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  1. So recently my primary monitor died. It was purchased in 2010 and used TN panel tech so it had crap viewing angles among other issues, but I liked it all the same. For a replacement I ended up buying the AOC 24G2SP, mostly due to generally good reviews on various sites as well as the recommendation of its predecessor by @chakkman in this thread. I'll be getting a hold of it soon but I already know about the benefits of IPS compared to TN - looking forward to consistent gamma levels no matter where you are looking! One of the more important aspects however is I'm going from a 60Hz display to a 165Hz display. I'm only superficially aware of the various terms used for monitors these days, but this monitor is advertised as being "adaptive sync". Apparently this means it's not a native G-Sync monitor but what's called a "G-SYNC Compatible" monitor. That and terms like variable refresh rate, it's all confusing to me. I should note I have an NVIDIA card. If nothing else, I just want to know if what I've read is correct - that within the NVIDIA control panel you enable G-SYNC, then global V-Sync ON for all games, and then within the games themselves, make sure the in-game V-sync is off (i.e. let NVIDIA take care of it all). Finally, I want to avoid ghosting as much as possible without inverse ghosting due to overdrive settings that are too high. Some people suggest running games at a lower Hz to ensure the response rate allows for this to happen rather than at the full 165Hz. But others to leave the display always at 165Hz and never tweak it otherwise G-Sync will break. I'm so confused. Sorry for the wall of text. Any advice on any of these topics would be appreciated. Thanks.
  2. 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)

       

  3. And what kind of computer is inside them, anyway? Is it some 8-bit thing, or something more advanced like an ARM architecture? The place I visited recently had an elevator with five full color LCD screens; one on every floor, and one in the elevator itself. I don't imagine an 8-bit computer driving them all at the same time... Note that it is presumably the computer's job to determine if the elevator is overloaded with too much weight, whether the doors are fully closed or not, etc.
  4. 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.

  5. 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 :) ...

  6. 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.

  7. I heard from a few scattered sources that instead of the Victorian-inspired only a few centuries in the future of the medieval steampunk time Thief 2014 was in comparison to the original trilogy, there was supposed to be a modern-day type reboot/sequel of the original trilogy, where you played as a modern burglar, but one who ALSO gets entangled in supernatural phenomena. Has anyone thought of trying to make that, but as a different name than "Thief", since Eidos probably still wouldn't want to let someone use the idea despite them abandoning the concept?
  8. 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.
  9. 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
  10. What will happen if I draw too many amps from a modern (decent quality) PC PSU? Will it shut down gracefully, or will it do something worse? I destroyed more than a few of those conventional AC adapters/wallwarts when I was a kid by doing this! But I would like to think that improvements have been made.

    1. Show previous comments  2 more
    2. teh_saccade

      teh_saccade

      fkn limits, i forgot... forget it - you're fine. Just don't make any internal hardware changes while the machine is on - the worst that can happen is your PSU won't kick out 1.21 gigawatts to go back in time to let you know that daisy-chaining un-fused sockets to anything is a bad idea.

       

      Also that PSU's have always worked this way (except now I think they have inrush to charge @ 60a / 240v).

       

      https://computer.howstuffworks.com/power-supply.htm

    3. kano

      kano

      I'm talking about drawing too much power inside the computer. I've seen people intentionally short out a PSU, and it just shut off gracefully without damage. (impressive). So I hope a modern one would shut down if the load exceeds the max output.

    4. Bikerdude

      Bikerdude

      @Kano, take this thread to the tech support section fella. The update column isnt really to right place for this.

  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. For my comming modern-time themed FM "The Dark Mission", i would like to add modern weapons. The weapon that I have in mind is the Fort 12 from RWM Pack c (a replacement for d3 pistol) (And when it is working, i'm going to change the object, so it doesnt use proprietary sound, textures, etc.) At this moment i only can spawn the weapon and cannot pick it up or use it . The console show some things that the weapon needs, but cannot find it in the d3 pak files. I hope you can help me. I installed the weapon by copying RWM_Pack_æ.pk4 (from rwmpackc) and pak001,2,3,4 and 8 (from d3) to the folder of my fm. my log spawning and giving the fort 12 (replacement for pistol) Weapon in action: .
    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. TDM and most of its players relate a lot to the Thief series. I only remember briefly playing what was probably the first Thief game, over approximately a decade ago... although I agree the idea and series are nice. I did however play a similar series from the same company since my late childhood: DeusEx. In regard to gameplay it's almost exactly like TDM... just that instead of a medieval setting, it's a futuristic one. You use electric batons instead of a blackjack, bullet and plasma weapons instead of a bow, notes you find around the world are digital instead of paper, there are often keypads instead of mechanical locks, and additionally computers you can hack or log into. Just like Thief fans created TDM out of a dream to make a FOSS game similar to it, I've been dreaming of creating an open world with stealth elements where the action takes place in a futuristic city during a modern dark age. TDM already has the layout for exactly what I seek! Just one problem: There are no assets of this sort. No modern weapons, no computers or keypads, no robots to patrol the streets, so on. Obviously it's meant to take place in a steampunk setting, and I wouldn't suggest something as radical as changing that by default. But I was wondering if maybe, it could be possible to create a sci-fi package containing models / textures / sounds / entities for a futuristic city setting, alike to DeusEx - Invisible War. Which could be distributed as a mod, or even included if simply having the assets as part of TDM wouldn't ruin its theme. Apart from having the right assets, there's also an additional problem: Some mechanics for modern worlds don't exist in the code itself. First of all this affects weapons: There's only one bow which shoots different arrows, and no way to implement a taser + pistol + shotgun + machine gun + sniper. Second problem is computers and keypads: There are currently no mechanics to make a monitor show an interactive window when used... in which you type a username or password to get a list of emails, a menu from which you can lock or unlock doors, activate or deactivate bots, and especially see images from cameras mounted around the map (which would involve the engine rendering from perspectives additional to your first person view). I imagine that a few of these things could be fixed via scripting, but not all. Still, even with the current game code, a modern city environment would be somewhat possible. The model and animation of the existing bow could be replaced with a metal crossbow, and arrows given a metallic body instead of wood. The blackjack could look like a police baton, while the sword could be turned into a modern combat knife. Computer screens could simply act like existing books, and use a screen background while printing text you can scroll through. And until real keypads you can type on are introduced, the lock picking sounds and door animations could resemble hacking a digital lock. The rest is a matter of replacing leather clothing with modern civilian clothes or armor, gas lamps with modern street lamps, and adding modern props like trash bins + cars + vending machines + soda bottles + etc. The good part is that there are already a lot of assets that could be used. Famous texture packages include trak5, philipk, ex, and possibly more (those can be found in Nexuiz / Xonotic). Example 1, example 2, example 3. I'm not sure under what license the Doom 3 assets were released under... since being able to use the weapons and marine characters there would certainly be fantastic! In either case, what are your thoughts on this, and who else wants it? Would a modern environment be possible, and has anyone considered a TDM mod to allow for DeusEx style maps?
  14. 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?
  15. 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.

       

  16. 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!

  17. Feel free to delete this thread if it's already been posted but this analysis speaks volumes to me.
  18. It really is incredible how badly modern software is designed. I'm on a web page and I want to copy the comments into a text document for easier reading. When I select the few thousand of them, the thing starts lagging like crazy and saying that "scripts on the web page are taking a long time". This is on a 6-core 3.5 GHz machine with 24 GB of memory. How do they engineer something so poorly?

    1. kano

      kano

      Perhaps its just a Firefox thing. They are moving backwards. Options that you would expect to be in preferences, like blocking image loading or Javascript were intentionally removed, and the browser constantly gets bigger due to more stuff being added that many people never use or asked for.

    2. AluminumHaste

      AluminumHaste

      Yeah it's annoying that they remove options like that, they're still in the browser:

       

      Go to about:config, search for this option "permissions.default.image" change to 1.

       

      Possible values:

       

      0 -- always load the images

       

      1 -- never load the images

       

      2 -- dont load third images

       

      I know they think that everyone has internet fast enough to not worry about loading a 100 images on a page, but it would be nice if the option was GUI accessible.

  19. Long ago I started a thread about something I dream of doing in TDM at some point: A mod that introduces modern assets over the default steampunk setup... allowing for futuristic cities, scifi weapons, computers and keypads that can be hacked, security bots patrolling areas, etc. I ultimately aim to create a campaign in the spirit and atmosphere of the first DeusEx game. Needless to say the whole thing will require loads of new assets and special scripts, but in this thread I wanted to present the concept I've been putting together for the first part of my initiative: The weapon system. So obviously my plan is to first introduce a set of modern weapons, and replace the default ones with them. You can't have the hero sneaking around a futuristic city guarded by cyborgs while wielding a wooden bow The base idea is to have the generic types found in most games, such as a pistol / machine gun / shotgun / etc. When I initially put the concept together, I imagined them as plain weapons: Find models and sounds for each gun, make them shoot bullets, and we're done. But I later realized that this is wrong, because it would remove one of the most fun and emblematic features in TDM: The special arrow types. No more shooting water arrows at flames, no more moss arrows dampening noise, no more rope arrows to climb places, etc. The idea behind TDM is that weapons (namely the bow) don't exist only to shoot at enemies, but also to interact with the environment in various ways. So I next started wondering how futuristic guns could also take in the abilities of the special arrow types. Soon enough, the revelation came to mind: Why not turn the special arrows into special projectiles, and allow ammo type to be selected per weapon? The model I want to go with is basically this: There are various types of weapons, as well as various types of projectiles. The weapon determines the pattern and scale of the projectile(s), whereas the projectile type determines the actual effect. Various weapons can be used with various projectile types, like the shotgun shooting water shells or the grenade launcher shooting noise grenades. Ammo pickups themselves are weapon specific and per type, for example "mossy shotgun shells" or "water 9mm clip". A raw idea of the overall weapons, projectile types, and ammo types planned is this: Weapon - Pistol: Shoots a single projectile, with medium accuracy and medium refire rate.Weapon - Machine Gun: Continuous stream of projectiles with lower accuracy.Weapon - Shotgun: Throws multiple projectiles in bursts, low accuracy and low refire rate.Weapon - Sniper: Shoots a single projectile afar, high accuracy and low refire rate.Weapon - Thrower: Spews a continuous gas, covering large areas at close range.Weapon - Rocket Launcher: Shoots a large projectile that flies slowly through the air.Weapon - Grenade Launcher: Shoots a large projectile that bounces around a few times then explodes.Weapon - Mine Layer: Sticks a projectile to the wall, which explodes when someone gets close.Weapon - Crossbow: Shoots a small projectile that behaves as an arrow. Projectile - Normal: Simple projectile that deals damage on impact (normal arrow).Projectile - Water: Spews water on impact (water arrow).Projectile - Fire: Explodes into flames on impact (fire arrow).Projectile - Gas: Releases poisonous gas on impact (gas arrow).Projectile - Moss: Throws moss around on impact (moss arrow).Projectile - Noise: The projectile remains still and causes noise on impact (noise arrow).Projectile - Rope: Creates a rope which can be used to climb (rope arrow).Projectile - Light: Creates a bright flash that temporarily blinds enemies (flash grenade).Projectile - EMP: Disrupts electronic devices such as bots / turrets / cameras / computers (new concept). Ammo - Bullets: Used by: Pistol, Machine Gun, Shotgun, Sniper. Can be: Normal, Water, Fire.Ammo - Gas: Used by: Thrower. Can be: Water, Fire, Gas, Moss.Ammo - Explosive: Used by: Rocket Launcher, Grenade Launcher, Mine Layer. Can be: Water, Fire, Gas, Moss, Noise, Light, EMP.Ammo - Arrow: Used by: Crossbow. Can be: Normal, Water, Fire, Gas, Moss, Noise, Rope, Light, EMP.Hopefully you can see what I'm trying to do here: Each weapon can shoot projectile categories that make sense with its pattern. For example: Water bullets are a semi-realistic concept, although rope mines don't make any sense... and noise grenades fit well, whereas noise gas would be plain silly. The crossbow is a visual replacement of the current bow, shooting the existing arrows as they are. Difficulty wise, implementing this might not be as hard as it can seem: The projectile impact effects are are already there, such as spawning a water burst that puts candles out. Each weapon will also use a single model and base texture... the color of a light or a symbol on its ammo display will indicate the type of ammo loaded in. From here it's just defining the weapons and projectile patterns themselves. With maybe an extra new feature: The ability to change ammo for the same weapon definition, since (unlike the current arrows) we can't define an entire weapon for each combination! I'd first like to know what you think of this idea, if you see it working out, and if you'd be interested in using such a weapon mod... if not let me know what you think I could change to make it better! I'm also curious if anyone is interested in helping implement this, since considering I never scripted in TDM / idTech 4 before it might take a while for me to get things rolling on my own.
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