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    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.

  1. (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.
  2. Awesome! Post is up! https://forums.thedarkmod.com/index.php?/topic/22200-beta-testing-the-house-of-delisle/#comment-487365 Thanks!
  3. 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?
  4. I found the forum post I did about it here: https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/&do=findComment&comment=459121 I don't think I got a reply, and we were near release time so I just gave up on it. It worked at some point, so was probably something on my end. Regardless, having to use a Perl script hosted on some obscure server that nobody maintains anymore doesn't seem like a robust process. I think you can build the FM from the start to support i18N and not have to use that script. That's the approach that I think I will take for my next FM. Looking at the Wiki page, it's not that clear how to do it so that's what I'll aim to sort out. But then again, unless there are plenty of people waiting in the wings to perform translation work, not sure how motivated FM authors will be to support this.
  5. 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.

       

  6. 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!

  7. 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.
  8. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
  9. As requested, a test map to illustrate the issue of water effects not rendering through warp glass. Original thread starts here: https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475239 tagging @duzenko In the attached map, there are 3 glass windows looking out over 3 different types of water. There is a rain weather patch above it, and a rainsplash patch directly above the water. The middle window is clear glass, and the outer ones are clear warp. You can see that the water isn't visible through the warp glass, nor is the rainsplash. The rain itself is visible through all of them though. render.map
  10. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
  11. Keep in mind also that mission size, and complexity have increased dramatically since the beginning. For a lot of veteran mappers, it can take over a year to get a map made and released. The last dozen missions have for the most part been pretty massive, with new textures, sounds, scripts, models etc. We seem to be long past the point of people loading up the tools, and banging out a mission in a few weeks that's very barebones. We still do see some of those, but I noticed in the beta mapper forums and on Discord, that mappers seem to make these maps, but don't release them, and instead use the knowledge gained to make something even better. Could just be bias on my part scrolling through the forums and discord server though.
  12. 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.
  13. Story Tease On the run from her husband, me and my girl. With a bribe to a ship's captain, we're away. What could go wrong now? Oh, dammit. Links "Away 1 - Air Pocket" Version 1.0 is available from the in-game downloader and its mirrors. As well as here. There are two extra documents contained in your installed .pk4 and also conveniently available here - For gamers needing hints, this Q&A uses "invisible ink" to selectively hide the answers: Air Pocket - Hints and Spoilers [Jan. 29, 2020].docx For understanding what's under the hood: Maintenance Guide to Away 1 - Air Pocket [Jan 29, 2020].docx For more about the innards and interations, see this FM's Beta Testing thread. Author's Note This is my first substantive TDM FM, a nautical adventure, and what I hope will be part of a longer story arc. Enjoy. Gallery Credits & Acknowledgements Thanks to TDM community members for encouragement - and assistance with newbie questions - while building this, my first FM (not counting an earlier nanoMission). Kudos in particular to Dragofer for the wonderful ship models (modified here), newly-created ship davits, and assets like kelp models from 'Down by the Riverside'. Also a custom cannon-ball hole through the hull, and much helpful guidance. The skybox is adapted from 'lagoon' by Hazel Whorley (CC BY-NC; hw_lagoon.zip at www.custommapmakers.org/skyboxes). Finally, my deep appreciation to all who tested or assisted during the beta: Biene, Cambridge Spy, Dragofer, duzenko, peter_spy, and stgatilov
  14. If my recollection is correct, then @Dragoferhinted that it probably could be done with some sort of periodical checking of the distance between the droplet and the brush; a non-trivial scripting task for a newbie I suppose. It surely is way easier to learn particle editing. If you need help on how to do it, just ask here.
  15. I'm beginning to understand why people who aren't into social clubbing "don't last long" on this project, and why it's so full of holes. When moderators are siding with bullies, by closing down threads that they derail, then I start to wonder if I should support the platform to begin with.

    I'm sure that the core development is solid, but when you're constantly tone policed and bullied, and moderators are playing into it too, then the project will just drive away talent, and replace it with socialites instead. ...and without talent, you only end up with a small skeleton crew trying to do everything themselves.

    ...so Dragofer and Airship Ballet, and all you other socialites, you win. From now on I'll just keep to myself. You'll never be able to do my work, but at least you'll be happy together, and that's what matters to you.

     

    Update

    Actually, I have to revise my statement:
    I actually messaged greebo - the top dog, I gather - about nbohr1more's outburst of insanity below, and since I haven't even heard back from him, I just have to assume that there's not a single core programmer here, who's not backing nbohr's threats. ...and that's bad.

    ...so if you're a newbie reading this, or an honest soul like ZergRush, then just slowly back out of these forums, run, and don't look back. This is nothing more than a cult posing as a game development project, using Thief and IDTech4 to sucker hopefuls in, to do work for them, while trying to cajole them into something going on behind the scenes, which apparently - according to nbohr - is something that should be hidden from the state. These people aren't programmers - they don't even understand things like how to fix the simplest bugs. All they have, is an engine, and an IP, and some sort of fascist social cult. There was some other project I saw being made in the Unreal Engine. Try joining that project. ...or start a project of your own. Anything but this asylum.

    Hopefully that was "divisive" enough for a final post, because at this point I really want people to leave this place. This project is, on a management level, just awful garbage, run by garbage people, apparently from the top down, and I'm just glad that they have a garbage place to stay, together, and hopefully forever.

    Nort

    1. Show previous comments  13 more
    2. STiFU

      STiFU

      The amount of insults towards the team members and this community contained in Nort's updated status is a pretty strong indicator that something is maybe not right in Nort's head, don't you think? Also, I said "like Nort here maybe has".

      Anyway, the core message was that we accept everyone as long as they behave. Let's not get lost in the details.

    3. datiswous

      datiswous

      In general I just find this not the right thing to do, if you don't know the diagnoses, don't say it. If you have a psychological disorder, doesn't mean you would act like Nort, or maybe you do, but it's not clear. People with actual psychological disorders might be offended.

      What I also hear often is people call someone "a bit autistic", while we know some characteristics of people with autistic syndrome, it's not like we can judge who is and who is not.

      Quote

      "...so if you're a newbie reading this", please know that we will accept you and value your contributions, as long as you don't talk down on others and don't spread hatred towards other persons or communities.

      This is the proper message (I don't ask you to change yours, I just wanted to make my point).

    4. duzenko
  16. Hi, ultra newbie question here: If I make a visportal and I stick it in an opening in a wall, but the direct surroundings, which touch the visportal are an entity, does this work for sealing? Or does the visportal have to be set toward a brush to work? And I guess for patches the same?
  17. An excellent step forward. After the recent discussion in one of the newbie threads about limitations of the dockable layout, I was actually wondering whether and when should look into this, but you're way ahead of me as usual.
  18. Seems to confirm: https://bugs.thedarkmod.com/view.php?id=5718 does it happen in the latest dev build: https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/
  19. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

  20. https://github.com/HansKristian-Work/vkd3d-proton/tags <- directx 12 wrapper for dxvk https://github.com/doitsujin/dxvk/tags <- directx to vulkan wrappers D3D 9 to 11 eg. dxvk if you want to try it with horizon zero dawn you need to copy out dxcompiler.dll from Tools\ShaderCompiler\PC\1.0.2595\x64 and bink2w64.dll from Tools\bin and place them next to HorizonZeroDawn.exe. then copy over dxgi.dll from dxvk and d3d12.dll from vkd3d and place them next to it to. now fire up the game and let the shaders recompile -> profit.
    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

  21. TTLG? That's Through the Looking Glass Forums. A looking glass fan community. Has been around for a long, long time. https://www.ttlg.com/forums/
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