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  1. Originally I planned to send the chassis by post. I abandoned monitor, speakers, keyboard + mouse, headphones + mic, and only took the chassis.
  2. Interesting, although I'm not sure what to make of that. One of my favorite games (The Chronicles of Riddick Assault on Dark Athena) was published by Atari, and, they don't even seem to care to keep the activation servers running much. Or remove/change the copy protection, which doesn't work at all on Windows 11. I really hope that Nightdive delivers at the end of May... I'm not one of the shit storm crowd (it's absolutely horrible on the Steam forums...), but, 7 years of development is a long time, and delaying the release obviously has become a bit of a habit, to say the least.
  3. Here's the pre-release build 3.0.0pre8, we're getting closer to the finish line. It's about time for a new major release - not just because of the changes of this build, but for all the improvements made over the last few releases. I'm going to need your help stabilising this release, with all the renderer changes things are bound to require a few tweaks. Most time since 2.14 has been spent on the renderer, which should now be faster in regular (non-lit) render mode. Lit render mode is probably not going to be faster, but at least more accurate. You can activate Shadow Mapping, and the interaction shader code has been ported over from TDM to produce the same look as the game. Starting with this release, the user settings will be saved separately for each DR version, meaning that this release won't mess with the settings of the previous versions, including keyboard shortcuts, colours, last used maps, etc. DR will try to import and use any settings of previous releases, but it won't change them. For more things that have changed or fixed, see the list below. Download Windows Portable x64: https://drive.google.com/file/d/121ibqqYMKqRqjcQ1zS0HtM4JO0ADrgRo/view?usp=sharing Download Windows Installer x64: https://drive.google.com/file/d/1209hG92chVzqOc-iaFDzJ0cBfQucDad8/view?usp=sharing Linux folks need to compile this stuff from source, instructions for various distributions are on the wiki. If you happen to run into a crash, please record a crashdump: How to record a crashdump Changes since 2.14.0 can be seen on the Bugtracker changelog, here's the summary: #5787: Feature: Add "Create Particle" to right-click orthoview drop-down menu #219: Feature: Shadow mapping support #5761: Feature: Cut functionality to complement copy and paste #5757: Feature: Ability to center 3D camera on selected entity #5927: Feature: Save user settings by application version #5848: Feature: MD5 Animation Viewer: show current frame & total frames #5849: Feature: MD5 Animation Viewer: jump to frame #5905: Improvement: Safeguard warning against Loss of Layering #5872: Improvement: Option to filter skins out of search results in the Choose Model dialogue #5909: Improvement: Revisit Interaction Shader to get closer to the TDM looks #5822: Improvement: UI tweaks for worldspawn-to-entity conversion #5873: Improvement: Entity inspector should recognise spawnargs beginning with "sprS_" as def spawnargs #5825: Improvement: Allow absolute paths for snapshots #5910: Improvement: Entity Inspector: classname field should always be read-only, to force use of the "Choose entity class" button #5925: Fixed: Objective GUI doesn't display properly in some places #5919: Fixed: Crash on loading certain maps #5829: Fixed: Entity inspector shows inherited spawnargs of previous selection #5853: Fixed: DR overwrite order for defs is different from TDM's #5897: Fixed: X/Y and Camera View bindings don't save properly #5858: Fixed: "Replace Selection with exported Model" sets classname to "func_static". #5864: Fixed: Map -> Edit Package Info (darkmod.txt)... crashes DarkRadiant #5846: Fixed: Rotating a func_static result to random stretch textures #5840: Fixed: DR crashes when syncing with remote Git repository #5847: Fixed: Switching visibility of Github repo from public to private causes crash #5841: Fixed: Dockable window layout doesn't save new floating XY views #5844: Fixed: "Choose skin..." button on custom model spawnargs shows skins for main model spawnarg #5826: Fixed: Entity inspector considers inherited colors black #5885: Fixed: ReloadDefs moves def_attached light crystals to entity origin #5901: Fixed: .lin files can't be opened if different case than .map name #5884: Fixed: Model chooser radio box selection issue #5836: Fixed: Changing multiple lights between omni/projected resets colours to black Changes since 3.0.0pre1 #5934: Selection overlay is z-fighting on patches #5932: ForceShadows materials are not casting shadows #5933: Moving brushes doesn't update the scene in lit render mode Changes since 3.0.0pre2 #5941: Selected Skin not showing in ModelSelector #5935: Defs takes longer every time #5939: Texture tool Free rotation not showing anymore #5940: Light diamond frequently disappears on colour change until it's moved again #5938: Additive blend stages over black diffusemap are z-fighting #5936: Ambient lights don't render properly in lighting preview mode Changes since 3.0.0pre3 #5949: Fixed: DR crash with combination of mouse buttons pressed #5948: Fixed: Manipulation Vertex Dots are hard to see #5947: Fixed: Git Sync Exception: too many redirects or authentication replays #5907: Feature: Allow way to hide some entities in Create Entity list #5946: Improvement: Speaker radii should be transparent #5945: Improvement: Light diamonds should be transparent again #5937: Fixed: Sound radius spheres don't always update #5943: Fixed: Brush manipulation is laggy in huge maps #5942: Fixed: Missing brushes when opening alphalabs1 from vanilla Doom 3 PK4s Changes since 3.0.0pre4 Reduced Frame Buffer Count from 3 to 1, this should reduce RAM consumption a lot #5953: Wireframe object drawing order is changing between sessions #5951: "Hide Deselected" is slowed when there's a lot of patches present in the scene #5950: Visibility checks are slowing down front-end render pass Changes since 3.0.0pre5 #5955 + #5956: Fixed: Player start entity is invisible in 3.0.0pre5 #5959: Geometry Corruption / weird diagonal lines messing up the view Changes since 3.0.0pre6 #5966: Light entity radious colour changes as you pan the camera around. #5964: Cannot manipulate func_emitter after creation #5965: Resizing light entites via light_radius in property inspector broken #5963: More Geometry Corruption in Camera View (Lighting Mode) #5960: Crash in MD5 model viewer Changes since 3.0.0pre7 #5968: origin of player start entity misaligned #5969: Cannot snap selected patch vertices to grid Thanks for testing, as always!
  4. In default settings Quickload key is F9, but also F5, but F5 is not shown in keyboard settings menu. This is irritating the first time if you acidentilly press the F5 key for saving (instead of F4). Here you see Quickload set to F9, but F5 is secretly also a Quickload key.
  5. These should all be available to use: { {"TAB", K_TAB, "#str_07018"}, {"ENTER", K_ENTER, "#str_07019"}, {"ESCAPE", K_ESCAPE, "#str_07020"}, {"SPACE", K_SPACE, "#str_07021"}, {"BACKSPACE", K_BACKSPACE, "#str_07022"}, {"UPARROW", K_UPARROW, "#str_07023"}, {"DOWNARROW", K_DOWNARROW, "#str_07024"}, {"LEFTARROW", K_LEFTARROW, "#str_07025"}, {"RIGHTARROW", K_RIGHTARROW, "#str_07026"}, {"ALT", K_ALT, "#str_07027"}, {"RIGHTALT", K_RIGHT_ALT, "#str_07193"}, {"CTRL", K_CTRL, "#str_07028"}, {"SHIFT", K_SHIFT, "#str_07029"}, {"LWIN", K_LWIN, "#str_07030"}, {"RWIN", K_RWIN, "#str_07031"}, {"MENU", K_MENU, "#str_07032"}, {"COMMAND", K_COMMAND, "#str_07033"}, {"CAPSLOCK", K_CAPSLOCK, "#str_07034"}, {"SCROLL", K_SCROLL, "#str_07035"}, {"PRINTSCREEN", K_PRINT_SCR, "#str_07179"}, {"F1", K_F1, "#str_07036"}, {"F2", K_F2, "#str_07037"}, {"F3", K_F3, "#str_07038"}, {"F4", K_F4, "#str_07039"}, {"F5", K_F5, "#str_07040"}, {"F6", K_F6, "#str_07041"}, {"F7", K_F7, "#str_07042"}, {"F8", K_F8, "#str_07043"}, {"F9", K_F9, "#str_07044"}, {"F10", K_F10, "#str_07045"}, {"F11", K_F11, "#str_07046"}, {"F12", K_F12, "#str_07047"}, {"INS", K_INS, "#str_07048"}, {"DEL", K_DEL, "#str_07049"}, {"PGDN", K_PGDN, "#str_07050"}, {"PGUP", K_PGUP, "#str_07051"}, {"HOME", K_HOME, "#str_07052"}, {"END", K_END, "#str_07053"}, {"MOUSE1", K_MOUSE1, "#str_07054"}, {"MOUSE2", K_MOUSE2, "#str_07055"}, {"MOUSE3", K_MOUSE3, "#str_07056"}, {"MOUSE4", K_MOUSE4, "#str_07057"}, {"MOUSE5", K_MOUSE5, "#str_07058"}, {"MOUSE6", K_MOUSE6, "#str_07059"}, {"MOUSE7", K_MOUSE7, "#str_07060"}, {"MOUSE8", K_MOUSE8, "#str_07061"}, {"MWHEELUP", K_MWHEELUP, "#str_07131"}, {"MWHEELDOWN", K_MWHEELDOWN, "#str_07132"}, {"JOY1", K_JOY1, "#str_07062"}, {"JOY2", K_JOY2, "#str_07063"}, {"JOY3", K_JOY3, "#str_07064"}, {"JOY4", K_JOY4, "#str_07065"}, {"JOY5", K_JOY5, "#str_07066"}, {"JOY6", K_JOY6, "#str_07067"}, {"JOY7", K_JOY7, "#str_07068"}, {"JOY8", K_JOY8, "#str_07069"}, {"JOY9", K_JOY9, "#str_07070"}, {"JOY10", K_JOY10, "#str_07071"}, {"JOY11", K_JOY11, "#str_07072"}, {"JOY12", K_JOY12, "#str_07073"}, {"JOY13", K_JOY13, "#str_07074"}, {"JOY14", K_JOY14, "#str_07075"}, {"JOY15", K_JOY15, "#str_07076"}, {"JOY16", K_JOY16, "#str_07077"}, {"JOY17", K_JOY17, "#str_07078"}, {"JOY18", K_JOY18, "#str_07079"}, {"JOY19", K_JOY19, "#str_07080"}, {"JOY20", K_JOY20, "#str_07081"}, {"JOY21", K_JOY21, "#str_07082"}, {"JOY22", K_JOY22, "#str_07083"}, {"JOY23", K_JOY23, "#str_07084"}, {"JOY24", K_JOY24, "#str_07085"}, {"JOY25", K_JOY25, "#str_07086"}, {"JOY26", K_JOY26, "#str_07087"}, {"JOY27", K_JOY27, "#str_07088"}, {"JOY28", K_JOY28, "#str_07089"}, {"JOY29", K_JOY29, "#str_07090"}, {"JOY30", K_JOY30, "#str_07091"}, {"JOY31", K_JOY31, "#str_07092"}, {"JOY32", K_JOY32, "#str_07093"}, {"AUX1", K_AUX1, "#str_07094"}, {"AUX2", K_AUX2, "#str_07095"}, {"AUX3", K_AUX3, "#str_07096"}, {"AUX4", K_AUX4, "#str_07097"}, {"AUX5", K_AUX5, "#str_07098"}, {"AUX6", K_AUX6, "#str_07099"}, {"AUX7", K_AUX7, "#str_07100"}, {"AUX8", K_AUX8, "#str_07101"}, {"AUX9", K_AUX9, "#str_07102"}, {"AUX10", K_AUX10, "#str_07103"}, {"AUX11", K_AUX11, "#str_07104"}, {"AUX12", K_AUX12, "#str_07105"}, {"AUX13", K_AUX13, "#str_07106"}, {"AUX14", K_AUX14, "#str_07107"}, {"AUX15", K_AUX15, "#str_07108"}, {"AUX16", K_AUX16, "#str_07109"}, {"KP_HOME", K_KP_HOME, "#str_07110"}, {"KP_UPARROW", K_KP_UPARROW, "#str_07111"}, {"KP_PGUP", K_KP_PGUP, "#str_07112"}, {"KP_LEFTARROW", K_KP_LEFTARROW, "#str_07113"}, {"KP_5", K_KP_5, "#str_07114"}, {"KP_RIGHTARROW", K_KP_RIGHTARROW, "#str_07115"}, {"KP_END", K_KP_END, "#str_07116"}, {"KP_DOWNARROW", K_KP_DOWNARROW, "#str_07117"}, {"KP_PGDN", K_KP_PGDN, "#str_07118"}, {"KP_ENTER", K_KP_ENTER, "#str_07119"}, {"KP_INS", K_KP_INS, "#str_07120"}, {"KP_DEL", K_KP_DEL, "#str_07121"}, {"KP_SLASH", K_KP_SLASH, "#str_07122"}, {"KP_MINUS", K_KP_MINUS, "#str_07123"}, {"KP_PLUS", K_KP_PLUS, "#str_07124"}, {"KP_NUMLOCK", K_KP_NUMLOCK, "#str_07125"}, {"KP_STAR", K_KP_STAR, "#str_07126"}, {"KP_EQUALS", K_KP_EQUALS, "#str_07127"}, {"PAUSE", K_PAUSE, "#str_07128"}, {"SEMICOLON", ';', "#str_07129"}, // because a raw semicolon separates commands {"APOSTROPHE", '\'', "#str_07130"} You would use the names in the first column. However, upon further testing, the game isn't recognizing when I press the END button on my keyboard. So maybe there's something non-standard in the way those keys are implemented in the OS. Binding say F10 to "exit" works.
  6. This is driving me nuts! Sorry about the delay. Trying to upgrade my xfinity to 900mbs, but it only gives me 118mbs, so most of everything won\t work. Just like my keyboard for some reason. Anyway, I\m in for testing. This speed issue should be resolved soon.
  7. When I tried your .exe, I got this: https://forums.thedarkmod.com/index.php?/topic/21477-water-effects-not-rendered-through-warp-glass/&do=findComment&comment=475732 You also suggested trying the 'latest development build'. I asked if that can be obtained using tdm_installer, and you said 'yes'. That's what I reported here: https://forums.thedarkmod.com/index.php?/topic/21477-water-effects-not-rendered-through-warp-glass/&do=findComment&comment=475856 So - I am probably doing something wrong but not sure what
    1. Show previous comments  4 more
    2. lost_soul

      lost_soul

      I've been considering reinstalling TDS for a wile now... I've still got my original CDs. Have these guys fixed the bug where you get stuck floating? Last time I played TDS, that happened and I was unable to get out of it, so I ragequit.

    3. chakkman

      chakkman

      You can surpass that bug by drawing your bow, performing a shot, and draw your blackjack when the bow is tensioned, to abort the bow shot. I'm hoping it's fixed in the Gold patch too though. Alongside the thing where you move sideways, when peeking left or right.

    4. nbohr1more

      nbohr1more

      @Biker Hmm.

       

      Build TDM mission in DR.

       

      Export as portions as ASE

       

      Edit in Blender and export in TDS compatible format

       

      Import into T3ED

       

      Edit

       

      Release TDS mission...

       

      (or just stick with TDM)

  8. Zerg Rush

    Free games

    Yes, I downloaded it, but I can't use it, because need a controller, it don't work with keyboard/mouse. I tried also ShadowBringer and its also a very nice game, a little bit like TDM, but with the difference, you must stay in the shadows, because the lights kill you, but in change you can teleport. Both mencioned stealth games are from DigiPen, a tecnologic academy where you can download hundreds of games for free, works of it students, some of these, like this two are also in Steam.
  9. I wish... Dark Radiant Autosave would not pop up a window at autosave time. This steals window focus and causes mouse/keyboard/selection mayhem. Suggestion... Autosave noted on the status bar or some such area without causing focus loss.
  10. Yep, this diff format can be naturally applied with TortoiseSVN. Speaking of the code: You don't save/restore the new flag in idPlayer. Cvar description "Set to 1 to make toggle crouch on key press instead of key release"... standard terminology for keyboard events is keydown/keyup, and keypresss, where keypress is a composite event which happens only when the button is released Maybe clarify it as "to toggle crouch on keydown instead of keyup" ?... Speaking of the testing: It feels much better when crouch toggle triggers on key down instead of key up. I like it I don't like the auto-standup behavior on a ladder. The old behavior makes more sense to me To me, these two changes (keydown vs keyup and ladder+rope interaction) are orthogonal. Maybe I miss something? Is there some problem with the old behavior regarding ropes/ladders? Other opinions on the change of behavior are welcome.
    1. Obsttorte

      Obsttorte

      This looks cool, somehow oldschool in a nice way.

    2. demagogue

      demagogue

      I hope the gameplay is unique to justify him reinventing the wheel instead of, e.g., just forking off of us. The art design looks good.

  11. Above 3 items are released now, on the "Barks" thread: https://forums.thedarkmod.com/index.php?/topic/21740-english-subtitles-for-ai-barks/&do=findComment&comment=483331
  12. Instead of that, you could, in that time period, start learning your own missions and in doing so become more active on the forums, learning from others. It's also great to understand how things work in the engine, when you play. It might spoil some immersion though.. Or learn to build games with other engines, like Godot for example.
  13. Made 2.09b the default version. I hope at least a few people have installed and played it I'll finish the release process tomorrow (tags, source, pdb, etc.)
  14. @Dragofer, I'm wondering what template tags to give to this page, besides the usual "Editing". I'm tempted to add "Physics", but are force fields really considered part of the physics engine?
  15. There is no SS3, how can they do a remake? And thank god they got rid of unity, that engine is total trash garbage on anything over 60 fps. Just spend 5 minutes on steam forums for Unity project games, and there's just thousands of people complaining about poor performance, stuttering etc.
    1. Show previous comments  1 more
    2. Obsttorte

      Obsttorte

      Part two is recorded. Now I only need to add the subs and rip it down. Should be on youtube tomorrow.

    3. Lux

      Lux

      can't wait.

    4. demagogue

      demagogue

      I didn't know that first trick setting up the base, so thanks for that.

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