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  1. I have returned to TheDarkMod after a few years (I played it a lot around 2015-16, even tried making a map, it did not go anywhere so I donated those few assets). The missions are great. In this one in particular, the navigation is awesome. The city is very good. I have noticed a trend though: the puzzles are more complicated; a lever may open something *somewhere*. Do you think that large TDM missions are suffering from "puzzle creep", that the veteran and in-community players do not notice? [/spoiler] So you have to go *all the way back* to use the crystal key on the teleporter thingy? And I don't know how to deal with the burning crystals either. I ended up killing nearly all enemies in the mages' place, with sword and holy water, because, yeah, I need to figure things out and I can't be bothered to stealth from one place to another anymore, lol. I will try checking the readables and environment with a bit more patience and see. [spoiler] The old format for spoiler tags does not work, not does changing the '/'. Wow, what a way to advertise "I am dumb" XD IMO the best way is to place gradual spoilers in the forum thread. I know it's a bit of a burden on the authors but answering 20 questions disjointly from different users is one as well.
  2. Personally I think Moonbo's Requiem FM is about as good as one could wish for in terms of a spiritual successor to the Thief trilogy. The story hits all the important notes, and the level design is uniformly top notch across all the expected axes of stealth gameplay. And there is even a sequel that trailblazes entirely new territory from its predecessor in gameplay, story, and tone. That's just icing on the cake. Indeed there several FMs for TDM that I believe equal or even surpass the quality of the original games' levels. The trouble is how do you discover them in that giant downloader list? Are there other great missions in there that I have yet to find? That is undoubtedly the greatest current weakness of this project. The ability to sort FMs in the game client (i.e. both the downloader and the mission launcher) by date, size, and author would be a great help. Search by keywords or tags and support for grouping missions into collections would also be very useful.
  3. OK, I'll try to rearrange to that directory layout. I'll have to lookup how to do that without screwing up Tortoise. I'm not on that machine at the moment, so I can't check your BTW. I don't remember about "branches", but I do remember a local "tags" directory... don't know if it was populated.
  4. Ideally, you should have checked out "trunk" directory only, so that its contents get into "tdm11dev/darkmod_src" instead of "tdm11dev/darkmod_src/trunk". Do you BTW have all the "branches" and "tags" directories near "trunk" ? Maybe not, because they are still closed for public for some weird reason...
  5. I think the main trouble with this is that if you're actually trying to take advantage of VR input you can't really map the interactions to flat/desktop input devices in a way that isn't clunky. VR games seem to be trending toward highly dynamic physics based interaction methods where you need input closer to the expressiveness/fidelity that your actual hands provide. Instead of the typical approach of defining a small set of preset actions bound to keys/buttons and animations to go along with them, the player's body (as inferred from at least the hands and head) and the environment itself are defined at a more granular level as objects in the physics engine, and then you let the physics engine play out all of the different possibilities. If you tried to map these sorts of dynamic interactions onto mouse and keyboard, you'll basically be manipulating your character as you would 3d models in a 3d editor. Of course we're no where near the fidelity of actual hands and fingers, the software implementations are still immature, and input is still pretty clunky because current gen motion controllers aren't able to provide a sense of directional or rotation forces (so you have no feedback beyond vibration). But despite all of this, what the Boneworks devs and Blade & Sorcery devs are doing right now is still quite amazing. The lasting appeal of VR seems to be the interaction mechanics afforded by this kind of input and while the spectacle of VR perspective itself is cool it's actually more important for putting these interactions in the correct perspective so they become intuitive (and of course modern VR's visuals still have a ton of issues). With respect to movement, what you say was the dominant belief in early 2016 but ever since Onward came out ~late 2016 VR games have transitioned to the regular smooth locomotion you're accustomed to in flat gaming. What makes it comfortable is (1) controller relative smooth locomotion with careful use of acceleration/inertia and (2) a "VR legs" training period where you gradually build yourself up to that kind of movement over the span of several days. The trick is to only play up until you start to feel strange (not sick) and then stop for several hours before trying again. In my experience, after about 5-7 days of even a single exposure per day most people are OK with smooth locomotion and the result is that you can do so much more in VR. After getting regular translational smooth locomotion down you can graduate to more extreme games like Windlands 2 or Jet Island. Don't get me wrong, that training period is still a huge roadblock for VR and some people fundamentally just can't get their VR legs or won't have the patience/persistence to try. But the dominant VR FPSs that people currently play don't even support teleportation anymore (e.g. Pavlov VR, the second most popular VR game by player numbers). Teleportation is just too immersion breaking and clunky. Younger people seem to have a much easier time acclimating to smooth locomotion. And eventually there may be some hardware solutions to the problem as well. As for the price, yeah that's still an issue--costs about $350 for a decent VR system now--but it's not unheard of for new technology. These things start out expensive, clunky, uncomfortable, etc etc only appealing to an enthusiast market and then they gradually expand as the hardware and software mature over many years (with feedback from enthusiasts being critical). Same thing happened with e.g. computer games and smartphones, they take a decade+ to really hit the masses. And VR hardware still has to improve a lot in ergonomics, visual comfort, visual fidelity, haptics, etc etc and this basically has to happen in the high end. There was way too much VR hype early on for what the tech currently has to offer. And if anything Facebook's break even pricing is very unusual for a market that's this immature ... but I think they're trying to corner the market through predatory pricing (as well as getting impatient with the rate of VR adoption, being a publicly traded company and all of that)
  6. DarkmodPadbinds.cfg contains the bindings. You can compare it with the keybind file and an explanation is given here: https://wiki.thedarkmod.com/index.php?title=Bindings_and_User_Settings EDIT: You can also use JoyToKey to bind joypad input to keyboard bindings. It's a versatile program and may be easier than editing the config.
  7. I actually had a go at this myself once, but found it far too difficult. Personally I too hate the default input style, particularly the requirement to constantly hold down modifiers just to select things, but changing the defaults just breaks too much stuff because the selection system isn't designed to work that way. In order to allow "normal" selection rules, we would also need: A different method to create a new brush (since left-drag is now a selection or manipulation operation), for example something like Blender's Shift+A shortcut. A different way to resize brushes. Currently dragging anywhere outside the brush performs a resize, but if clicking/dragging on empty space is supposed to define a new selection, this will no longer work. So we would need something like traditional resize handles instead of the planar dragging approach. The selection system to decide what operation is being performed after the initial click or drag starts (as Greebo already mentioned). [Optional but almost certainly necessary] A system for setting up alternative keyboard profiles so people could choose between classic Radiant selection or the new system, since not everybody would agree with the changes.
  8. The Black Parade is coming! http://www.ttlg.com/forums/showthread.php?t=146501 Woo-hoo!

    1. Show previous comments  8 more
    2. demagogue

      demagogue

      I suppose making a campaign as an individual and building for Thief Gold go hand & hand. You need to be pretty obsessed to do either. XD

    3. Epifire

      Epifire

      I'm just very happy to see how much work still goes on with the original Thief games. Good mods = long life after release!

    4. lowenz
  9. Thanks for playing and the kind feedback re: the bugs: the brew tank is a new one - thanks for that. Will add it to the list for any future update. the bow: I think that's a TDM bug. I experienced it as well, but only the early days of developing the mission so I thought it had gone away, but I guess not: https://forums.thedarkmod.com/index.php?/topic/21345-210-crashes-may-be-bow-frontend-acceleration-related/ the keys on the guard: never did get to the bottom of that one as I could never reproduce it.
  10. DarkRadiant 3.3.0 is ready for download. What's new: Feature: Remove menu options which are not applicable to current game Feature: Grey-out menu entries that are not applicable Feature: FX Declaration Parsing Support Feature: FX Chooser Feature: Renderer now takes "translucent" keyword into account Fixed: Lighting Mode Renderer draws hidden lights Fixed: Loading map results in "Real Hard DarkRadiant Failure" exception Fixed: Crash when trying to set default mouse or keyboard bindings Fixed: Unit Tests intermittently get stuck on Github runner Fixed: xmlutil thread safety problems Fixed: Some materials aren't displayed correctly Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.3.0 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. Have fun mapping!
  11. That's a fair reason for a person to not pay attention to the Stealth Score, but I think it still has value. Regarding the FM-size issue, we moved it to an additive system so it goes up forever for that reason. It's like golf. Big FMs can have big par values, and small FMs can have a small par value. I even tried to get the community to come up with par values for every FM to standardize it, and I still think that's a fun idea. The value of having the code tell you something you probably already know is because then the game is officially registering your victory, which for some people gives a nice feeling of recognition for their effort, and for others, it allows them to post a screenshot of the Score to verify their accomplishment, e.g., in a ghosting run tread. But it's a small part of the stat screen, so no real bother to anyone anyway. I agreed with all of that. I'm all for more discussion of issues an author might not have thought about. In that respect it's a kind of extended beta-testing, which is a really important part of the process making a map, and no reason in principle it can't continue even after it's been released. It's just changing something without their input that crosses the line.
    1. SeriousToni

      SeriousToni

      What? The mysterious saviour is back to make our Thief lives happier again after such a long absence? I can't believe it's true! Wow thanks so much!

    2. demagogue

      demagogue

      He's like our own Game of Thones mystery crow that leads us to secret treasures.

    3. SeriousToni

      SeriousToni

      Or to an old tree with lots of zombies around.. xD

  12. Let me elaborate on this tactic: 1) Postulate some crazy concepts about historical events until one gains a little traction either by morons or people who find it to be an amusing meme 2) Test the waters in different forums and social media spaces to see how folks react to this 3) If the forum crowd is determined to be largely left-wing and rationale, overamplify how "idiotic" people are for believing XYZ and then slowly begin associating these "idiots" with anyone they consider their social or political adversaries until you get large numbers of forum members to rant about right-wing "Trump-tards" (etc) and foam at the mouth about all their political grievances 4) Pretend to be a right leaning person, act like a jerk, and get your posts censored 5) Go to right leaning forums and show them that this "theory" is being censored and see if you can get them to integrate it into the larger narrative of "true things that the left is censoring". ( Eg, add it to the pile of Qanon nonsense ). 6) Return to the left leaning forums to mock the right leaning folks for doing step 5. Mission accomplished, you've entrenched more poorly educated people into an absurd belief system and you've ignited a bunch of left-wing derision against them. This type of agitated polarization works well whether you are Putin, the Republican Party, Democrats, etc. Divide and conquer. Here's a tip: Nobody needs to grouse around about what "idiotic" things people believe. If you don't like people believing dumb things, then create a blog, youtube video, or podcast explaining the topic in easy ( and friendly ) terms to those you wish to evangelize into the world of being "not idiotic". The language of referring to people as "those idiots who believe" is a cancer that we suffer too much of these days with political propaganda organizations such as "Media Matters for America" (MMFA) who basically write a single set of political jokes about a daily topic and feed them to all the Late Night television hosts so that if you don't hear them say "republican person X did \ said this dumb thing" from one late night personality, you surely will hear it from another one and the version of what is told omits any nuance or rational counterpoint. In some cases, the words are out-right fabricated from out-of-context statements or things that MMFA thinks people will believe. Here's a perfect example: To this day, late night comedians treat the incriminating emails on Hunter Biden's laptop as "fake Russian slander" even though the New York Times has corroborated their authenticity and they are DKIM signed. They use the laptop story as a talking point about how Republican's are "pro Russian idiots" even though nobody of either political party would be happy to have the son of a vice president using his father's position to arrange financial scams and deals with geopolitical enemies ( China ). Because the latter information is largely invisible to over 50% of the US populace, it serves as a perfect place for political divide and conquer. If the entirety of mainstream entertainment and news are gonna bury or distort legitimate news stories about their allies, what are the chances that anyone will vote for a moderate "middle" candidate? The left will see right-leaning voters who discuss the laptop story as Russian traitors and the Right will see the left as "idiots" who get all their news from television comedians and insane "woke" SJW blue hairs. Perfectly divisive. People need to stop looking at the proles on the ground and start thinking about all the groups that are trying to pull the strings. So I state again, this is no place for astro-turfers, propagandists, and non-linear warfare. Nobody here really cares about what dumb things are floating through the brains of a small group of internet denizens. If these "idiots" grow in numbers, calling them idiots "louder" will not "cure" them or shrink their numbers. The only thing you will achieve is more entrenchment and polarization.
  13. Thanks! Hint for the safe code here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=485264 Actually, it's probably time I added these hints to the original post....
  14. I'm running linux; darkradiant compiled from source (most recent commit of master). In the 'Regular' and 'RegularLeft' window layouts keyboard input doesn't work at all. Some windows (console or media browser) don't open. The layer dialog does not work as supposed. I can't assign a parent layer by drag and drop. Hiding through the checkboxes does nothing. Everything else seems to work. Maybe not a bug: When the media browser is shown (or some other window with a search function) the search field captures keypresses. Which is really, really annoying and disruptive.
  15. Based on Rebb's work to make the Ambient light run it's own light interaction rather than piggy-back on the main light interaction, I have made a patch that allows you to add the "cubicLight" token to light material defs and switch lighting from the standard shaders to a new cubic_light.vfp shader that uses a cubemap as the projection texture and falloff is done spherically. This "new" shader (2011) was designed by Sikkpin before doom3world.org met it's demise. It also has HL2 ambient style cubemap shading which takes an input cubemap and gives the environment a sort of radiosity approximation based on the values in the input. The main goals of this beta are: 1) Evaluate the functionality (look for bugs) 2) Evaluate the usefulness of each feature 3) Determine whether the current shader is sufficient or if it needs to be modified 4) Create new Light materials and textures to prepare for this feature The shader doesn't have the same features that TDM's main interaction includes (Rim lighting, Fresnel, etc) and instead appears to have been tailored to make the light look as much light HL2 as possible. This means if you use this light type exclusively, your mission wont look like a normal TDM mission. Over the course of the beta, I intend to attempt to fix that but I'm no ARB shader expert so no promises. (If Rebb, SteveL, Revelator, Obsttorte, or JC Denton... etc wish to chime-in I will gladly accept any assistance). In the absence of any help on the shader front, I still believe that this shader could prove useful paired with our normal lighting as it would add more realistic light projections from Desk Lamps or could be used as an alternate outdoor ambient. Here is the download package: https://dl.dropboxusercontent.com/u/17706561/cubicLightPatch.zip Overwrite your TheDarkMod.exe and gamex86.dll in your darkmod install folder. Place the glprogs folder in your darkmod install folder. Place the zzz_ambientcube.pk4 in your darkmod install folder. (This includes materials and cubemap images) Place the maps folder in your darkmod install directory. (This includes a converted version of Sikkpin's demo map without Doom 3 AI) Open the console and invoke: map ambientcube.map You will see the initial area, illuminated by cubemap projected lights. There is some sort of artifact there. I think it might be z-fighting or brush corruption but I couldn't fix it by snapping to grid so this is one of the first things to examine. If you noclip straight up into the sky above this area, you will see the other demo areas with HL2 style lighting. I have found that spawning AI on the platform in these areas produces strange shadowing. I suspect that the geometry of these zones is messing with the shadow calculation so I would like to hear whether the same problem manifests in a map built for TDM. Good luck! (Spooks this is it! )
  16. I'm wondering if anyone ever checks new posts in the Fan Missions Forums? I've posted 4 questions asking for help for 4 different missions that I can't finish because I"m stuck, and I don't get any help. I posted a question this morning so I don't expect an answer right away for that one. Its frustrating because I would like to finish them. I've read through the posts for each mission and I'm not getting anything from them. If there's someone who could help me I'd really appreciate it. Thanks I guess I'm spoiled from the TTLG forums.
  17. Thomas Porter is back in a TDM FM called... LQD is a medium sized FM, made for the TDM unusual contest 2013, where Thomas Porter sets out to get rid of the Lich Queen once and for all! Will he succeed, or will the evil Lich Queen get her sinister revenge on Thomas? The mission was created by me, Sotha. Betatesters: Bikerdude, nbohr1more and Obsttorte are thanked for their efforts on improving this work. Big thanks to TylerVocal for excellent voice acting. Thanks to freesound audio artists: Amliebsh (39222), Steveygos93 (80401), Jackie4ever (83095) and Klankbeeld (133100). Immense thanks for the developer team and everyone contributing to the mod. Release notes: *This mission has player character narration. There is no way to control the volume of the player lines in TDM 1.08 and they are at 100% volume at all times. For optimal experience, be sure to set SFX and ambient close to 100% volume in the in-game audio settings and fine tune the volume to nice levels from you operating system's mixer. That way the world sounds match the player voice in volume and your gameplay experience is not reduced by very loud player narrative. *This mission involves using objects with other objects. Normally objects are used like this: push R to drop the item into your hands, move the item where you want to place or use it. *This mission has a video briefing, so you have the habit of skipping the TDM logo which is visible before the briefing, do not skip it or you will miss the briefing. Download link: Use the ingame downloader to get it. As always, it is not recommended to read the thread further before you have completed the mission. Someone will fail to use spoiler tags. [spoiler] This will be hidden [/spoiler] Enjoy! Please remember to give comments and vote! -Sotha.
  18. Is it just me or does the TDM Forums favicon look whack?

    1. Show previous comments  1 more
    2. SeriousToni

      SeriousToni

      Yes I was annoyed by that, too!

    3. Epifire

      Epifire

      Glad I wasn't the only one noticing that.

    4. Bikerdude

      Bikerdude

      Will drop Taaaki a message.

  19. I never realised Bill Gates was a member of these forums. Welcome to the community! I hope you enjoy The Dark Mod. Perhaps your Foundation could help pay for the server hosting or fund the development of some new features?
  20. Hi all, me again Now that I've learned how to take screenies on DM (thanks to Aluminumhaste) I wanted to post one that I took but I got an error saying that the image ext that I used was not allowed in these forums, It was .jpg so I changed it to .png and I got the same error again. They're on Photobucket.
  21. Trying to dmap, this comes up. I've had it once before but don't remember what I did to fix it. Anyone know how these are formed, and how to find and fix them? Very confusing error.
  22. The Transaction is a small/medium sized map in which aspiring thief Thomas Porter delivers the cryptic book, 'De Vermis Mysteriis' to a bookstore owner named Victor de Grenefeld. It is the fourth mission in the Thomas Porter series, continuing from where The Glenham Tower ended. The mission was created by me, Sotha and I wish to thank BrokenArts, Melan and Ocn for playtesting and Bikerdude, BrokenArts and Ocn for voiceacting. An enormous thanks goes also to the fine people who created TDM and are still working hard, bringing it ever closer to perfection. Thanks also to the community for helping with my mapping efforts. Extra thanks to freesound.org -contributors who make excellent quality sound effects available for free. Trailer (thanks to ocn!) http://www.youtube.com/watch?v=EBdEsKoqWl4 Briefing: Ah, the town of Glenham. I never really thought I would be happy to see its shabby wooden miner dwellings, but after the nightmares of the Glenham Tower I'm happy to see any kind of civilization. During my return trip from the tower the ghostly mist veil transformed into an intense thunderstorm and heavy rain. My clothes are soaked and I'm dreadfully tired of the harsh tribulations of the past few days. My task for tonight is simple. All I have to do is to get the strange and incomprehensible book I obtained from the tower, 'De Vermis Mysteriis,' to the bookstore owner Victor de Grenefeld. And more importantly collect the hefty sum the bookstore owner promised to pay me. With that kind of sum I can sit back and relax for a while. I'd better stay in good terms with my customer and not steal from him. I have the hunch that de Grenefeld is a well connected man so staying on his good side might be beneficial for me in the future: maybe they'll need a skilled adventurer like me and I could turn legitimate. I could earn my keep and I wouldn't need to constantly hide from the city watch. At any rate, I've got it all planned out for the remainder of the night. I'll visit the bookstore, drop the book to de Grenefeld and collect my fee. After that I'd better hide in the basement of an abandoned building I've spotted near the town north gate and get some well deserved rest. I don't think the city watch would think a cloaked and armed person like me would be on honorable business in a stormy weather like this so it would be wise to avoid all confrontation with the guards. I do not need any misunderstadings with the city watch right now. The undead horrors in the Tower forced me to expend most of my tools and I desperately need more equipment if I intend to continue my budding adventuring career. I should get some extra gold for new gear and maybe a few holy water potions just in case. There is a Builder church nearby where I might be able to find some. I suspect those fanatics might have gold hidden there as well.. It is time to move in the town and get the things done quickly. Somehow I have a bad feeling about all this. It's probably nothing, probably I am just jumpy because of the horrors in the Tower and sleep deprivation. Tomorrow I'll sleep long, relax and eat well. UPDATED LINK: Use the ingame downloader to get it. Bikerdude was added in the author, I forgot him. No other chages. Could The Powers That Be make sure that this version ends up in the ingame downloader? Thanks! Known bugs: One betatester experienced an error ("ERROR: Failed to spawn player as 'atdm:player_thief'"), which drops the player back to main menu upon map load. If you experience this scenario, please turn EAX off in the options menu. That cleared the problem for the tester. Warning! There is ALWAYS someone who fails to use spoiler tags appropriately. I recommend you read this thread further only after playing the mission! Avoid spoilers.
  23. DarkRadiant 3.2.0 is ready for download. What's new: Feature: Show entityDefs related to selected models in Model Chooser Feature: Support for rendering blend lights Feature: Implement sorting of Interaction Stages Feature: Recognise type of "set x on y" spawnargs Feature: OBJ files: loader supports usemtl keywords directly referencing material names (without .mtl file) Fixed: Material editor: additional preview object in textures/glass/ materials Fixed: Every attempt to load a texture will trigger a SIGSEGV signal caught: 11 Improvement: Update to wxWidgets 3.2.0 Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.2.0 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. Have fun mapping!
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