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  1. Thanks Zerg, I really appreciate the input. I agree, "use item" would have been a more intuitive way to handle the potion.
  2. 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.
  3. It is possible that this is a setting that needs to be activated to work: https://mantisbt.org/forums/viewtopic.php?t=23221
  4. I dom't use it, i found it here with the filter set to OpenSource. the TOS and PP isn't excluding for an OpenSource app, if they use ads mean that they also need to pay an server for this online service. OpenSource is not synonymous with free either, perhaps after the beta phase it is no longer free, so perhaps you can take advantage of the fact that it is still free to create a series of textures that can be used or search another one in Futuretools. AI generated textures and assets, by definition, don't have any copyright, so you can use them as you want. https://www.futuretools.io/?pricing-model=free|open-source&tags-n5zn=gaming
  5. 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.
  6. 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.
  7. Mandrasola is a small sized map in which aspiring thief Thomas Porter steals some herbal products from a smuggler. The mission was created by me, Sotha and I wish to thank Bikerdude, BrokenArts and Ocn for playtesting and voice acting. Thanks goes naturally to everyone contributing and making TDM possible. This mission occurs chronologically before the Knighton's Manor, making it the first mission in the Thomas Porter series. Events in chronological order are: Mandrasola, The Knighton's Manor, The Beleaguered Fence, The Glenham Tower and The Transaction. The winter came early and suddenly this year. Weeks of strong blizzards and extremely harsh cold weather hit Bridgeport hard. With the seas completely frozen, a rare occurence indeed, most of the City harbor commerce has stopped completely. Vessels are stuck in the ice and no ship can leave or enter the City, resulting in the availability imported goods declining and their prices skyrocketing. One of these imported items is Mandrasola, a rare herbal product, which is imported overseas from the far southern continents. Mandrasola has its uses in alchemical cures and poisons, but mostly this substance is used for its narcotic qualities by commoners and even the nobility. The problem with Mandrasola is that excessive use is extremely addicting and the withdrawal effects are most grievious. Many are utterly incapable of stopping using Mandrasola and are transformed into quivering human ruins if they do no get their daily dose. And now this expensive and rare substance is running out from the whole City. Me and my fence, Lark Butternose, would love to grab this monopoly to ourselves: selling the last few doses in the City would probably be worth a fortune. According to Lark's sources, there remains only one smuggling lord who still has Mandrasola in stock. The problem is that this individual maintains an exclusive clandestine operation and only supplies a few nobles. Despite our best information gathering efforts we couldn't learn who the smuggler is and where he or she operates. Luckily we have an alternate plan. While searching for Mandrasola related information, we learned that a noblewoman called Lady Ludmilla is addicted to the substance and has paid high prices for small amounts of it. We also know that she has visited frequently someone in the Tanner's Ward waterfront, and since she goes to the area personally we believe she is visiting the smuggler. The plan is simple: I must monitor Ludmilla's most likely entryway to the Waterfront and then follow her to the smugglers hideout. I'd better be very careful around Ludmilla. She must not realise I'm following her or she probably won't lead me to her dealer. Hurting her is also out of the question. After she leads me to the smuggler's hideout, I can take my time to break in carefully and steal all the Mandrasola I can find. While I'm there it wouldn't be a bad idea to grab some loose valuables as well. I've now waited in the blistering cold for a few hours already. Looks like there are a few city watch patrols in the area to complicate matters... I think I heard a womans voice beyond the north gate. That must be lady Ludmilla, I haven't seen many ladies in these parts. I'd better get ready.. Links: Use the ingame downloader to get it. WARNING! Someone always fails to use spoiler tags. I do not recommend reading any further until you've played the mission.
  8. As usual this is mainly intended as a discussion and to hear opinions: It's not an expectation that the feature will happen soon or at all. Especially as this would be complicated to achieve, but if it could be done I think it may be a fun capability to consider. The idTech engine had several features that got removed since we aren't using them like multiplayer. One used to be the ability to record a demo of your matches, which makes sense in multiplayer DeathMatch games. Yet recently I started to wonder: How would it be like to have a demo capability designed for TDM? Imagine being able to record your playthroughs or share your recordings for others to watch, for when you'd like to relax watching a FM like a film instead of playing it like a game. You could fly as a detached camera, observing yourself wonder around the map and watching the things you did... or stay in 1st person and see the game play itself like in a Youtube video. The coolest thing would be the ability to see through the eyes of any NPC: Imagine being able to click on a guard in floating camera mode to embody them, seeing through their eyes as they patrol the area and at some point notice the player hiding in a corner through that guard's eyes (even if the AI didn't notice you). The biggest challenge would be a way to record store and reproduce every input from the player, with every AI decision and other entity actions just as they occurred, which includes preserving object physics to represent the exact movements of all entities: Parts of the demo system from Quake would likely need to be reimplemented, wonder how much it knows to handle on its own. Saves and loads would be another tricky one: Each demo should erase what you did after last loading to produce a seamless run... alternatively it could record that as an action and include reloading in the playback. There's probably other challenges but if it's within the realm of possibility, would anyone else use this and think it's worth thinking of?
  9. In the first post of the other topic Geep proposed: Then Stgatilov's answer: But I think applying subtitles in different languages shouldn't be too hard I would think, but I don't know how the current translation system works. The engine should apply the correct subtitles based on the applied language setting, this doesn't need a whole new language system I think. Not sure who's going to write those subtitles though. I can only do Dutch and English and nobody needs Dutch I think. I suggest further discussion of this to take place in topic https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/
  10. Creating a new thread for this as it was being discussed in an old beta-testing thread starting here: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/&do=findComment&comment=490751 I suppose the main questions are: when should this spawnarg be used, if at all? why was it introduced in the first place? Can we get it documented properly on the Wiki so misuse isn't propagated? @stgatilov @Dragofer
  11. I have it currently disabled. This is because sometimes there is a guard nearby and you want to wait with opening. Sometimes the door opens in your direction and then you want to step back before opening. There should be a wiki article about how to fix dependency on it. For example if you have a door that opens automatically after a number input, how to make it work when auto open on unlock is disabled.
  12. Hold your horses everyone! We are going about this entirely wrong! Consider: What is the most popular and genre defining immersive sim of all time? Obviously the answer is The Elder Scrolls V: Skyrim! So how does TESV handle the functions we collectively call Frob, Interact, and Manipulate? Skyrim uses a single button called Activate/Use. A short click of the button always activates the target object's primary function if one exists (i.e. shoulder body, put out candle, put item into inventory, etc.), and holding down Activate/Use for a long click always makes the PC manipulate the object (if it's not too heavy). This is our solution! We just need to get rid of the manipulate button and this archaic "Frob" terminology. Everything can be handled consistently through just a combination of short and long clicks. Short click to Activate/Use objects and long click to manipulate them. That is the control scheme that will be the most accessible to the greatest number of potential players. It will make Wellingtoncrab and me happy by placing the primary interaction mode for every object on the easiest and most discoverable control input. And wesp5 and friends can be happy because the control scheme will go back to being 100% semantically consistent according to their interpretation of that term. I bet Daft Mugi can knock this out in a jiffy. Then we can start working on bring the rest of TDM's controls into line with the objectively correct Skyrim standard! ...Unless maybe some of us are not being honest about what we really want in a control scheme...
  13. Hello! Tracking down information on software and plug-ins that work with D3 / TDM can be a tough. So I have created a thread here where people can post what software/ plug-ins/ tutorials or other references they've had success or failure with in TDM. 3DS MAX 2013 64bit .ase - Default .ASE model exporter works. However you have to open the .ase file in text edit and manual change the *BITMAP line on each material to read something like: "//base/textures/common/collision" which allows the engine to read the correct material path. md5.mesh / animation - Beserker's md5 exporter/importers for 3dsmax. http://www.katsbits.com/tools, Importing and exporting works. The model must be textured, UV'd, with a skin modifier attached to the bones to export. PM me (Kingsal) for help with this. Imported models using the script will not be weighted appropriately, so this is not recommended if you are simply trying to edit existing tdm content. (Use blender instead) MAYA 2011 32bit md5.mesh - So far I've not had any luck with Maya 2011. I am using Greebo's MayaImportx86 for Maya 2011. I've got the importer working however I get a "Unexpected Internal Failure(kFailure)" and the import fails. This could be due to something finicky in Maya that I am not doing correctly. Will keep trying.. Blender 2.7 about - Blender is commonly used and pretty well supported on the forums/ wiki. Various versions may work as well - https://www.blender.org/download/ md5.mesh / animation Blender MD5 importer/exporter (io_scene_md5.zip): https://sourceforge.net/projects/blenderbitsbobs/files/ Sotha's guide Blender Male/ Female rigs by Arcturus - Here Edit by Dragofer: more links found in this post.
  14. Vsync while nice that it gets rid of screen tearing, also causes so many performance problems. From stuttering (60-30-15 etc) but it's been proven that fps higher than monitor refresh rate has benefits to input lag and feel of smoothness. Instead try this, set TDM to com_maxfps 200, then use something like https://gitlab.com/torkel104/libstrangle to cap your FPS to 144 with no vertical sync on. For example, on my computer I set TDM to 300 fps cap, and use Rivatuner to cap FPS to 238 FPS, so it's always within the freesync window and get no tearing and no input lag. So even when the game chugs down to 150-180 fps on certain maps, it still feels smooth without having to use Vsync. Freesync/Gsync is a really nice technology. But if I set TDM to cap at 240FPS then it doesn't do that, it will fluctuate all over the place. I know the Linux world for gaming is fraught with poor support for features compared to Windows, but it's worth trying. I can't tell you how many people complain about performance and stuttering etc, only to find them running 16xAA and Vsync set to on. For years I was on team "60 FPS is more than enough", until I got a computer with a 120hz panel because I didn't have a choice and I've never looked back.
  15. Here it is: calcStringWidth.exe - Oct. 11, 2023 Release. Calculates the display width of a input string, for 4 candidate subtitle fonts Carleton and Stone, uncompressed and compressed.
  16. I've never actually seen the insides of an elevator but from what I know about electronics in similar settings from a few friends who did some work in the field, my guess is that it's an ARM system on a chip and it's quite possible that it runs Linux. And it's highly likely that it's separated from a chip that's taking care of the actual elevator movement, so you probably couldn't use the buttons for input. The reason for this being that ARM SoCs able to run linux are really not that expensive nowadays, whereas developing custom systems outputting graphics with a cheaper weaker chip has a large upfront cost. And if you're using a universal OS like Linux, you can keep the software side the same if the ARM chip you're using goes out of production and you need to switch to a new one. If these assumptions are true, running Doom on it would be easy provided there's some input method.
  17. I don't think gui's have that option. Although, maybe I'm wrong, because there is an input field possible via Editdef.
  18. Looking at the code, the originals were "pm_mantle_pull 750" and "pm_mantle_pullFast 450". The new "pm_mantle_pull" value is "400". A "pm_mantle_pullFast" value of "450" would be slower than regular pull, not faster. With both being set to "400", they are at least similar. Other than that, it's subjective and the feedback from playtesters was positive. Also, referenced internally here: https://forums.thedarkmod.com/index.php?/topic/22256-movementcontrols-settings-in-main-menu/&do=findComment&comment=489158
  19. That makes sense. I just don't get why it's happening now. This is my third batch of models and this hasn't happened before. I appreciate the input though. Maybe I can add/adjust it in some way to make it not do this anymore.
  20. There's a group of players who have meticulously tested and adjusted ghosting rules for The Dark Mod. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Why alienate an established group of dedicated players?
  21. That sort of tone doesn't fly in our forums.
  22. Unfortunately in playing an actual mission I find I like this even less. Just replayed a bridge too far and the double click to drop a body was quite troublesome. Maybe it’s a “me” problem but when multiple inputs are a required and I am in any kind of hurry or under pressure (like I need to drop a body because a guard is coming) I have a tendency to over input. The result is I drop the the body and immediately grab it again. This just did not feel very responsive to me in the points of the game where it was needed. I mean this now works fine in the other patch. Some of the most popular content creators for the games are ghosters and their tdm videos can get thousands of views. I went from having no ghost testers in the release version of Iris - to some being integral in subsequent patches - to in SLL quite a few testers using this play style. I don’t get it but there is certainly no denying it. They appreciate details like this.
  23. Ambient atmospheres are in my opinion one of the best parts of the Dark Mod experience, not just for getting a mission to have the right feel but also for inspiration and to have them playing in the background when creating maps. The more the merrier, so here's a thread to collect all the links to ambient music and environmental sounds that could have a spot in TDM's setting. Ambients from the TDM forums Gast's Eerie Lullabies Magnanimous Merry's Miscellanea Orbweaver's Dark Ambients Spadey's Ambients Radioteque's Ambients Kyyrma's Composing Ambient Tracks for Dummies - Kyyrma shows how ambient soundtracks can be made from a set of sounds. Also contains some of his finished ambients. Request for more interior sounds - this thread is a very productive community session where members came up with a large and good selection of new ambients. Uncle Peti's Sound Den Dragofer's Ambients - post #6 in this thread SeriousToni's Ambients - posts #8, 12, 15 and 19 in this thread Ambients from the TTLG forums Custom resources list Gigagooga's Ambients 1 - possibly the largest pack of ambient musics and nature sounds, all of them high quality. Gigagooga's Ambients 2 - this pack puts more weight on shorter swells/hits/pads to be layered on top of a subtle ambient. Gigagooga's Ambients 3 Yandros' ambient loop Sephy's Ambients - a large collection of ambient pieces, including many shorter ones which will be valuable for anyone wanting to try a layered ambience approach like in the Thief OMs and Full Moon Fever. Internet databases www.freesound.org - some of the better composers in my opinion are ERH and BrandonNyte. www.purple-planet.com - a large selection of all kinds of ambient and musical soundtracks to be used freely. www.darkwinter.com - an internet label that publishes a lot of dark ambient music under a Creative Commons license. www.endlessascent.com - sister website of Darkwinter for non-dark ambients. Youtube Asatru Dark - also has very nice reference images for outdoor stone memorials, statue arrangements etc. #4 Void by Raffaele du Marteau & #6 Dreaming of Nowhere by Raffaele du Marteau - possibly the most forlorn pieces I've found on the internet. Alacazam - a prolific Creative Commons ambients composer . Cryo Chamber - for-profit label for dark ambient music with a large selection on offer. Going by their Youtube comments they're fine with people using their soundtracks for games etc., although you'd probably need to buy the soundtracks first. Dark Ambient Mixed Session - as much ambient as something to have in the background while mapping.
  24. Played through the training mission with it, it is ok, not great. Does nothing as far as making the controls more intuitive - things like requiring a double click to drop a body doesn’t make much sense to me at all. “Consistent” does not mean it feels intuitive or natural. It really does not feel that natural imo to be double clicking the right mouse button in general - can’t think of many examples of this. Maybe I need to work on my core middle finger strength as it actually felt a bit fatigued putting this through the paces (probably not representative of typical use in game). Registration seemed mostly good - sometimes I would double click to drop a body or extinguish a candle but still be holding it - I am guessing that is the result of just accidentally registering a third input. Since candles are still picked up on double click, this is maybe a little better but not ideal solution for ghosters who don’t like to pick up or move objects at all - doesn’t describe me but I know from the missions I have worked on there are at lots players who have adopted this play style. All in all “long press” clicked (get it) for me personally as far as how it feels to use. I guess in the end they both are ways to make certain clunky and unintuitive actions in the game faster for existing players.
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