature level in the past ten thousand years. Unfortunately, one searches in vain for this information in the new IPCC report. The IPCC maintains its own view of the climate history of the last thousand years. In the Summary for Policymakers, a controversial temperature curve is prominently displayed right at the beginning, giving the impression that only minimal pre-industrial climate changes have occurred in the last two millennia. With the onset of industrialization around 1850, the curve then shoots up by more than a degree. This method of representation is also known as the "hockey stick": the climatically straight pre-industrial period according to the IPCC forms the shaft, and at the end of it is the hook of the hockey stick, representing the rapid modern warming. It is a case of déjà vu. Indeed, the third IPCC report in 2001 contained a similar hockey stick graph, designed to make politicians believe that the current warming was unprecedented and therefore entirely man-made. Over the past two decades, however, paleoclimatology has made great strides and data has been diligently collected. From this emerged more realistic temperature trends with a pronounced Medieval Warm Period and a later Little Ice Age. All the more bitter now is the reversion to the old hockey stick times. How could this have happened? What were the possible motives for this renewed distortion of climate history? The debatable new hockey stick temperature curve comes from the international paleoclimatology group PAGES2k, whose coordinating office is based at the University of Bern. Climate scientist Thomas Stocker, who has collaborated on IPCC reports since 1998, teaches and conducts research at this university. In 2015, Stocker even ran for the general chairmanship of the IPCC, but he lost to South Korean Husung Lee, who recently presented the report of Working Group 1. Stocker co-authored the Summary for Policymakers of the third IPCC report, in which the Hockey Stick played a central role. Now, over twenty years later, the "new" hockey stick comes from Stocker's university, where he heads the Department of Climate and Environmental Physics. Just a dumb coincidence? There are many indications that the new climate curve may have been commissioned for the sixth IPCC report. Five of the nineteen authors of the contributions to the new hockey stick curve are from Bern. But a significant portion of the PAGES2k researchers could not technically support the new hockey stick version and left the discredited group. Evidence thanks to tree rings Meanwhile, the departed scientists published a competing temperature curve with clear pre-industrial temperature fluctuations. Based on tree rings, those specialists were able to show that summer temperatures in the pre-industrial past had already reached the current temperature level several times. This work by Ulf Büntgen of the ETH research institute WSL and his colleagues was not included in the latest IPCC report, although it was published in time for the editorial deadline. Interestingly, the controversial PAGES2k curve had already been included in the first draft of the sixth climate report, although the corresponding publication had not even formally appeared yet. How could this happen? In the second version of the summary for policy makers, the curve was then shrunk to postage stamp size, at the edge of a larger composite figure. This was the last version available for comment by the IPCC reviewers, of which I am one. So it was all the more surprising when the hockey stick image suddenly appeared in the final version at full size. The laws of leverage apply The IPCC is concealing from the public the fact that many experts and reviewers consider the graphic to be highly problematic. For one thing, the new hockey stick contains a whole range of highly anomalous data whose use is difficult to justify. For example, PAGES2k integrates a Bauring dataset from the French Maritime Alps, although the creators of the original case study explicitly advise against using it for temperature reconstructions. On the other hand, it omits data showing strong pre-industrial natural variability of climate. Extensive criticisms made during the report review process and formally published in publications were ignored by the IPCC authors. In light of this behavior, a peer review process makes little sense. The fundamental problem is that both the IPCC authors and editors are appointed by a politically elected IPCC board. Thus, the selection of researchers involved in the IPCC report already establishes a line of thinking that can hardly be watered down later. The laws of leverage apply here: whoever has the upper hand gets his way. The arbitrariness of the IPCC is also evident from another example. Even in the first draft of the report, the IPCC explicitly mentioned the Medieval Warm Period and the Little Ice Age in a summary table in Chapter 1 of " The Physical Science Basis." The erroneous reference to a regionally limited phenomenon in the North Atlantic was removed in the second draft in response to expert criticism. However, in the final version, which could no longer be seen by the experts, both the Medieval Warm Period and the Little Ice Age had been surreptitiously dismissed and replaced by meaningless text under the umbrella term "the last millennium." Three small asterisks explain to the reader that the terms "Medieval Warm Period" and "Little Ice Age" could not be used in the report because they would be too ill-defined and regionally variable. That's how easy it is to rewrite climate history, and hardly anyone notices. Why is this important? The pre-industrial temperature trend is highly relevant to the division ("attribution") of modern climate change into human-caused factors on the one hand and natural factors on the other. Since natural climate factors play a minor role in climate models, those models can only generate hockey stick patterns. Thus, any real pre-industrial warm or cold phase poses problems for the models because they cannot reproduce it. They are designed not to. This raises uncomfortable questions about their suitability and usefulness for future climate development. Ultimately, they are uncalibrated simulations that really shouldn't be released for future modeling at all until they match the climate record. In other words, if a climate model provides answers to the question of what the past was like, and those answers are miles away from reality, then the prediction of the future is likely to be just as strongly off. Uncomfortable topics It is particularly curious that the climate models of the so-called CMIP6 type, which were prepared specifically for the sixth IPCC report, turned out to be largely unusable. Due to errors in cloud modeling, they produced temperature graphs that were far too warm. Therefore, the IPCC stated that it would put more emphasis on historical temperature trends in the current sixth report. However, since that historical approach - as described above - is highly controversial, the IPCC has now blown up this "saving grace" as well. In its official press releases, the IPCC largely omits these uncomfortable issues. And in most media reports, the public does not find out about them either. This will continue to reverberate in the scientific community for a long time. For it is only a matter of time before critical climate scientists systematically address the inconsistencies in this biased IPCC report. The incident demonstrates how political tactics undermine the scientific integrity of the IPCC and undermine trust in the institution."
  16. My mistake, my former post should have read: Is "Weltschmerz" a word that made it into British English? I have no doubt that this is a German word as I am from Bavaria, and we speak (what Amadeus as a Standard German speaker doubts! ) German language as well. However, I would not be able to give a clear defiinition for the word as I never really thought about its true meaning. Moreover, it was new to me that Jean Paul (a famous writer from Franconia and thus a fellow countryman of Destined's) first coined it to describe something from Lord Byron's work. But in the context with Charlie Watts' death I find it fitting - for lots of people around the globe and some of my die hard Stones fans friends the world has turned more depressing with his passing. One more for Mr. Watts, the Stones' version of a Buddy Holly classic, could not find the excellent live version from the "Stripped" album, but this recording from 1994 comes quite close: ...and let me conclude my tribute with something from David Simon's Twitter feed:
  17. But it was transferred to the English language and is used there, like other German words, e.g. kindergarten or schadenfreude. As a German I sometimes stumble on texts or shows that use such words and usually it takes a couple of seconds for me to realise that it was actually German
  18. 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.
  19. Keep in mind also that mission size, and complexity have increased dramatically since the beginning. For a lot of veteran mappers, it can take over a year to get a map made and released. The last dozen missions have for the most part been pretty massive, with new textures, sounds, scripts, models etc. We seem to be long past the point of people loading up the tools, and banging out a mission in a few weeks that's very barebones. We still do see some of those, but I noticed in the beta mapper forums and on Discord, that mappers seem to make these maps, but don't release them, and instead use the knowledge gained to make something even better. Could just be bias on my part scrolling through the forums and discord server though.
  20. I agree that the current system would allow any of the TDM-supported languages (English or otherwise) in the subtitle strings. But this would still be a relatively fixed choice of subtitle language (e.g., German instead of English). As you say, a design is needed of how to support making the choice of translation language reflect the settings language. Otherwise, we might end up with "language subtitle packs" for each FM that have to be manually installed/manipulated. I'll revisit that wording tomorrow.
  21. Hello, gratulations on the 2.02 release everyone! Here is an updated for the German translation: http://bloodgate.com/tmp/german_update_2014-08-08.zip The all.lang file contains the update and should be used to regenerate german.lang - the included german.lang file was manually edited and used for testing and is for reference only. Some notes: The string "Hardcore" sounds very modern and out-of-place to me. In addition, there are a lot of "easy/medium/difficult" combinations already. It might be a good idea to change the English version to be more inline with the other combinations, so it would instantly allow it to be translated in the already existing languages. But its up to you. I also noticed while playing "Business as Usual" (wonderful mission, btw!) that there are a lot of auto-translated item names like "Hausschlüssel" (house key) while other remain in English like "Gate key". Maybe the code can be fixed to have a more loose match for item names which can be any of "Gate key", "gatekey", "Gate Key" etc. This way the translation of the HUD can be more complete without any work from the mapper. Let me know if that is of interest to anyone.
  22. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

  23. https://github.com/HansKristian-Work/vkd3d-proton/tags <- directx 12 wrapper for dxvk https://github.com/doitsujin/dxvk/tags <- directx to vulkan wrappers D3D 9 to 11 eg. dxvk if you want to try it with horizon zero dawn you need to copy out dxcompiler.dll from Tools\ShaderCompiler\PC\1.0.2595\x64 and bink2w64.dll from Tools\bin and place them next to HorizonZeroDawn.exe. then copy over dxgi.dll from dxvk and d3d12.dll from vkd3d and place them next to it to. now fire up the game and let the shaders recompile -> profit.
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