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  1. 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
    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.

  2. 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?
  3. 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
  4. (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.
  5. Awesome! Post is up! https://forums.thedarkmod.com/index.php?/topic/22200-beta-testing-the-house-of-delisle/#comment-487365 Thanks!
  6. 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.

       

  7. Sometimes I wonder if I need to buy a bigger monitor and get some glasses to find all these secrets/loot people keep finding and I don't. Or maybe I'm just getting old. Anything other than suggesting I suck. Also props to the AI image generation. Those portraits I was thinking looked really good... almost too good, as if they were taken from somewhere. I read @Wellingtoncrab's post on the subject so I know it's all training data from other artists but it was still effective. I've been a bit mixed on the use of AI assets but honestly in this case, they worked well and blended in with the art style. I think used appropriately they work especially well on artwork such as custom portraits which would be difficult to do well unless you're a skill artist.
  8. 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!

  9. Dear technical pros of the TDM forum, I have a new monitor since last christmas, but since a few weeks I noticed a strange issue which I don't know why I noticed it not before (if it was already even there). When the screen is moving (by scrolling Google Pictures or by moving in a game) there appears some kind of "refresh line" horizontally on any random position of the screen. Its flickering and never stays completely at its position. I don't know how to describe it so I hope THIS VIDEO can show. From the compression you can barely see the line and you need to watch it full screen, but I hope you can tell. Its really hard to point out from the video and even harder to describe... It's like the screen is only refreshing until a certain point on the monitor and after this point the rest is rendered a little later so it seems to have a horizontal cut that is moving around with every FPS. As I said this does not only appear in games, but also when I scroll down / up. I checked with my second monitor which only has 1024px instead of 1920px and there the lines do not appear. My monitor with the error is an ASUS PB248Q 61,2cm (24,1") which I use together with my old Yakumo TFT via DVI cable on my AMD Radeon R9 200 Series graphics card. Do you have any idea how the problem can be called or even better: what could cause this problem! Because it really sucks and annoys me
  10. I have added support for aspect ratio correction in font: 6283 I'm not very keen to introduce aspect-dependent GUI layout without major need. Unless anyone is interested in 4:3 and 5:4 aspects, better hardcode 16:9 for now. Also I noticed a defect in fonts/stone font: some of its letters overflow their rectangle in font atlas, so neighboring letters render with a thin white line on the left. It is not nice but not critical either. It would be great if someone proposes several layouts & fonts for subtitles, so that people could choose which one to use. The requirements from me are: The amount of text must be a bit larger than what a subtitle currently can hold. Don't obstruct weapon/inventory icons and "you acquired compass" messages on default GUI size. Preferably readable font with 16:9 aspect correction, large enough to be readable when TDM takes half of monitor size. P.S. Did we agree on the syntax for extending duration of inline subtitles?...
  11. id Studio did a poor job in defining its categorization of variable nomenclature, so in subsequent documentation and discussions there are divergent views (or just slop). In my series, I had to choose something, and went with what I thought would be clearest for the GUI programmer: Properties, which are either Registers (like true variables) Non-registers (like tags) User Variables (also true variables) I see that your view is more along these lines (which perhaps reflects C++ internals?): Flags (like my non-registers) Properties, which are either Built-in (like my registers) Custom (like user Variables) Also, elsewhere, you refer to "registers" as temporaries. I am willing to consider that there could be temporary registers during expression evaluation, but by my interpretation those would be in addition to named property registers. I'm not sure where to go next with this particular aspect, but at least can state it.
  12. Oh, for the high end ones that's definitely true. But on the low end I disagree; the one I use as a second monitor is $280 at the moment and I've seen it on sale for under $250. It's small and definitely not a gaming centric monitor, but it still has all the benefits of an OLED and so far no hint of image retention. And the price I paid for this new QD-OLED was the same, to the dollar, that I paid for a Predator X34 years ago when they were new. So while they are still pricey they're not out of line with other high-end monitors.
  13. I can play any TDM mission on 144 FPS (my monitor's refresh rate) on full details with this hardware: As has been mentioned here, TDM especially seems to benefit from the GPU. Get something along the performance of the RTX 3060/3060 Ti, and you'll be fine. BTW, playing in 144 Hz absolutely rocks. Everything looks so realistic compared to the 60 Hz of my old monitor. It really makes a difference, it's just smoother.
  14. I have an Iiyama XB2483HSU (AMVA) as my main monitor and on the side I have an Eizo Flexscan S2231W (SPVA) So 24" 16:9 main and 22" 16:10 on the side.
  15. Note that, when you take a picture, the brightness of IPS or TN panels are always exaggerated. Their background lighting isn't as bright as in the picture. And, an IPS screen is perfectly alright for playing dark games like TDM, as long as you opt for an IPS with a good contrast ratio, like my AOC 24G2U. It has a contrast ratio of about 1.300:0, which is exceptional for an IPS. If you want a panel tech which is best suited for dark games, there is VA. BUT, they have issues with the black/white reaction time, especially when you have dark screen content. It leads to the typical VA smearing of brighter screen content in dark screen content. Supposedly, the Samsung G7 monitors have the best reaction times of the VA panels, but they are curved displays, which isn't my cup of tea. Difficult topic, choosing a monitor for TDM. As I mentioned, I can recommend the AOC 24G2U. IMO, it's the best compromise. You get a colour accurate IPS panel, and an exceptional contrast ratio, which is very unlike the usual IPS panels. It's also quite cheap. I got mine for 169 €. What I wouldn't do is get a CRT... most of them aren't widescreen, they have old, even mostly analog connectors, which worsen the picture. And, they're also not as colour accurate as IPS screens. Not to mention that you have such a big device sitting on your table, and not to mention the convex curved display either. I really wouldn't bother with such obsolete tech.
  16. There's nothing wrong with your monitor! You don't need to get an OLED. If you had a chance to try out a CRT again, see how you like it. There's a certain something and it could be nostalgia talking too, but it feels good playing these types of games on a good CRT. Not just the blacks either but everything together. You'll have to just try it and see:) If you don't no harm either. Not many people use them, maybe for a good reason!
  17. I think for me it adds to the atmosphere with how dark it can get. Especially in games where darkness is a big thing. I played a modded Morrowind playthrough and it was just sublime. I literally couldn't see anything walking around at night. I had to use a spell to see. Same in the Dark Mod. I finished Blackgrove Manor just now and the immersion was something else. I do have a decent 1440p monitor too and when I play with that it doesn't feel the same, I can see everything even with the brightness down. I suppose you just have to try and see for yourself. Mind you, this is in a pitch black room at night so...
  18. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
  19. I know I'm late to the party but have you upgraded the PC yet? How did it go? My only advice and take this with a pinch of salt would be to get yourself a CRT monitor. Something like a Sony Trinitron. You wouldn't believe the difference it makes. Granted it is best at night in a pitch black room but you couldn't imagine how atmospheric it makes everything. I was using mine with a cheap amazon basics hdmi to vga converter with a 1050ti until I got a 980ti with analogue output but I don't notice any difference to be fair.
  20. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
  21. YOU TAFFERS! Happy new year! Deadeye is a small/tiny assassination mission recommended for TDM newcomers and veterans alike. Briefing: Download link: https://drive.google.com/file/d/1JWslTAC3Ai9kkl1VCvJb14ZlVxWMmkUj/view?usp=sharing Enjoy! EDIT: I promised to someone to write something about the design of the map. This is in spoiler tags below. Possibly useful to new mappers or players interested in developer commentary.
  22. You should have checked some reviews. There are very in depth reviews which test those issues, so it's not so difficult to get a good working va or ips screen. I'm using an iiyama amva monitor and aside an Eizo s-pva monitor. I expected an improvement in contrast from the iiyama over the Eizo, be CD ause it's a newer model. But I can't see it. So I sometimes wonder if I should have bought an Eizo ips screen instead
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