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  1. oh aye that was allways one major problem with prebuilts from those lineups, atleast it is not an old ibm where even the cards where non standard atleast a few of the hp line does take an ordinary PSU but it seems that model is a workstation and uses a pretty non standard PSU so delegating it to development only would indeed be a good idea as an upgrade is pretty hard to come by. i did dig this one up though and it should fit -> Partnumber 913290-001 Description GNRC, PSU 500W, 90% EFF,800 TWR sadly thats about the largest one for that model but should be enough to drive a 1080 ti as that is what the special elitedesk 800 this PSU is from was fitted with. the board is pretty much the same. you can order it here if you want https://parts.hp.com/hpparts/Default.aspx?mscssid= just enter the part number.
  2. jaxa

    2016+ CPU/GPU News

    i5-6600T here which is virtually identical or slightly slower, same Intel HD 530 graphics, paired with 32 GB dual-channel DDR4-2133, and a M.2 SSD. With my 720p display (which is set to 1360x768 for whatever reason) I was getting around 40 FPS in High Expectations beta testing, with dips to the 20s. But the internal TDM/Doom3 FPS counter seems very erratic. I've ended up getting a much better experience in TDM by locking it to 30 FPS. Dips are less common, the experience is playable. It's clearly faster than the old A6-3400M APU I used to use to play TDM a decade ago, which was not always bad but would sometimes crater down to 4-5 FPS. I'm pretty much always getting around 28-30 FPS when locked. I think I can upgrade the CPU itself to at least an i7-7700T which is slightly better all around (maybe i7-7700 if I have the correct 65W-capable Dell motherboard), but the prices I've seen on ebay suck. If it's significantly more than $30 shipped, I might as well stick with the 6600T and put that cash towards the next mini PC.
  3. That would be a completely valid response if not for: 1) The Android phone manufacturers proclivity for following Apples design choices 2) My wife's addiction to the Apple ecosystem I just wish someone in the tech journalism sphere would call out these glaring downgrades and get folks to focus on the correct things. Remove useful physical interfaces == Terrible Upgrade computing power and efficiency == Should be "celebrated" instead of being yawned at Its an overall sign of intellectual decadence that the tech press are ignoring the most critical and difficult technical advancements and concerning themselves only with form factor and aesthetics.
  4. My core i5 6500 with SSD and dual channel 8gb RAM slapped on it barely hit above 80 fps on the dark mod(lowest setting, 768p resolution) , framerate is crazily high on loading screen, sometime it suffers dramatical fps drop on certain spot and freezes for a second and goes back to normal. I have tried playing with all non essential program shut down to minimize background process but to no avail. This applies not limited to the darkmod itself, strange lag spikes also occur when i play decade old games such as far cry 2, splinter cell double agent and SC: conviction, sleeping dogs, hitman absolution and Just cause 2 , all of which could be handled easily by modern intel integrated graphics. I know i have budget to upgrade but i am trying to push my pc to its limit. i borrowed my sister's pc yesterday and tried running latest dark mod on ryzen 3 3200g with 8gb ram and 1GB vram allocated to its IGP , the difference was night and day. Gonna purchase ryzen 5 5xxx with cheapest AMD/Nvidia GPU and this HP elitedesk 800 G3 would be repurposed as my next homelab
  5. 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
  6. Awesome! Post is up! https://forums.thedarkmod.com/index.php?/topic/22200-beta-testing-the-house-of-delisle/#comment-487365 Thanks!
  7. Complaint From Players The player must pick up candles before extinguishing them, and then the player must remember to drop the candle. The player must drag a body before shouldering it (picking it up), and the player must remember to frob again to stop dragging the body. The player finds this annoying or easy to make mistakes. For players who ghost, some of them have the goal of returning objects back to their original positions. With the current "pick up, use item, and drop" system, the item might not return easily or at all to its original position. For example, a candlestick might bounce off its holder. (See player quotes at the bottom.) Bug Tracker https://bugs.thedarkmod.com/view.php?id=6316 Problems to Solve How can the "pick up" step be eliminated so that the player can directly use or interact with the item where it is in the game world? How can so much key pressing and mouse clicking be eliminated when the player wants to directly use an item? How can candles be extinguished and lanterns toggled off/on without first picking them up? How can bodies be shouldered without first dragging them? Solution Design Goals Make TDM easier for new players while also improving it for longtime players. Reduce tedious steps for common frob interactions. Make it intuitive so that menu settings are unnecessary. Do not introduce bugs or break the game. Terms frob -- the frob button action happens instantly. hold frob -- the frob button is held for 200ms before the action happens. (This can be changed via cvar: 200ms by default.) Proposed Solution Note: Some issues have been struckthrough to show changes since the patch has been updated. Change how frobbing works for bodies, candles, and lanterns. For bodies: Frob to shoulder (pick up) a body. Second frob to drop shouldered body, while allowing frob on doors, switches, etc. Hold frob (key down) to start drag, continue to hold frob (key down) to drag body, and then release frob (key up) to stop dragging body. Also, a body can be dragged immediately by holding frob and moving the mouse. For candles/lanterns: Frob to extinguish candles and toggle off/on lanterns. Hold frob to pick it up, and then frob again to drop. Frob to pick it up, and then frob again to drop. Hold frob to extinguish candles and toggle off/on lanterns. For food: Frob to pick it up, and then frob again to drop. Hold frob to eat food. For other items: No change. New cvar "tdm_frobhold_delay", default:"200" The frob hold delay (in ms) before drag or extinguish. Set to 0 for TDM v2.11 (and prior) behavior. Solution Benefits Bodies: New players will have less to learn to get started moving knocked out guards. With TDM v2.11 and earlier, some players have played several missions before realizing that they could shoulder a body instead of dragging it long distances. Frob to shoulder body matches Thief, so longtime Thief players will find it familiar. Second frob drops a shouldered body. Players still have the ability to both shoulder and drag bodies. Compatible with the new auto-search bodies feature. Dragging feels more natural -- just grab, hold, and drop with a single button press. There is no longer the need to press the button twice. Also, it's no longer possible to walk away from a body while unintentionally dragging it. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Candles: New players will have less to learn to get started extinguishing candles. With TDM v2.11 and earlier, some players didn't know they could extinguish candles by picking them up and using them. Instead, they resorted to throwing them to extinguish them or hiding them. Hold frob to extinguish a candle feels like "pinching" it out. Once a candle is picked up, players still have the ability to manipulate and use them the same way they are used to in TDM v2.11 and earlier. For players who ghost and have the goal of putting objects back to their original positions, they'll have an easier time and not have to deal with candles popping off their holders when trying to place them back carefully. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Solution Issues Bodies: Frob does not drop a shouldered body, so that might be unexpected for new players. This is also different than Thief where a second frob will drop a body. "Use Inv. Item" or "Drop Inv. Item" drops the body. This is the same as TDM v2.11 and earlier. This is the price to pay for being able to frob (open/close) doors while shouldering a body. Patch was updated to drop body on second frob, while allowing frob on doors, switches, etc. Candles: Picking up a candle or lantern requires a slight delay, because the player must hold the frob button. The player might unintentionally extinguish a candle while moving it if they hold down frob. The player will need to learn that holding frob will extinguish the candle. The player can change the delay period via the "tdm_frobhold_delay" cvar. Also, when the cvar is set to a delay of 0, the behavior matches TDM v2.11 and earlier, meaning the player would have to first "Frob/Interact" to pick up the candle and then press "Use Inv. Item" to extinguish it. Some players might unintentionally extinguish a candle when they are trying to move it or pick it up. They need to make sure to hold frob to initiate moving the candle. When a candle is unlit, it will highlight but do nothing on frob. That might confuse players. However, the player will likely learn after extinguishing several candles that an unlit candle still highlights. It makes sense that an already-extinguished candle cannot be extinguished on frob. The official "Training Mission" might need to have its instructions updated to correctly guide the player through candle manipulation training. Updating the training mission to include the hold frob to extinguish would probably be helpful. Similar Solutions In Fallout 4, frob uses an item and long-press frob picks it up. Goldwell's mission, "Accountant 2: New In Town", has candles that extinguish on frob without the need of picking them up first. Snatcher's TDM Modpack includes a "Blow / Ignite" item that allows the player to blow out candles Wesp5's Unofficial Patch provides a way to directly extinguish movable candles by frobbing. Demonstration Videos Note: The last two videos don't quite demonstrate the latest patch anymore. But the gist is the same. This feature proposal is best experienced in game, but some demonstration videos are better than nothing. The following videos show either a clear improvement or that the player is not slowed down with the change in controls. For example, "long-press" sounds long, but it really isn't. Video: Body Shouldering and Dragging The purpose of this video is to show that frob to shoulder a body is fast and long-press frob to drag a body is fast enough and accurate. Video: Long-Press Frob to Pick Up Candle The purpose of this video is to show how the long-press frob to pick up a candle isn't really much slower than regular frob. Video: Frob to Extinguish The purpose of this video -- if a bit contrived -- is to show the efficiency and precision of this proposed feature. The task in the video was for the player to as quickly and accurately as possible extinguish candles and put them back in their original positions. On the left, TDM v2.11 is shown. The player has to highlight each candle, press "Frob/Interact" to pick up, press "Use Inv. Item" to extinguish, make sure the candle is back in place, and finally press "Frob/Interact" to drop the candle. The result shows mistakes and candles getting misplaced. On the right, the proposed feature is shown. The player frobs to extinguish the candles. The result shows no mistakes and candles are kept in their original positions. Special Thanks @Wellingtoncrab was instrumental in improving this feature during its early stages. We had many discussions covering varying scenarios, pros, and cons, and how it would affect the gameplay and player experience. Originally, I had a completely different solution that added a special "use modifier" keybinding. He suggested the frob to use and long-press frob to pick up mechanics. I coded it up, gave it a try, and found it to be too good. Without his feedback and patience, this feature wouldn't be as good as it is. Thank you, @Wellingtoncrab! And, of note, @Wellingtoncrab hasn't been able to try it in game yet, because I'm using Linux and can't compile a Windows build for him. So, if this feature isn't good, that's my fault. Code Patch I'll post the code patch in another post below this one so that folks who compile TDM themselves can give this proposal a try in game. And, if you do, I look forward to your feedback! Player Complaints TTLG (2023-01-10) Player 1: TDM Forums (2021-03-13) Player 2: Player 3: TDM Forums (2023-06-17) Player 4: TDM Discord (2021-05-18) Player 5: TDM Discord (2023-02-14) Player 6: Player 7: Player 8:
  8. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
  9. Ahhh, got it! I wasn't sure if it's for universal mods or FM specific mods only: We get deeper customization in some missions but rarely any global mods you can run with every FM. Very happy global modding is getting some attention! In that regard I once made a complex damage system which allows taking damage per limb, inspired by the first DeusEx game. It later included support for augmentations that give you special abilities as you upgrade them... problem is I think that part remained unfinished, and the upgrade items would have to be placed by maps which is an issue. The two scripts should be easy to separate though... I guess I'll share it too in case anyone can make use of my final work on it.
  10. Seems to confirm: https://bugs.thedarkmod.com/view.php?id=5718 does it happen in the latest dev build: https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/
  11. I just read@motorsep Discovered that you are able to create a brush, then select it and right click "create light". Now you have a light that ha the radius of the former brush. Just read it on discord and thought it may be of use for some people in the forums here too.
  12. Changes to core parts of the game render current savegames incompatible and therefore unusable. This happens when updating from an official version of TDM to the next but also with minor modifications. The game freezes when attempting to load the savegame and the only way out is to kill the game. Considering that this is due to happen to all players with every major release there should be a more elegant fall back, in example a message stating something like "This savegame is corrupted or incompatible with this version of TDM" followed by a return to the main menu. It isn't the case, unfortunately. Your assumption is correct: the moment you start using a different version of the Modpack existing savegames will stop working. Upgrade only when ready!!! The Modpack always is self-contained, no matter which version. The most recent release includes everything and it is the latest and greatest and previous versions are outdated and must be discarded. Let me know if you have further questions. Cheers!
  13. I'm currently using Modpack v3.2 Can I skip v3.3 and activate v3.4 which may give me the v3.3 upgrade as well or do I have to activate v3.3 as well. Or, to put it another way, if I activate v3.4 , are the v3.3 upgrades included. Using my "Generic Mod Enabler (v2.6.0.157), I know I can activate/inactivate the upgrades at will , but I wanted to make sure that hasn't changed. I'm assuming the limitations regards "savegames" still applies. Thanks for your product. It's wonderful.
  14. I just found this thread on ttlg listing Immersive Sims: https://www.ttlg.com/forums/showthread.php?t=151176
  15. I thought this would be a nice joke: https://www.windowscentral.com/software-apps/windows-11/microsot-clippy-gets-major-upgrade-with-chatgpt-thanks-to-new-windows-11-app
  16. Recently revisiting the forums after a longer period of time I wanted to check the unread content. I don't know if I am doing this wrong since.. ever... but on mobile (visiting the unread content page on my smartphone) you have to click on that tiny speech bubble to go to the most recent post in a thread. If you don't click correctly you'll hit the headline and end up at post 1 in the beginning of the thread. It's terrible on mobile, since not only the speech bubble is really small and was to miss. But also the thread headline is just millimeters away from it so you go right to the first post that was ever made instead of the most recent ones. Am I doing it wrong? I just want to go through u read content a d the to the newest post from that topic.
  17. A@datiswous Ah yeah, well sorry, I was quiet busy and only visiting discord. First time here on the forums since months now I think.. Thank you for the subtitles. I encourage everyone who is interested in using them to download it from here as I'm not sure when I'll be able to implement them myself into the mission. Again, thank you for your work.
  18. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  19. Ignoring is somewhat inadequate as you still see other members engaging in a discussion with the problematic user, and as Wellingtoncrab says such discussions displace all other content within that channel. Moderation is also imperfect as being unpleasant to engage with is not in itself banworthy, so there is nothing more to do if such people return to their old behaviour after a moderator had a talk with them, except live with it or move away. I'd be more willing to deal with it if it felt like there were more on-topic discussion, i.e. thoughts about recently played fan missions or mappers showcasing their progress, rather than a stream of consciousness about a meta topic that may or not have to do with TDM. I guess the forums already serve the desired purpose, or they just compartmentalise discussions better.
  20. I don't recall a system for noise masking. It sounds like it'd be a good idea, but when you get into the details you realize it'd be complicated to implement. It's not only noise that that goes into it, I think. E.g., a high register can cut through even a loud but low register rumble. And it's not like the .wav file even has data on the register of what it's playing. So either you have to add meta-data (which is insane), or you have to have a system to literally check pitch on the .wav data and paramaterize it in time to know when it's going to cut through what other parameters from other sounds. For that matter, it doesn't even have the data on the loudness either, so you'd have to get that off the file too and time the peaks with the "simultaneous" moment at arbitrary places in every other sound file correctly. And then position is going to matter independently for each AI. So it's not like you can have one computation that works the same for all AI. You'd have to compute the masking level for each one, and then you get into the expense you're mentioning. I know there was a long discussion about it in the internal forums, and probably on the public subforums too, but it's been so long ago now I can't even remember the gist of them. Anyway the main issue is I don't know if you'll find a champion that wants to work on it. But if you're really curious to see how it might work, you could always try your hand at coding & implementing it. Nothing beats a good demo to test an idea in action. And there's no better way to learn how to code than a little project like that. I always encourage people to try to implement an idea they have, whether or not it may be a good idea, just because it shows the power of an open source game. We fans can try anything we want and see if it works!
  21. kano

    2016+ CPU/GPU News

    Not hardware related, but I upgraded to Debian 12 and I swear the system feels faster and more responsive now. Quite a bit, actually. I know for sure that the AMD drivers were improved between Linux 5.10 and 6.1. But it really feels like other optimizations and improvements were made as well. And it's not a fresh install, it's an upgrade, so there's none of that "you started with a clean slate so of course it's faster" that you get when you first install Windows and the registry hasn't gotten filled with crap yet. It's just too bad that Linux 6.2 did not make it into Debian 12 as standard, because I think that's what you need for good Intel Arc support. I was this close to buying an A770 last week, but then the price went up overnight from $329 to $400. I guess Intel saw the announcements just like we did. But I think I'm gonna just sit on current graphics hardware for as long as possible to teach the industry a lesson. EDIT to be clear the desktop is faster and more snappy not just with AMD graphics, but also NVidia as well. Also the web browser too. They must have done something to improve scheduling in the kernel. Now that more consumer devices, e.g. Steamdeck are running Linux, and not just servers, one should probably expect more improvements of this nature.
  22. I'm using the version from kcghost. I just tested and I can't see any difference inside the inventory. On the stats itself it doesn't show the different loot types (still seen in the inventory), but instead gives more info on stealth score. Edit: I see Dragofer made an updated version of his script. I have to check that out. Edit2: That version works: https://forums.thedarkmod.com/applications/core/interface/file/attachment.php?id=21272&key=02755164a3bed10498683771fe9a0453
  23. I looked but didn't see this video posted in these forums. It's pretty cool.
  24. It wasn't a "sacrifice", it was a deliberate decision. People wanted the game to be as close as possible to the original, including pixelated graphics. If you ask me, the former version based on the Unity engine looked and felt better. But, hey... I guess I'm not the right person to judge that, as I never played the original, and always found that the art style of System Shock 2 is much better anyway. This also illustrates the issue with community funded games: Too many cooks spoil the broth. In game design, you need freedom, not thousands of people who want you to do this and this and that. Just take a look at the Steam forums and see how all those wimps complain again about everything. Hopeless.
  25. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
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