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  1. And Alpha 3 is available: https://github.com/fholger/thedarkmodvr/releases/tag/v2.0.9_alpha3 @BuckleBean I've implemented your idea of a cone of mouse movement that does not turn the player view. You can control its size by vr_decoupledMoseYawAngle. Setting it to 0 disables the whole thing What do you think? The other noteworthy change is that I've dealt with cutscenes (e.g. the beginning of NHAT): since these take active control of the player camera, I'm rendering them in 2D to the overlay instead of to the eyes to avoid nausea. In general, I'd appreciate some feedback for this version. I think it is now in a state where I should promote it outside of these forums.
  2. That's very cool! Definitely not what I was expecting (some kind of mammalian beast). Should make for some interesting fantasy environments like castles or dungeons - always had a treasure hoard of some kind in mind. Regarding your extra steps, I haven't been involved with implementing a character, though I'd have this to say: I think the closest AI type to this is the werebeast, due to the inbuilt head and natural attacks. I think that AI can reasonably be used for both beasts, though would have to see whether there's support for a turning animation to avoid that it just spins in place like the horse. I don't think any of those involved with creating the 2.08 beast characters use Blender (Springheel: Maya, Kingsal: 3DSmax, Diego: ?), so a .blend file would be unfamiliar terrain for them. Arcturus, however, is very skilled with Blender and still occasionally pops in to the forums. I think he'd surely point to or describe (or already has described) the steps needed to export a character for TDM from Blender. Also, as it happens Samson recently made a new .md5 import/export script for Blender 2.80+. The defs & co. should be reasonably straightforward as we already have the example of the werebeast. The big roadblock that halted its development for years, however, was the ragdoll setup. Obsttorte and Springheel somehow sorted it out in the end. To get back to Kingsal's comment about the pathfinding, I think this will in any case be larger than a horse due to the wings, so ideally there'd be a new AAS type - and we have very capable coders. In a pinch, mappers can just very generously monsterclip their map to avoid that the dragon tries to get into too small spaces, while leaving gaps for smaller AIs. The question is how big exactly it should be: the larger it is, the harder it is to create a suitably large & well-performing environment for it. Maybe it could come in 2 sizes.
  3. I don't think the devs are going to consider something like this. But I don't think it's as difficult to code as you might think. This is one of those projects that's well within a fan's ability to mod in for themselves. I'd search the forums and the source code for anything to do with head movement, and I think it wouldn't take long before the key code you'd have to change pops up.
  4. @lowenz Thanks very much! But I'd suggest holding off a couple days because I've just posted version 2 in the beta forums, with a focus on improving the ship's playability and more content for the ruined house.
  5. Heh, the dmap times where unbelievable for a little while a few months ago. I have a fairly decent rig, but I'd start dmapping, then leave to make dinner, eat dinner, then find the pc still dmapping, it'd take a solid half an hour to 45 minutes or so. But with 2.08 and a few other changes, that time was drastically cut. so now its only like 5-10 minutes to dmap @MrMunkeepants Do you mind kindly putting that image in spoiler tags please, thank you!
  6. I understand where Fieldmedic is coming from pretty well, because I am also a very sporadic contributor and sometimes I kind of have a bad concsience about that. About once a year, I have a phase where I am really enthusiastic about a project for TDM and hustle like crazy, but the rest of the year, I mostly just hang around the forums. It's just that free time has become scarce, especially since my son was born, and I also want to play games, enjoy a movie or go out sometimes. But there really is no reason to feel bad about anything, because this is a community project and, first and foremost, a hobby.
  7. It's expected, 0.76>0.70 you used. But using that value you can compare to 1280x800 resolution 1:1 Of course you can lower the resolution scale to 0,609523 (1024x640).....but please disable the VSync as first step. Those 2 FMs are killer cases :D, please try the "classic" mansion FM: https://forums.thedarkmod.com/index.php?/topic/20416-fan-mission-a-night-of-loot-one-mans-treasure/
  8. Hi. There is only freyk's installer but I don't know if he has a Google Drive or Torrent download solution. I also don't know if the installer gives you the lastest 2.08 version. It doesn't seem so from the name. After downloading it, there is no update process. It installs just like any app. The installer itself is here - http://tdmcdn.azureedge.net/various/beta207_01/TDM_installer.exe The author's profile: https://forums.thedarkmod.com/index.php?/profile/13309-freyk/ Perhaps he can offer more information.
  9. @Dragofer can you grace the TTLG folk with a thread? ( www.ttlg.com/forums )?
  10. Yes, try to update your video drivers. And if there is a darkmod.log in your darkmod folder, we would like to see it. Open the file with notepad and copy its content in this topic. in the following topics, you can find some other pointers: https://forums.thedarkmod.com/index.php?/search/&q=black screen&quick=1&type=forums_topic&nodes=58
  11. @STiFU thanks for pointing it out, I've fixed it. It seems the new forums don't really like text getting copy-pasted in.
  12. Jeez. First, why triple posting? Edit button is your friend. Second, wrap some damn spoiler tags around most of what you wrote about the story. I don't care about it that much since I already read that by accident, but some people might want to play the game and learn that by themselves.
  13. It's not a problem if the solution is easily found here on the forums or on the wiki. A compiled tweaking/troubleshooting guide for old computers. We need to digitally immortalize things that worked. For this: Thank you! Also this: This is also useful for the purpose of optimizing to the depths of the Mariana Trenches.
  14. [Forgive me if this is the wrong place for this discussion.] I've been beta testing two new FMs: JackFarmer's Hidden Hands: The Last Citadel, and The Painter's Wife. They are both large missions. In each mission, testers have run into a problem related to event limits. (Note: all of my testing is has been done on the most recent 2.08 beta). 1) In HH:TLC, at some point in the mission TDM crashes. There is no "The DarkMod.exe has stopped working" dialog - the process just disappears. One other beta tester reported a CTD as well. In addition, JackFarmer indicated that he had seen this error occasionally during his testing. I set logging levels and found this in qconsole.txt: "Recursive fatal error!". I tried to debug this issue further by building a debug version of the executable and setting break points in Visual Studio. Eventually I was able to get the error message to log: idEvent::Alloc : No more free events (I posted the details in this topic: https://forums.thedarkmod.com/index.php?/topic/20404-beta-testing-hidden-hands-the-lost-citadel/&do=findComment&comment=447958). From what I can tell, reading the code, this happens because we have exceeded MAX_EVENTS, which is currently 10240: #define MAX_EVENTS (10<<10) 2) In TPW, I got this error: [In case the graphic isn't readable, the dialog says this "Game Error. Event Overflow. Possible infinite loop in script."] The FM developers have also seen this issue during development and testing of the mission. The C++ code indicates that this error occurs because the number of events exceed MAX_EVENTSPERFRAME, which is also 10240. It certainly could be that there are bugs in these missions, that they are either inefficient or have a loop somewhere that is causing these problems. But I'd like to entertain the possibility that these large missions are simply pushing the boundaries of the event limits. I'm wondering if the event limit should be increased (that is, increase the value of constants MAX_EVENTS and MAX_EVENTSPERFRAME). I understand that there may be consequences of doing this - at a minimum, presumably, the DM exe might consume more memory. I just did a test: I had a save file from HH:TLC that always crashed on 2.08 - after loading the save, if I just waited for a couple of minutes, the CTD happens every time. I downloaded the source code matching the current 2.08 beta 5 (SVN 8735). I built the release version and tried again - again, the same CTD happened within a few minutes. I then modified the code to double MAX_EVENTS and MAX_EVENTSPERFRAME, to 20480. Those are the only two changes I made. I rebuilt the Release version of the executable, ran it, and loaded that same save. This time, TDM did not crash. I acknowledge that this is a rather brute force fix. I'm not suggesting that 20480 is the best size to use. But, to me, it looks like there are a couple of large missions that are pushing up against the event limit. Perhaps it is time to consider bumping up this limit, as part of 2.08? I'll sit back now and let the real TDM developers tell me why I'm wrong
  15. Just so this is available in a stickied place https://forums.thedarkmod.com/index.php?/topic/20384-video-introduction-to-dark-radiant-for-new-mappers/
  16. Ah thank you fpr so much input on FMs that use scripted sequences and on the creation process. I remember doing some main character voice sets when I was building my FM, but those didn't evolve NPCs, so I only had to record it (actually a helpful member of the forums did it - thank you @betpet) and write a shader. I read through the wiki and saw that there is a convenient tool for creating NPC dialogues, that at least from the looks of it doesn't really seem to be that much work considering the huge benefits those conversations are able to give to an FM's atmosphere and story telling. However somehow I never noticed some FMs you were mentioning. The Accountant is a very nice example of how you can use NPC dialogues or even to give new objectives ingame without text boxes or books. I will make sure to check the other FMs as well. Thank you for all your suggestions! What is your opinion on making "pre-defined" conversations? Would it make sense to have some audio files available for mappers to setup custom conversations? I remember in the game Half-Life NPCs had some kind of stock material for random chatter in the way of "Question from NPC 1 -> Answer from NPC 2". For TDM there could be audio material for each of the current voice sets and mappers could set up small conversations apart from the automatic monologues we currently have for NPCs. So a big chuck for generating dialogues would be erased (recording and normalizing speeches and creating their shaders). To try to keep them non-repetive for multiple FMs these pre-recorded lines could be like in Half-Life where each chunk of a dialogue can be interchangeable with the question -> answer setting. I think this would make it easier for mappers to create a little variety with NPCs and make them more lifelike without a big hassle. What do you guys think?
  17. I notice that the Issue has been Fixed. Can I ask which fix was implemented? Also, one of the comments by duzenko in the bugtracker mentions this thread: https://forums.thedarkmod.com/index.php?/topic/20365-script-string-length-128-workaround/&tab=comments#comment-446786. I don't have access to this thread for some reason. Is it important that I read this thread? If so, I'll need access. Thanks
  18. A more recent topic about this, see https://forums.thedarkmod.com/index.php?/topic/18701-subtitles-in-intro
  19. see also our reactions at topic: https://forums.thedarkmod.com/index.php?/topic/19755-nice-game-development-series-war-stories/
  20. Things are pretty hectic over here, I wasn't on the forums for a week so even that ping might've not been a saving grace if I didn't log in to divert responsibilities from other things I gotta do... Anyway, yeah! The command seems to work alright, reloading the game properly resets the materials, but reloadModels all doesn't reset material changes on brushes, aptly enough. I'm not sure that's that important, though.
  21. The number of mirrors is not too high today, and new mirror would definitely be welcome. However, we have been split on the question of whether we could use a server as official mirror when its owner has zero posts on these forums. The TDM code does not properly verify downloads, so we must be sure that mirrors owners can be trusted. Sorry.
  22. Happy 16th birthday? Original Textures but ESRGAN rescaled (see the thread on TTLG forums), just a bit of Ambient Occlusion HBAO+ (nVidia GPU) No Bloom, MSAA 4x
  23. DarkRadiant 2.8.0 is ready for download. Next to a considerable number of bugfixes and improvements, a nice amount of new editing features made it into this build. There's a new way to select items by filter, it's possible to retain grouping information when copy-pasting between DarkRadiant sessions, a new "Select Parent Entities" command has been added, and more. A new DarkRadiant User Guide is being worked on and available on the website https://www.darkradiant.net/userguide (also accessible through the About > User Guide menu option). Windows and Mac Downloads are available on github: https://github.com/codereader/DarkRadiant/releases/tag/2.8.0 and of course linked from the website https://www.darkradiant.net Thanks go out to all who helped testing this release! 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. Changes since 2.7.0 Feature: Selection by Filter Feature: Preserve grouping information when copy-pasting between multiple open instances of DR Feature: Add Portable Map Format storing map and additional data in one single file Feature: Preserve grouping information in prefabs Feature: Model chooser now lists .md3 models Feature: The Dark Mod: Let DR look for either 32-bit or 64-bit TDM .exe's Feature: The Dark Mod: Added ability to edit difficulty names Feature: The Dark Mod: Add Move up/down buttons to Conversation Editor Feature: Add type-to-search ability to AI vocal set and head chooser dialogs Feature: Let DR remember the shader in ShaderClipboard after closing Feature: Add option to show "Other Materials" in Texture Browser Fixed: Edit Objectives dialog doesn't adjust its height when selecting a component Fixed: DR can't find materials whose names start with table Fixed: It's possible to delete the classname spawnarg through the context menu Fixed: All spawnargs with the same value as the "name" spawnarg iterate when the entity is cloned Fixed: Removing a Stim/Response entry can break the remaining entries Fixed: Loading error caused by non-Latin character in filename Fixed: Texture Tool: crashes on brush surfaces with texture scale 0 Fixed: Undo after thickening a cylinder cap along vertex normals causes crash Fixed: Readable Editor Crash Fixed: Python 3.8 does not get linked (Linux) Fixed: ConnectNamespacedWalker Warning when cloning selection containing links and targets Fixed: Show English difficulty names in the Difficulty Editor instead of the #strNNNNN IDs Fixed: 'Reload models' reveals hidden models Fixed: 'Show help' etc. checkboxes in entity inspector aren't remembered by DR Fixed: 'Show help' tooltip text updates incorrectly Fixed: Changing classname ties entity's visibility to 'Default' layer Fixed: Resized Models lose their scale in auto-saved maps Fixed: Autosaves don't save last camera angle & position Fixed ToggleFullScreenCamera command for Embedded and RegularLeft layouts Tweak: Removed/disabled close button from all dialogs Tweak: Allow fixed Subdivisions to go higher than 32 Tweak: Targeting projected lights: let the line point to the light source instead of the light volume's midpoint Tweak: Collapsing a folder in a treeview now collapses all child elements too The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  24. freyk

    Breakable Glass

    Use the search function, to see what we think about it: https://forums.thedarkmod.com/index.php?/search/&q="Breakable Glass"
  25. correction myself: needed > need. That can i better ask you. (or i have to look up myself on the forums)
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