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  1. Is there something wrong with the forums lately, or is it my browser? I've been having trouble formatting posts, and just now I couldn't format anything at all.

    I'm using Vivaldi.

    Usually I have to: select text, click bold, nothing happens, select again, click bold, then it works. 

    Same for other stuff, like creating spoilers, bullet points, links. Nothing works the first time. 

    1. datiswous

      datiswous

      I have no problem. I use Firefox. @Zerg Rush also uses Vivaldi. Have you tried without extensions, or in another browser?

      (btw. bold, italic and underline have shortcut keys: Ctrl B, Ctrl I and Ctrl U, you could try that)

       

  2. I'm aware this might have been thought about before and there's probably a reason why it hasn't been improved. Since many good changes are happening including lifting of legacy limitations, I felt this is worth thinking about granted it's not too breaking. There are two technically independent yet related subjects I wanted to address here, both with the same goal of better unifying weapons with other inventory items: The internal weapon definition system, then how GUI and inventory could be improved so weapons are treated more closely to everything else. Technical limitations: TDM still uses an old and limited method built into the engine to define weapons, something idTech has done since its early days. This comes with a few problems: You can only have up to 16 weapons registered, weapons need be listed in the global definition of the player entity, and it's simply redundant. I was wondering if as a target for 2.12 or later, it would be possible to remove the legacy weapon slots from the engine and store weapons like other items; This would allow a FM to define any number of custom arrows / guns and do so without having to override the player def, just define your arrow like you would a custom lockpick as a derivative from its base class. It doesn't feel right to for the engine to designate two types of items ("weapon" and "literally anything else") with the former going through a special hardcoded registry while inventory items already do the same thing more simply. Only ability I know is unique to weapons is drawing the first person hands and animating them: Items would need a generic ability to define a md5mesh / md5anim set for hands when selected and operated, which would be awesome since other objects could use this as well. Everything else seems like it should fit into place: The arrows are just a projectile spawned at a given position angle and velocity, technically you could already create an inventory item that spawns a flying arrow when used (I think)... the ammo and projectile are already defined as standard items too, it's only the "shooter" that uses the legacy engine registration as an extra dependency. Inventory wise weapons presently have a special status, in that they can be selected and operated independently from items: I'm aware changing this may disrupt what players are used to so changes are questionable. I support having a single selector for cycling weapons and items together, even merging the "use item" and "fire weapon" keys to operate whichever is selected: If we did that we could technically implement a first-person hand displaying whatever you have selected... some things like the lockpicks may need a custom animation but imagine how good that would look when picking doors, heck you could even see the bag in your hand when "loot" is focused! Only real complaint I see is some players want to keep an item handy without having to deselect it when switching to a weapon, like being able to quickly use a health potion while drawing the sword to attack: We can solve this by having hotkeys for more essential items similar to the lantern and spyglass, like a "use health potion" button so if you have a potion you may instantly heal... we'd be freeing up three key-binds with an unified inventory anyway (prev item, next item, use item) which is also an advantage. Do share your thoughts and if you can think of a better way.
  3. For those wondering how to use the slow match to ignite something: Take the slow match out of your inventory using "Drop Inv. Item" key. That puts the slow match into your "hands". Physically touch the slow match to what you want to ignite, such as a candle. The "Parry/Manipulate" key can help. To put the slow match back into your inventory, use the "Use Inv. Item" key. Originally, I tried to use the slow match using the "Use Inv. Item" key while a candle was frob-highlighted, but it did nothing. I was confused, and my web searching found no info on how to use it properly. Also, the wiki doesn't have instructions yet: https://wiki.thedarkmod.com/index.php?title=Slow_match
  4. I'm working up a wiki article on how to create a custom inventory GUI with script object. This involves an example that extends the "skull on pedestal altar" that Fidcal provided in the existing "Inventory" article. My code (.script and .gui) is working, except I'm trying to figure out how to get the inventory item count maintained by the SDK. There's no getCurInvItemCount function. What I've tried in the script object is: entity curEnt = userEntity.getCurInvItemEntity(); s = curEnt.getKey("inv_stackable"); if(s == "1") { s = curEnt.getKey("inv_count"); msg = "inv_count = " + s; sys.println(msg); float count; count = sys.strToInt(s); if(count > 0) { setGuiInt(overlayHandle, "Inventory_ItemStackable", 1 ); setGuiInt(overlayHandle, "Inventory_ItemCount", count ); } } else { setGuiInt(overlayHandle, "Inventory_ItemStackable", 0 ); setGuiInt(overlayHandle, "Inventory_ItemCount", 0 ); // not strictly required } But really, "inv_count" is not the right thing, that's just a static count of how many instances to acquire in one frob. It appears I could maintain my own count in the script object, using a file global variable, but how would I detect when an object is dropped? I see problems keeping that count valid. Not helped by having a function to force a change to SDK's count, but no way to read SDK's count. Or is all this just a known limitation, and inventory items with custom GUIs can't be stackable?
  5. 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.

  6. 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 :) ...

  7. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  8. I mean this thing I'm not entirely sure what's in the future plans for the inventory grid, but I really like how it makes selecting objects much much easier compared to using keys. My idea is that it can be made even more useful by adding some extra mouse functions, so it can potentially become the main way of managing items over keyboard commands. Currently the only function is: Left mouse click - selects an item and close inventory window I suggest the following: Right mouse click - uses an item and closes inventory window (i.e, a readable or a potion, eliminating the need for the U key afterwards) Left mouse click and drag - closes inventory window and automatically puts item in frob mode, if possible (makes dropping items easy, replaces R key) Note that I think we should still keep R, U and all other inventory associated keys, but this would provide a full GUI-based alternative to them.
  9. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  10. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  11. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

  12. This question addresses a feature I plan for my cyberpunk extension The Dark Module. It will eventually have an unified inventory, on which every item will be part of the same tool belt. I would like to know how I can combine weapons with item definitions, making them appear and be possible to select from the item browser. Basically I want to make the Blackjack / Sword / Arrows appear in the same inventory list as the Lamp / Compass / Lockpicks / Readables / etc: Just as you select the Lamp item and hit the "use" key to toggle the light, you could select the Sword item and hit the "use" key to select or holster the sword weapon. Obviously you can still activate weapons using their keybinds... although my mod will replace those with a customizable hotbar, which is what this feature is as a starting step for. Technical note 1: I'm aware that weapons are defined differently from player tools, using builtin idTech 4 entries of the form "def_weapon1 atdm:weapon_blackjack". This would obviously not change! What I believe I'm looking for is an additional definition per weapon, which separately creates an item entry for that weapon as well: When you pick up a weapon on the map, the player gets both the normal weapon entry as well as an inventory entry... this entry separately creates an item for that weapon in the player tools list, which activates its weapon when used. Technical note 2: Item dropping would have to be accounted for. If you select a Lockpick for instance, there is a key to hold the item in front of you then drop it to the ground. When doing this with a weapon, dropping the item should of course also unregister the weapon entry and make it unavailable. Obviously the weapon may not be selected while carrying its inventory entry as an item. What is the simplest and cleanest way to achieve this? Can I make the weapon definition register an item directly, or does that have to be a separate entity? If it's the later, how do I make it so that the weapon entity you receive from the map offers both the weapon definition and inventory item to the player simultaneously?
    1. Tarhiel

      Tarhiel

      Awesome, congratulations!!! :o

    2. Bikerdude

      Bikerdude

      Yup, all the remianing bugs were ironed out, so it nigh on perfect now.

    3. AluminumHaste

      AluminumHaste

      version 2.1 is now uploaded to mirrors ready to download.

  13. 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?
  14. 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.

       

  15. 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!

  16. Hey All, Are there any used_action_scripts for dropping an item from the inventory (similar to hitting the drop item key)? Something like frob_drop or use_drop? How about dropping an item to the players hands vs dropping it directly to the ground? Thanks in advance!
  17. 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

  18. Unfortunately, the new 2.04 inventory grid broke WS3, and we didn't catch it during beta. The break occurs during WS3's dream sequence, when I take control of all GUIs to keep them from displaying during the dream. Normally, GUIs include a visibility toggle (i.e. the compass uses "gui::CompassVisible") which can be used to turn their overlay on and off. The inventory grid doesn't. After a couple hours of trying to introduce a similar variable to the inventory grid and not being able to get it to work, I've given up and am requesting help. I simply can't figure out how the inventory grid works. All I want to do (from a script) is query whether the grid is displayed, and turn it off if it is. Thanks.
    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

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