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  1. 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
  2. Not to be a nag, but I was thinking about the columns problem. If you go to the view source tab in the wiki article: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&action=edit The raw table data is accessible directly: |- !align=left|{{TDM-FM|written|Written in Stone}} |Bikerdude, Amadeus, Dragofer |{{Forumlink|https://forums.thedarkmod.com/index.php?/topic/21265-written-in-stone-beta-210-only-20220128/}} |2022-01-28 |338 |Yes |Yes |CCC 22, Elixir |City Missions |Undead, Horror Themes |- Each pipe character represents one of the columns.
  3. I really need to get something better than this craptop and now with that crappy job I got I might even be able to afford it in a few months maybe. Don't need any deals I can look for them myself just tell me what it is I need to buy, I know about mother boards, CPUs, graphic cards and RAMs because that's what everyone's talking about everywhere but what other components do I need to have full a working pc. Just give me a full list of things I need to buy and maybe a short description of their purpose. That's all I know, buying a bunch of hardwares and putting them together, anything else I need to know?
  4. So, it actually pays off to design your upper modular section from the roof :)

  5. Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/
  6. Yes, this is possible but there are a few things that make it a little impractical. 1) Models do not seal the void so you need BSP brushes behind or inside models to properly seal a map. As I recall, there are doom 3 and quake map exporters that can export your initial block-out geometry as standard brushes so you could do both modeling and brushwork in blender. You’d just have to do it in phases 2) Visportal placement is crucial to performance so you will need to ensure you blender models are cut at portal boundaries so that you can setup brushes and visportals at choke points to prevent rendering outside the player view area 3) model geometry is often too complex for the physics engine. You will need to make invisible clip models or clip brushes that use a more simplified structure to ensure AI pathing and overall collision physics perform well. 4) Models need to be split at light boundaries. If a single light touches a model the engine will do light geometry calculation for the whole model. If enough lights hit a large model it can severely impact performance. Brushes will auto-split on light boundaries but often split in less optimal locations so it has become the convention to use func_static geometry to force brushes to split in the preferred locations 5) blender has no knowledge of specialty brushes like fog volumes, water, SEED auto dispersal etc So it’s possible to do the majority of mapping in blender but ultimately you will need to use Dark Radiant to do the finishing touches The current paradigm is to create modular content in blender and then assemble the modules together in Dark Radiant along with bsp caulking and vidportal placement
  7. Welcome to the Dark Mod forums MarsManon! Thank you very much for the kind words about SLL, it's always nice to hear We all worked real hard on bringing Grayman's map to life and I'm glad you enjoyed it
  8. I was so enchanted by this FM, I had to sign up to the forums the same day I finished it to come thank the authors Genuinely, truly incredible work! I was so overwhelmed in places that I resorted to just shouting joy at my monitor two, three, maybe four entirely separate times while playing. Exploring, puzzling, finding something new, trying to use it, and finding it does a whole new, separate, wonderful thing! There aren't enough words inside me to describe the feeling. It was breathtaking. I don't have any specific feedback that hasn't come through this thread before Thanks so much for making this, for all the inspiration and ingenuity and effort it took. If I never play another level this good, in any other game, in my life, I'd be fine with that.
  9. Ulysses 2: Protecting the Flock By Sotha The mission starts some time after the events of Ulysses: Genesis, and continues the story of Ulysses. It is a medium sized mission with a focus on stealthy assassinations and hostage liberation. BUILD TIME: 12/2014 - 05/2015 CREDITS The TDM Community is thanked for steady supply of excellent mapping advice. Thanks goes also to everyone contributing to TDM! Voice Actors: Goldwell (as Goubert and Ulysses), Goldwell's Girlfriend (as Alis) Betatesters: Airship Ballet, Ryan101. Special Thanks to: Springheel and Melan (for proofreading). Story: Read & listen it in game. Link: https://drive.google.com/file/d/0BwR0ORZU5sraRGduUWlVRmtsX3c/view?usp=sharing Other: Spoilers: When discussing, please use spoiler tags, like this: [spoiler] Hidden text. [/spoiler] Mirrors: Could someone put this on TDM ingame downloader? Thanks!
  10. @datiswous, made that correction fm_test.subs --> fm_conversations.subs @stgatilov, about srt naming and file location, would you be OK with the following edit? New/changed stuff in italics: srt command is followed by paths to a sound sample and its .srt file, typically with matching filenames. An .srt file is usually placed either with its sound file or in a "subtitles" folder. The .srt file format is described e.g. [1]. The file must be in engine-native encoding (internationalization is not supported yet anyway) and have no BOM mark. It contains a sequence of text messages to show during the sound sample, each with start and end timestamps within the sample's timeline. It is recommended to use common software to create .srt files for sound samples, instead of writing them manually. This way is more flexible but more complicated, and it is only necessary for long sounds, for instance sound sample of a briefing video. It's a simple enough standard that it can be shown as an short example, demonstrating that subtitle segments can have time gaps between them. And the example can show correct TDM usage, without requiring a trip off-site and picking through features that TDM doesn't support. Specifically, the example shows how to define two lines by direct entry, rather than using unsupported message location tags (X1, Y1, etc.). And skips other unavailable SRT font markups like italics, mentioned in the wikipedia description. The example would also show the TDM-specific path treatment. The example could be inserted before the sentence "It is recommended to use common software...."
  11. Filizitas

    Gloomwood

    I finished the update today. I in favor too yes. I still ahve my doubts about that 5/5 tho... The inventory is always the same size no matter the difficulty. I often find myself not understanding the mechanics of the game because nearly nothing is explained. I dont like this experimental approach, never will. It has nothing todo with handholding, its about world building. Anyways. Had fun, cant wait for more!
  12. 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. :-)

  13. OK I think I've got to the bottom of this. I've created this forum thread (with bug report): https://forums.thedarkmod.com/index.php?/topic/22221-bug-drowning-ai-in-shallow-water/ I can apply a workaround, although it won't be perfect and the bug itself needs fixing in the engine. There are a few other things that need fixing so will put an update together soonish.
  14. If any mappers have encountered weirdness with kill objectives not working with drowning AI, I think I've found out why. I don't think it would be a particularly difficult one to fix either. I've raised this bug report: https://bugs.thedarkmod.com/view.php?id=6323 Some context here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=487316 I think this is a bug, but just raising here in case some people think otherwise.
  15. Author note: It's hard to believe it's already been a year since Act 1 came out! Well during this mission the player will be following Corbin into the Grimwood district to followup on a lead from last night (Act 1) .. the mysterious tablet! This mission is my first time including full EFX support as well as a HD briefing video file, additionally a new script has been added crafted by the talented Obsttorte which has loot flying towards the player when you pick it up. On a level design front I have tried to change things up a bit by really catering towards a number of play styles, this mission can be completely ghosted or you can use the tools at your disposal to wreak havoc on the citizens of Northdale. For the first time I have tried to create more sandbox environments which don't offer clear answers handed directly to you, so if you're having trouble figuring something out try a different method. This mission takes between 1 - 2 hours to finish depending on the difficulty you play on and how thoroughly you explore. I hope you enjoy your night in Northdale! - Goldwell Voice actors Fen Phoenix Goldwell Random_taffer Yandros Beta testers Amadeus Boiler's Hiss Cambridge Spy Chakkman Crowind Epifire Kingsal SquadaFroinx Custom Assets Andreas Rocha DrK Epifire Grayman Kingsal MalachiAD Obsttorte Sotha Springheel SquadaFroinx Purgator With special thanks to Epifire for creating a large collection of custom models, Grayman for helping out with coding, Kingsal for drawing the ingame map and Moonbo for his script revision on the briefing video. Available via in-game downloader MIRROR File Size: 417 mb EDIT: If you are having performance issues please consult this post by Nbohr1more which may address your issue http://forums.thedarkmod.com/topic/19936-fan-mission-shadows-of-northdale-act-ii-by-goldwell-20190320/page-2?do=findComment&comment=436271
  16. Manjaro Linux gcc 8.1.1+20180531-1 scons 3.0.1-1 m4 1.4.18-1 subversion 1.10.0-2 mesa 18.1.1-1 libxxf86vm 1.1.4-2 openal 1.18.2-2 libxext 1.3.3-2 scons BUILD="release" TARGET_ARCH="x64": idlib/math/Simd_SSE2.cpp: In member function ‘virtual void idSIMD_SSE2::NormalizeTangents(idDrawVert*, int)’: idlib/math/Simd_SSE2.cpp:897:70: error: non-constant condition for static assertion static_assert(OFFSETOF(idDrawVert, normal) + sizeof(vertex.normal) == OFFSETOF(idDrawVert, tangents), "Bad members offsets"); ^ idlib/math/Simd_SSE2.cpp:897:70: error: dereferencing a null pointer in ‘*0’ idlib/math/Simd_SSE2.cpp:897:70: error: dereferencing a null pointer in ‘*0’ idlib/math/Simd_SSE2.cpp:897:70: error: ‘((((long unsigned int)((int)((uintptr_t)(&0->idDrawVert::normal)))) + 12) == ((long unsigned int)((int)((uintptr_t)(&0->idDrawVert::tangents)))))’ is not a constant expression idlib/math/Simd_SSE2.cpp: In member function ‘virtual void idSIMD_SSE2::DeriveTangents(idPlane*, idDrawVert*, int, const int*, int)’: idlib/math/Simd_SSE2.cpp:1010:69: error: non-constant condition for static assertion static_assert(OFFSETOF(idDrawVert, normal) + sizeof(verts->normal) == OFFSETOF(idDrawVert, tangents), "Bad members offsets"); ^ idlib/math/Simd_SSE2.cpp:1010:69: error: dereferencing a null pointer in ‘*0’ idlib/math/Simd_SSE2.cpp:1010:69: error: dereferencing a null pointer in ‘*0’ idlib/math/Simd_SSE2.cpp:1010:69: error: ‘((((long unsigned int)((int)((uintptr_t)(&0->idDrawVert::normal)))) + 12) == ((long unsigned int)((int)((uintptr_t)(&0->idDrawVert::tangents)))))’ is not a constant expression scons: *** [build/scons_x64/release/core/idlib/math/Simd_SSE2.o] Error 1 scons: building terminated because of errors. ==> ERROR: A failure occurred in package(). Aborting...
  17. As of today, if I recall well, moveables with a populated "inv_name" will go into your inventory. It's the condition, I think. Repurposing "inv_name" is a technical challenge (large or small I don't know). Building a new layer on top of everything should yield faster, safer results. Experienced developers surely can provide good advise.
  18. Derelict - A Thief's Origin. A 5-6 part mission series. BACKSTORY _________ Derelict is a story about Eric, some simple boy turned into a Thief, except this time not to survive but for fun. Eric was born a farmer, all his life a farmer, until at age 16 he escaped to The City, but returned at 17...Because the guards got him. At age 19, he's back out, but still acting like any other young adventerous 15 year old, so he is in no way a master thief. His first thievery was close to his 17th birthday, this is also the reason the guards got him. He simply was trying to steal from a market stand and didn't get away with it, but luckily his family was able to save him by paying the fine. Now, at age 19, he's out again, acting like he's the Master Thief. Let's see where he can get to. DETAILS ________ The actual idea of "Derelict" is, as the name should suggest, Eric is not exactly a thief, nor a master thief, but he wants to be and he is very enthusiastic about it. To add some sort of irony, and a direct reference to "Thief: The Dark Project" itself, Derelict will be all about exploring abandoned buildings, ruins and, of course, derelicts. Also, heavily influenced by...Condemned: Criminal Origins. The name itself should be a hint, and the missions too. FIRST MISSION _____________ "Condemned" The first mission will be called Condemned. It takes place in a large abandoned building, it can be a bank, police department, library...Maybe even a combination of all, since it's in ruins and surely some parts got open, allowing you to travel there. The mission MUST be as pretty as possible, so it's not recommended for people with low-end PCs, sorry. How pretty? It must look as ruined as possible, so if you can add "extra" garbage, that'd be great. Basically, you have to make it look like Condemned, specifically the first mission where the police enter a long-abandoned disgusting place. Now, you start in the middle of the building, easily being able to reach the rooftops through the stairs. The stairs have doors, but you cannot get inside them, you can use these as shortcuts or just leave them there to give players a nifty false sense of possible progress. The idea is for Eric to get down, way down, so he may reach what might have been a long abandoned underground tomb, but that is not the case. The area itself should be something else, now how you want to make it, well I do have my own ideas, but I also don't want to spoiler it to you. On this one, I give you "Artistic Freedom". But to give you a hint, let's just say that, there could have been an "old city", but not as old as you think, and for sure the place has to be a hospital, or maybe even just a huge basement. Oh also, it should have some basic undead, the good ol' zombies. In terms of enemies, there need to be thugs. Said thugs are "Bandits", they could be organized or individual. One idea I'd like to see, is...A group of 3 weak thugs, visibly so even, just give them that "beggar" model and it will look fine. These are the organized bandits. But on the other end, there is a Thug, big fat guy with a mean club. He is just strolling about finding stuff to scavenge. The weak thugs will have a conversation about how they should kill him, or leave him alone, or how they want to kill him but the other calms them down and so on, this should give the player an idea that he can send the Thug after these 3 and it is recommended because...The fat thug is very though, you have no blackjack and you don't really want to be spotted by him. In terms of difficulty, Eric is an amateur. He has no blackjack, at least not here, he doesn't even have a sword but he may acquire one. If so, make that sword a secret. On the hardest difficulty, add "Ghosting" BUT make sure it's optional. Also, add more "random" weak bandits and a big fat Thug or two. MISSION 1: BRIEFING _________ Dear diary, the only reason I write this is because I'm bored. I'm just, as everybody tells me, "young fool" and I suppose I am, but I am sick of it. Everytime, I need to pretend I'm like any other "young fool" who takes any insult for granted. Well enough of that. Pa and ma, if I die and you ever get this stupid diary...I miss you, even if I hate how pa gets all sad about my..."Upbringing", it's not your fault, old man! But you always make yourself look guilty! I want to do something other than plowing all day long, even sometimes at night! And for that, I will. My first Conquest shall not be, for once, a lady or even two, but this place I've heard that is haunted, some kind of derelict place. I heard many rumours; it's a bank, it's a police department, a library...Could be all at once, even, who knows! But what I know for sure, is that, there has to be a grave down there full of wonderful richies, just another rich dead idiot begging to be robbed...Although you can't be robbed when dead, so you know... Well, let's get to it... SECOND MISSION _____________ "A City of Beggears" In the second mission, Eric visits the same place where that "Abandoned Building" was at, but this time to visit The Hammerite Church of the Beggars. This one will be "special" since, we go from a short-medium sized mission to a large one, that can be fast or slow. Acting as a "Hub", the church itself will be Eric's place, it also has many neutral beggars. Two will be patrolling outside with basic clubs, three are inside, a "Heretical Priest" will be there as well and one "Former Guard" with rusty armour. There may or may not be interactivity, up to the mapper on that. Also, the church itself is the third biggest building, it has part of the roof broken so you can see the sky, but you can't see the outside or hear what's out there. If you want direct reference, in Condemned, this is the School and the City Streets after the Mall, in Thief, it's the good ol' Quarantined City. The idea is, you start on this Church, that has quite the visual appeal due to the "Urban Decay" effect that it has. You will then go outside and visit various little places, such as... * A small manor that used to belong to some high-class, said to be haunted. * Stores, at least 3, up to 6 or even 9. Most are small, one or two are "medium-sized". A store hides a terrible secret regarding it's meat, you can easily guess how that goes! * A bath house, this one had the roof completely destroyed but one part of the house seems to be intact. (Since this one is "open", you can avoid adding too much "garbage for appeal" inside) * A warehouse of produces, specifically meat, the mystery here is that the freezer works despite the rest of this abandoned quarter not having much electricity going on. * Finally, the second huge place, it is either a School or a University. The "Former Guard" told you a story about a misfortune that happened here and your curiosity just begs for it. You will find incriminating evidence that will make you a bit wary, keep your paranoia in check. In terms of enemies, I'd say...The classic bugs will always go well, but don't make it boring and abundant, some little bit of hostile organized bandits and lonesome thugs here and there would be fun too. Undead is okay, just make it shabby. The main objective here is for Eric to get more cash after his "success" in the first one, so he just has to explore this long-abandoned place until others do. MISSION 2: BRIEFING _________ Dear diary, I have found what I wanted and I am getting the hang of writing on you. That was some real fun! I mean, I had some issues and the smell is horrid, but I'm fine with that, I've smelled worse, honest. Now, there is one problem; it wasn't much, I am also somewhat liking the place, I got a feeling this will be a problem. I found me a nice Church here, it even had people, this time not taffy like those taffin' taffers, goddamn! One of them is a priest, I thought "former" but he talks about how he's a "Bad man with Good ambitions", whatever that means. We're all the same in the eyes of The Builder, says I. And then there's this guard, he says he used to be a captain, of this quarter even. He stayed, people thought he died, he tells me the story of how a great thing called "Magic Bane" happened, which caused something he likes to call "The Mage Wars". Heh! Cool story, gramps, good luck making anyone believe it, I know I don't. But anyway, I have nowhere to go but my old home, I don't want to, so I will stay here for a bit. I am thinking of taking a night stroll, if you know what I mean, my dear diary. Well, let's get to it... THIRD MISSION _____________ "Apples & Scroundrels" Eric goes farming! Although not exactly like in his old days, this time he farms for loot, in a recently (and yet looks like it's been long ago) abandoned manor-sized farmhouse. The story continues from Mission 2, where Eric finally has enough cash to, well, retire. Instead of having using it all for himself, he decides to be nice and help out his family, so he goes back to his home. However, more than two months have passed and his home was on the brink of collapse, so he returns to a place that has been hastily abandoned. Due to the humidity, and something...Strange going on, every house feels and looks incredibly old and derelict now. Eric decides to take shelter in his old house, still having his room intact, but he feels something strange. Either way, he is convinced to explore one place of interest; The Jameson's Farmhouse, which is pretty much a manor-sized farmhouse of a well-off family, well-off compared to the rest, so the neighbourhood had some hidden jealousy about it. However, things don't go as planned because, after Eric explores the basement or the attic and finds out a secret, that the Jameson's were Pagans and of the more dangerous type, the house gets invaded by thugs and bandits, some might fight eachother but all of them are on high-alert, this means that it's impossible to blackjack any of them, so Jack has to do Ghosting which by itself it will be very hard or fight his way back. (A "third option" is to figure out who is who and see who will fight who, this should reduce the number of thugs & bandits, hence making Ghosting or finishing them off easier) The many ways to get out, though, will be barricaded with wooden planks by the thugs, meanwhile the doors are locked, so Eric has to either find a crowbar, which means going back to the Basement, or the key to the doors, which is in the Attic. Going back to those places, both areas change to an even more eerie Pagan-type of, but if one goes to the other, the other is optional. The idea here is somewhat simple; heavily influenced by Condemned's "Apple Orchard" farm level, the whole place is virtually a hidden claustrophobic trap, since Eric is inside a very old, decrepit manor-sized farm, with the interior being very tightened especially thanks to all the new garbage litter and the like. By the way, important info, the level should take place during the day, or at least "dawn". The farm itself is not too much, just decrepit, but the basement and especially the attic are very eerie and somewhat creepy, mostly because this is where the light doesn't go through much. MISSION 3: STORY _________ Dear diary, I return home to find myself much richer than before and yet I am empty. My home is gone! My family has left, the farms are all abandoned and decrepit, what's weird is that I'm very sure it's only been some months and yet everything looks older than before? I got back to my own home, my room is still there, but it feels like nothing has changed, I even expected a note from my parents but there is nothing. I don't know what happened, but I miss my parents...But I don't think doing that is gonna bring them back. I'll try to find them out, I just don't know the lead, so I will go and try The Jameson's house. The Jameson's were a bunch of rich snobs, the residents here respect them but I think it was all false emotions, everyone is just jealous. Can't blame them, the Jameson's always had the best fruits and vegetables, even during Winter! So no doubt they have something worth to sell, which knowing even they are out, I bet they don't mind if I "borrow" some. I dunno why but my hungry gut is telling me that I shouldn't go there while also that I should go there, the whereabouts of my family is in that house... They say curiosity killed the cat, but then they always forget to mention that, satisfaction brought it back! I am sure that's what will happen, so...Let's get to it!
  19. Hi all. I've had a few goes at building (mainly streets) but after coming up with very basic and small sections, I find myself reluctant to go further in case I've made some fundamental design error that's going to make things very hard later on. E.g. I know that visportals are essential, and that we can seal outside areas using PortalSky brushes, but do I really understand them? With previous building attempts, I've used one huge set of PotalSky brushes to allow me to make brush changes without the hassle of inadvertently creating leaks, but it's occurred to me that I may then end up with architecture that makes it very hard to create more localised sealing and good visportals. For my current attempt I've tried to keep things tighter - sealing areas locally and making visportals rather than just thinking about adding them later. Adding a new street is more of a hassle because keep creating leaks, but I'd be interested to know if that's preferable, for a noob, to leaving it to the end when it may prove impossible. Please see this attachment for my very small set of streets: tut.txt I've be interested to know if it seems like I have the right idea with visportals and PoralSky brushes. To me the latter look a bit messy, but it might be the only way when there are buildings with multiple heights (and I'd like to add pointed rooftops eventually). I'd also be interested to know if the street layout looks okay to work with, e.g. do you see any problems with adding more detail, and interiors for some buildings?
  20. 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
  21. Perhaps a silly question, but how do you do custom model importing into DR ? I've found loads of documentation on things like WIP model import/export for various 3D modelling software, or what formats models should be saved in, etc., etc. But I basically couldn't find anything on how to import a finished, working custom model into DR. Sharing custom models made by our members is awesome, but it's hardly of any use if one isn't even sure on how to import them into the level they're building. I couldn't find a thread or a wiki article that could answer this. So, any up-to-date advice on how to do this for the current version of DarkRadiant ? I'll take whatever good advice I can get, and rest assured, I'll also write down some documentation based on it. Just so the info could be shared with other newbs who are still learning the ropes in DR. On a final note: Yes, I mean custom models. Not prefabs or maps. I know how to import those, it's easy. And those are already part of the base game at this point. But custom models made by others, that's a whole other kettle of fish for me. I'd like to try something simple for a start, e.g. importing a custom chair, etc., just to test the model importing process. Thanks in advance for any and all advice, I appreciate it immensely.
  22. next attempt: Scanning dependencies of target vcs [ 15%] Building CXX object plugins/vcs/CMakeFiles/vcs.dir/GitModule.cpp.o [ 15%] Building CXX object plugins/vcs/CMakeFiles/vcs.dir/Index.cpp.o [ 15%] Building CXX object plugins/vcs/CMakeFiles/vcs.dir/Repository.cpp.o /home/chris/DarkRadiant/plugins/vcs/Repository.cpp: In member function ‘std::__cxx11::string vcs::git::Repository::getUpstreamRemoteName(const vcs::git::Reference&)’: /home/chris/DarkRadiant/plugins/vcs/Repository.cpp:107:5: error: ‘git_buf_dispose’ was not declared in this scope git_buf_dispose(&buf); ^~~~~~~~~~~~~~~ /home/chris/DarkRadiant/plugins/vcs/Repository.cpp:107:5: note: suggested alternative: ‘git_buf_set’ git_buf_dispose(&buf); ^~~~~~~~~~~~~~~ git_buf_set /home/chris/DarkRadiant/plugins/vcs/Repository.cpp: In member function ‘void vcs::git::Repository::fastForwardToTrackedRemote()’: /home/chris/DarkRadiant/plugins/vcs/Repository.cpp:168:70: error: ‘GIT_OBJECT_COMMIT’ was not declared in this scope auto error = git_object_lookup(&target, _repository, &targetOid, GIT_OBJECT_COMMIT); ^~~~~~~~~~~~~~~~~ /home/chris/DarkRadiant/plugins/vcs/Repository.cpp:168:70: note: suggested alternative: ‘GIT_OBJ_COMMIT’ auto error = git_object_lookup(&target, _repository, &targetOid, GIT_OBJECT_COMMIT); ^~~~~~~~~~~~~~~~~ GIT_OBJ_COMMIT /home/chris/DarkRadiant/plugins/vcs/Repository.cpp: In member function ‘void vcs::git::Repository::abortMerge()’: /home/chris/DarkRadiant/plugins/vcs/Repository.cpp:428:65: error: ‘GIT_OBJECT_COMMIT’ was not declared in this scope error = git_object_lookup(&target, _repository, &targetOid, GIT_OBJECT_COMMIT); ^~~~~~~~~~~~~~~~~ /home/chris/DarkRadiant/plugins/vcs/Repository.cpp:428:65: note: suggested alternative: ‘GIT_OBJ_COMMIT’ error = git_object_lookup(&target, _repository, &targetOid, GIT_OBJECT_COMMIT); ^~~~~~~~~~~~~~~~~ GIT_OBJ_COMMIT make[2]: *** [plugins/vcs/CMakeFiles/vcs.dir/build.make:89: plugins/vcs/CMakeFiles/vcs.dir/Repository.cpp.o] Error 1 make[1]: *** [CMakeFiles/Makefile2:484: plugins/vcs/CMakeFiles/vcs.dir/all] Error 2 make: *** [Makefile:130: all] Error 2 what is the difference between git clone git:// and git clone https:// do both involve the extra --recurse-submodules ? do i need an update of git itself perhaps git version 2.20.1
  23. (I apologize for the odd poll question layout. I wasn't able to add five yes-no questions, because polls are limited to three questions.) Hi everyone, I've recently been working on some patches for issues that I've read about from players on the TDM and TTLG forums — and Discord. My goal is to make it as easy as possible for players, especially new players and those who need usability/accessibility options, to find what they need in order to have a better TDM experience. I've already written the GUI and game engine code for these settings, which I've been using in my personal build. The reason for this poll and discussion is to both guide the finalization of my work and collect data to help inform the dev team. Which patches I submit depend on the outcome of this poll, discussion, and what the dev team agrees to accept. Once decided, I can coordinate with the dev team. I've attached screenshots of what the new settings menu would look like if all of the settings are accepted. Below, I have detailed each menu setting, so you can have an easier time understanding each one. Very important to keep in mind: None of these settings change TDM default behavior. They are all opt-in. If you are already happy with the behavior of 2.10, 2.11, etc. and these menu settings are accepted, nothing will change for you. Rename "Always Run" to "Run Mode" with options "None, Always, Toggle" After 2.11 was released, @i30817 requested that "toggle run" be added to the settings menu. Its cvar is already in TDM as "in_toggleRun" (same as Doom 3). I propose renaming the "Always Run" setting to "Run Mode" with options: "None", "Always", and "Toggle". None = in_alwaysRun 0; in_toggleRun 0 Always = in_alwaysRun 1; in_toggleRun 0 Toggle = in_alwaysRun 0; in_toggleRun 1 Show Blackjack Helper @Wellingtoncrab suggested that the new blackjack helper be added to the settings menu. Its cvar was added to 2.11 as "tdm_blackjack_indicate". More info: It's the new blackjack helper added to 2.11. When the game detects that the blackjack can be used for a successful hit or KO, the blackjack will rise slightly. I propose a "Yes/No" setting for this. Slider for "View: Head Bob" @ChronA requested a way to disable head bobbing, because a viewer watching him play was having severe motion sickness. Also, there was a bug in TDM that made setting the head bob in the console not stick after loading a saved game. (Even with 2.11, if a mission overrides the "tdm_player_thief.def" file and sets "pm_bobroll", "pm_bobpitch", "pm_bobup", and other cvars, it will override player preferences.) As far back as 2008, players have had trouble setting head bob. Another one from 2018. At the end of 2022, @Shadowex3 registered just to voice the need for a way to control head bob. I propose that a slider be added to adjust the amount of head bob. This would use a new "pm_headbob_mod" cvar with a value between 0.0 and 1.0 (default 1.0, no change). The "pm_headbob_mod" would be a multiplier for "pm_bobroll", "pm_bobpitch", and "pm_bobup". The advantage to this approach is that missions like Volta 2 and Hazard Pay would not need to adjust their "tdm_player_thief.def" files for head bob to work properly. And, the player can still adjust "pm_bobroll", "pm_bobpitch", and "pm_bobup" as they like. Slider for "View: Mantle Roll" This is similar to head bob for those who are sensitive to motion. Its cvar was added to 2.11 as "pm_mantle_roll_mod". A Thief player on Discord said, "2.11 will have a cvar to tune down the mantling animation at last." I propose that a slider be added for "pm_mantle_roll_mod". Auto-Search Bodies @Zaratul requested the "auto-search bodies" feature from Thief 1 & 2. Its cvar was added to 2.12 dev16783-10307 as "tdm_autosearch_bodies". I did a poll on the a Thief Discord server and roughly 20% of players there use the Thief auto-search bodies feature. I propose a menu setting for this, so that players coming from Thief 1 & 2 can easily find it.
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