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  1. My dream is for forums.thedarkmod.com to link to thedarkmod.com
  2. jaxa

    Free games

    Purah also worked on Dishonored: https://www.ttlg.com/forums/showthread.php?t=136214 One of my neurons knew it started with a 'P'
  3. First of all, there is no "we, the gamers" as a defined, coherent group. It's a myth that was dispelled decades ago. "Gamers" are as smart and coherent as "book-readers" or simply, people, so not really. And, by pouring your panicked and hateful thoughts over the forums, i.e. wishing someone had their throats slit, you made this discussion not smart from the get-go. Last but not least, long rants about current politics are like talking about the weather. It's something we have almost no control over, and by definition, i.e. by living in the current times, we have the least information available. Talking about past history is interesting, because e.g. academics and researchers made certain facts come to light, and politicians or other groups that have tried their best to keep some facts secret are long dead. Ranting about current politics is more like old man yelling at clouds. Again, why don't you choose some news site or forums as an outlet, instead of a niche hobby-based forums?
    1. Show previous comments  1 more
    2. lost_soul

      lost_soul

      I never got into BSD, though I've installed it once or twice. This is another reason to check it out.

    3. simplen00b

      simplen00b

      @Sir Tafs: +1 (zillion)

    4. Serpentine

      Serpentine

      The BSD's arn't for everyone, but within their goals, simple code and mailing lists lies a lot of goodness and simplicity. I love the underdogs. Anyhoo work will be Linux friendly too. Portability is a cornerstone for good code.

  4. Couldn't find this info anywhere: What is the current implemented version of wxgtk? Is this wxgtk2 3.05 or wxgtk3 3.05? According to the Linux comiling guide the requirement for Ubuntu 20.04+ is libwxgtk3.0-gtk3-dev but for Arch linux is wxgtk2 . Is this incorrect info, or is the wxgtk version really different per distro?
  5. We got TDM VR, for a start. https://forums.thedarkmod.com/index.php?/topic/20468-the-dark-mod-vr-210-alpha-is-now-available/
  6. Thats why I made this post . I actually invested many hours in testing, converting and uploading and gave you the quick guide
  7. I recall I speculated about this option when I started working on tdm_installer, i.e. using zipsync for FM downloads too. The common opinion was that's not necessary... now a lot of things happened, and turning the wheels would mean a lot more development. Also, it was common opinion that even though we provide older versions of TDM, we don't support them. I'll create 2.09 tag in SVN before committing the breaking changes (and will create tags before every major release), so the state of 2.09 will be saved. But I don't think players will be able to access it.
  8. I literally registered just to point out that people HAVE been raising this as a serious accessibility issue since as far back as 2008. It's been repeatedly brought up over and over and over again. And that is just here on the official forums. If you really mean what you've said I think you should find it genuinely concerning that one of the single most widely discussed accessibility issues in gaming has been repeatedly brought up for over a decade with your game and apparently this is the first you've heard of it... even though it's even been subject to multiple issues in your issue tracking system according to these threads and other google results.
  9. here use this link and never miss again its my startpage https://forums.thedarkmod.com/index.php?/discover
    1. Show previous comments  9 more
    2. demagogue

      demagogue

      (We can leave the thread for journalism corruption, but just on this...) Then the issue in academia is money flowing to the more corruptable fields like science & engineering with the big corporate grants & revolving door with staff. The humanities might not get that, but OTOH they are getting pressured to "justify their existence" financially. I could probably agree it's rife in almost any human field though, as long as there are incentives there will be corruption.

    3. demagogue

      demagogue

      Or then we have the "uncorruptable" critical academics, but then they're basing their work on Derrida or Marx and are so detached from reality they throw their credibility out the window. It's good to be critically detached, not so good to be derailed from reality. My position in law sometimes is something like a critical realism, but it's practically an orphan position. (You want to protect victims *and* think science works??? Wha...?)

    4. Sotha

      Sotha

      Who is uncorruptable anyways? I cannot convince even myself that I would be uncorruptable in every situation. And I perceive myself to be situated in the more-reliable-than-50%-of-the-general-population side in the gaussian distribution curve of corruption. Problematic, yes?

  10. That explains why neither the CPU nor GPU were seen. If you do not have a signed OS or drivers then only Open Source drivers will run under Secure Boot: https://linuxmint-installation-guide.readthedocs.io/en/latest/efi.html
  11. For the last 1-2 weeks the forums have been really slow and unresponsive for me, when I type a post half the time it just sits there etc.. is anyone else having the same issues..?
  12. Sorry for these absolute newbie questions! Trying to follow the tutorial from the 'A-Z Beginner full Guide ...' 1. Lights are always super-bright. 2. Light can not be deselected. Esc or Shift-LMB delete the light. 2. XMLRegistry: Failed to save path /darkradiant/user/ui/colourschemes What's going wrong? Thanks in advance Axel Win10x64 21H2 DarkRadiant 2.14
  13. Does anybody else have this problem? In the (European) evenings the forum is unbearable slow. The server is delivering about 8Kbyte/s, sometimes less and usually stops midwhere during loading the page. Sometimes you can't even get the index page, sometimes you can log in, but then only get half of the overview etc. In the mornings everything is snappy.
  14. You can find a test map here. Note that I remember not being too happy with it. https://forums.thedarkmod.com/index.php?/topic/19825-negative-spectrum/&do=findComment&comment=432949
  15. I've upgraded IPB to the latest stable version, and since this was a major upgrade (from 2.3.6) I also had to re-do the forum style. Most of the new stuff is in place, but I bet that the logo will be changed. One of the many new features in version 3 is rating of posts and also a "report spammer" ability which will make it easier to single out spam bots and ban then at sight. Hopefully this will stop some of the spam threads we've seen recently. Make sure to empty your browser cache if you're experiencing any problems. And please report any errors etc in this thread. Cheers, ~m2
  16. You can set a "death_script" spawnarg on the bats so a script is called when a bat dies. The cleanest way would be to make a small scriptobjection extension that inherits from the bats' existing scriptobject and only contains a script function that's called by that spawnarg - see Scriptobjects section of the A to Z Scripting guide for how to set that up.
  17. Recently I started listing the Abandoned Works on a wiki page. Looking through some of the project folders I encountered assets that were posted on the forum years ago (for example this fish), but I never read about them before. I don't think the forum is good for listing assets, it's off course good for discussing. So I was wondering maybe it's an idea to make a list of game assets, including scripts, centered in one place? Knowing the assets exists, people are able to find it on the forums (placing direct links on the wiki page will get outdated). I might have to ask people for permission.
  18. D3 allows for some ingame editing, with commands to save things to the map file. Lets say you want to set up some moveables or ragdoll corpses just so. Editing these positions and orientations from the editor is often more difficult than manipulating them ingame, and sometimes impossible. For one thing, physics doesn't run in the editor, so you don't know if the stack of boxes you just made will be at rest, or if it will topple over as soon as the map is run ingame. I don't think there is a way to pose ragdolls from the editor, so that's impossible unless you manipulate them ingame and then save them. The save commands below all save things to the map file, and show what objects you can edit ingame: saveMoveables save all moveables to the .map file [NOTE: Will not save if any moveable is not at rest] saveRagdolls save all ragdoll poses to the .map file saveLights saves all lights to the .map file saveParticles saves all particles to the .map file saveSelected saves the selected entity to the .map file deleteSelected deletes selected entity (I believe it just deletes it ingame, not from the mapfile, but if you delete it ingame and then save, it should be deleted in the mapfile) Selected items are selected by turning on "g_dragentity 1" and clicking on the object. [Warning: g_dragentity 1 interacts badly with our object manipulation system, so you may want to save the game before doing this in case the grabber gets messed up.] Our object manipulation system (grabber) is quite useful for placing moveables and ragdolls, with some cheats enabled to disable the force limits. The following console cheats are useful for setting up moveables ingame: tdm_drag_limit_force 0 // allows instant translation/rotation of moveables tdm_drag_af_free 1 // allows picking corpses up all the way off the ground tdm_drag_damping 0 noclip 1 // it's easy to place things when you're flying around Then you can just use the grabber as normal to place things. A word of caution: since the force limits are disabled, you'll want to move heavy objects around somewhat carefully to avoid high energy collisions that may send things flying that you didn't intend to send flying. Fortunately, you can save/restore the game at any time during the time you are setting up objects. The following commands are also useful: killmonsters 1 // avoid pesky AI that may blunder into your carefully arranged objects g_dragentity 1 allows D3 "selection" of objects to save/delete an individual object. Can interact badly with grabber, see word of warning above. bindRagdoll binds ragdoll [to the world] at the current drag position. Useful for binding stuff like hanging chains from the ceiling, but cannot be used to bind to something other than the world (that you have to do in the editor). unbindRagdoll unbinds the selected ragdoll spawn <entityDef> Spawn anything ingame, with tab completion.
  19. I've made a rough experimental build that implements some new spawnargs, shown below with default values (if the entity doesn't have these spawnargs the code will fall back to these default values): "wander_radius_horizontal" "240" "wander_radius_vertical" "240" "animal_patrol_fly" "0" "animal_patrol_wait" "1" Added a zDelta based on wander_radius_vertical but it doesn't seem to have any effect: wanderRadiusH = owner->spawnArgs.GetFloat("wander_radius_horizontal", "240"); wanderRadiusV = owner->spawnArgs.GetFloat("wander_radius_vertical", "240"); ... // Choose a goal position, somewhere near ourselves float xDelta = gameLocal.random.RandomFloat()*wanderRadiusH - wanderRadiusH*0.5f; float yDelta = gameLocal.random.RandomFloat()*wanderRadiusH - wanderRadiusH*0.5f; float zDelta = owner->spawnArgs.GetBool("animal_patrol_fly", "0") ? gameLocal.random.RandomFloat()*wanderRadiusV - wanderRadiusV * 0.5f : 1; idVec3 newPos = curPos + idVec3(xDelta, yDelta, zDelta); // grayman #2356 - was '5'; reduced to keep goal positions from becoming too high for rats The spawnarg for waiting, however, does work as intended. Anyway, you can use these modified files to make the build for yourself using this compilation guide from the TDM wiki. Compiling a build is very quick (1 button) once you've got it setup. AnimalPatrolTask.hAnimalPatrolTask.cpp
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