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  1. I noticed something during the Stone 24 work. There is an opportunity to add 2 new characters to the custom TDM codepage. I've identified some reasonable candidates... Paired upper/lower case: Ğ/ğ, with breve (cup) Ľ/ľ, with abbreviated caron shown as stroke or apostrophe İ/ı, namely I with dot above / i without dot and individual candidates: ẞ, the relatively new capital form of German "sharp S" ¡, the Spanish inverted exclamation mark đ, the Barred d I'd like to hear feedback about what characters to use. @Petike the Taffer, your experience with 2019 translations is particularly germane. Details about these candidates, and how the change might be rolled out, follow.
  2. Nice, I'm a big fan, have the Keychron Q6 and V6 (full size). The new pro and max versions of the keyboards use wireless dongles or bluetooth if you want. I never did understand the point of wireless keyboards that just stay at a desk though, just plug it in.
  3. da mean development machine quite a mix of old and new. this is the mentioned asus x99-AII with the RTX 3070 gfx card. cabby is an old lian li sadly i had to remove the toolless card holder because the 3070 card is to big for it still it can be assembled entirely without any tools since all the screws are finger screws. whole machine is aluminium and weighs about 8kg so its light. the cabby is also dampened with special foam mats so its not very noisy. the only thing that irks me a bit with the old lian li is the cable managment (or lack thereof) but as it is not one of those lightshows (no windows) that people today like i can live with it being a bit messy inside . still room for two more drives which at some point ill fill with two ssd's for games.
  4. "All meat must rest to eat.... All meat must rest to drink.... So watchers and we will sees what goodsey bits they bring...." -Kingfisher IRIS has been updated to 1.3 Download via the link in the original post or here **1.3 is now available in the mission downloader** Changelog: Iris now makes use of script events which require TDM 2.11. Overhaul of the objective notification system to reduce notification spam when completing hidden objectives. Threads now have their own notification system and they are marked in the objective screen. Less weirdness when the player owns multiple pairs of glasses (though the glasses now sadly cannot be dropped). Hopefully this helps avoid them breaking. Huge list of other bug and polish fixes. New and expanded content! Known Issues: At some point all volumetric lights and alpha effects behind geometry "hidden" by the xray overlay ceased to be visible when the xray overlay is on screen. This unfortunately breaks some visual effects in the mission when using a certain item, but could not be fixed at the mission level at this time. https://bugs.thedarkmod.com/view.php?id=6538 I could not replicate the issue with soft locking the glasses, so can't consider the bug resolved, but I made as many changes as I could think to help prevent it. Carry the light of The Builder, unto its end.
  5. People might just lose interest by then. This younger generation, make something inaccessible, brutal prices and see the excitement and boom fade quickly. Like Virtual Googles, I was so pumped and exited then saw the prices now I don't really care much anymore. If I make a new technology I need to get as many people as I can on board, then elevate prices as new features are added. Isn't this how drug dealers work? lol
  6. Now that I think of it, Biker's syntax was fated to work anyway. When you specify a bump stage it needs a diffuse input because we don't offer any true flat-shaded lit modes. If the new diffuse stage drops out to black due to vertex color, then the new bump stage does so as well. Not sure why adding vertexColor args is somehow causing the first bump stage to persist throughout the whole material render though.
  7. I used Thief 1/2 as an example. I was referring to new games. Games designed with Ray Tracing in mind that developers might need to compromise polys and textures in order to make their games more accessible if they want to use the technology today. find a happy medium. Should have used mine craft instead, I recently finished playing Callisto Protocol. Beautiful Game, Okayish Game play and got tons of bad reviews for Launching in almost unplayable state. This affected sales. I'm a big fan of Freelancer and would love to try Star Citizen but I know I'll have to wait for either more optimization or get a better card (Won't happen anytime soon). Developers need to be more considerate and pull back and not just a bit if they want to reach more players, on top of that they need to leave room for possible implementation of these new technologies as they come along. Products should work right from the start otherwise will get a bad Review regardless of the quality of the material. I find the Star Citizen approach very controversial. I understand the logic behind it but I don't like it.
  8. Perhaps my imagination is failing me but the only use-case I see for GUI provoked cvar changes at the mission level are for something like Heart of Lone Salvation where players can choose “difficulty levels” that also impact performance. Still, lod_bias seems to be a better way to toggle such differences. Perhaps we need to create new lod_bias entity args like: “lod_bias_cvar” “r_something, 1” which change the specified cvars based on lod_bias min / max behavior
  9. I bet Thief 1/2 Would look beautiful and highly atmospheric with Ray Tracing. You don't need 4k textures or millions of polys to make a game beautiful now, well placed sources of light with these new effects can make all the difference. I hope Developers and Art Directors understand this and make a happy medium so everyone can enjoy these new technologies.
  10. Strange. Just restarted the game and loaded from my last save and... they work now! Perhaps restarting was the answer all along. I probably should've tested that before running to the forums - sorry about that!
  11. Yeah, I agree, it probably would be a good new-feature request for the bugtracker, and likely not too hard to implement. I wouldn't mind having "side by side" tracking too (one or two more spawnargs), but that's no doubt a bigger bite, and has complications like passing through doors.
  12. There are two ways to override cvars in a mission: mission.cfg file can set non-archived cvars (starting with 2.12). sys.setcvar in game script can override cvars (starting with 2.13 / dev17044-10746). Of course, there has never been any effort to classify cvars into public and private, no thinking of backwards compatibility of relying on cvars, etc. So overriding cvars should be considered a last resort feature. mission.cfg allows to statically override cvars on FM level. The change takes effect during all missions in a campaign and all briefings/debriefings/menus. However, you cannot adjust cvar value during gameplay, so only one constant literal value can be set. The implementation is simple: mission.cfg file is executed from your mission when TDM engine starts all non-archived cvars are reset to their defaults when TDM engine restarts (due to FM change) sys.setcvar allows to override cvars on gameplay level. These overrides behave like the variables in game scripts, i.e. they are saved/restored to savefile and reset on game start/end. You can adjust the same cvar several times with different values, and savefile will capture the override that is currently active. The minor downside is that these overrides automatically don't carry over between missions in campaign, and they cannot work in briefings/debriefings/menus. Note that sys.setcvar has been available for a long time already, but previously it had different meaning. Previously it set the cvar as if the player set it himself. So the values stuck between restarts, missions, FMs (even saved to darkmod.cfg for archived cvar). Now it always sets the "mission override" for cvar. You can test cvar mission overrides manually using two new console commands: setm {cvarname} {newvalue} --- set mission override for the cvar with given value unsetm {cvarname} --- drop mission override for the cvar It is not perfectly obvious what should happen if mission-overridden cvar is changed by user. Right now the main value of cvar is changed and mission override is broken/erased in this case. So be wary that user can mess with your overrides just like you can mess with his cvars.
  13. Not sure if you confused tdm_frobhelper_fadein_duration with tdm_frobhelper_fadein_delay here, but if anything, I would discard the delay. The fadein_duration is supposed to smoothen the appearance of the frobhelper, thereby making it a bit more subtle. Why would you want to delay displaying the frob helper and then have it pop in instantly? If a player wants it to be intrusive, the hover option is the way to go. Subtlety was a key requirement in the design of this feature. Thats probably something we should fix.
  14. I really liked this mission, the variety, the architecture, the verticality, the soundscapes, the nice little touches like In some ways I think it expands the TDM universe in a totally new direction, like few other missions do.
  15. Here are some guidelines I sort of use: err on the small side rather than large. A common complaint in maps from new mappers is too much open space, rooms too large, etc. Smaller rooms also provide a more medieval feel. If you make a room you need to fill it with stuff to avoid the above - so the smaller the better keep room for AI to move - minimum of 36 units to pass between objects Place an AI and/or furniture in the room first thing as a reference point Also need to make sure there is room for AI to open/close doors. Test the AI in your room as early as possible work in multiples of 8 - so hall width of 64/96/128 and room height of 128, etc. And then just pick whichever one suits your scene the best.
  16. Yep, sorry about that! I know that figuring out using space effectively in a new engine/editor comes with experience, I just wanted to see if anyone had any thoughts that could put me on the right path for my anniversary mission. I'll play through those levels you mentioned again and take some notes. Thank you as usual, Nbohr1more!
  17. Hey! Can I claim to be a newbie here? I am trying to make an improved version of the Ropescroller script that sets a shader parm on the rope texture to make it scroll and fakes movement. I am working with a 3 state elevator rather than the two state elevator that was in "A New Job" ( where my original script was designed ). The elevator position entities only offer call_on_arrive and call_on_leave spawnargs so you cannot distinguish when the middle buttons intend to go up, down, or called to player. I tried adding a frob_action_script spawnarg to the buttons but it just kills the entities. Is there a preferred way to query which button was pressed and pass that to a script variable? As I can tell, the "elevator buttons entities" don't offer any end-point for making such a request?
  18. So why would this feature not work on a 32bit TDM version? I only noticed that it still works on door that don't have a keyhole at all :)! Also what happens if you peek through a keyhole into the void, in case the mission creator didn't add something behind a door.
  19. No problem. Nice work on the new ones!
  20. So regarding the frobbing issues. The thing in common with the two areas is a location script executes when entering/leaving the area which sets the frobability of the items. This is to prevent them being frobbed from outside their location, through walls, etc. I've used this technique in my last 3 FMs without any problems. I'm wondering if these aren't executing for some people? Also: So for people having the issue - at your convenience could you try starting a new game and noclipping to the problem areas to see if the issue still happens? The location scripts should still execute while in noclip mode.
  21. You get the option to "Restore old Config" after upgrade but we advise against it since sometimes it reverts new default settings for performance features that have been improved and tested enough to made default. I think the next TDM release will have FPS mode to uncapped as default since it is critical to Linux players but also fixes a few audio sync bugs and even improves things for Windows players apparently. On balance, uncapped mode is more fixed and maintained than the old id software capped mode. ( Quite a strange thing considering all the bugs we used to have with uncapped mode. )
  22. So recently I tried upscaling the old TDM logo video that can seen as intro before loads of old missions and some newer ones. The old one looks like this: But inside TDM the video is stretched because it has an aspect ratio of 1:1 . On 16:9 screens it looks very stretched and on 4:3 and 5:4 a little. A 16:9 aspect ratio for the video would be better for most users (using 16:9) and on 4:3 and 5:4 it still looks ok. Now one could say: "who cares about that old video?" (I do, every time I watch it before a new mission). But I would say: "How much work is it to convert the video to mp4 (smaller file) and make it 16:9?". I mean pure conversion, no upscaling. The upscaled variant I made (in 16:9) looks like this: I think it looks better than the original, but that's just my opinion and not really the point of this topic.
  23. Just use 32bit binaries+Large Address Aware flag! /LARGEADDRESSAWARE (Handle Large Addresses) | Microsoft Learn Large Address Aware | TechPowerUp Forums
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