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  1. Hi, I've made a patch for 0003304: "add scripting events to get mission statistics". http://bugs.thedarkm...iew.php?id=3304 The kind of events needed is something that maybe needs discussing, so consider this patch a proposal. Some things to consider: I've added those events to the "sys" entity. But maybe they should be on player or other entity? I've added events for all statistics used in UpdateStatisticsGUI(). But maybe there should be more flexible events, like getMissionStatistic(COMP_ALERT, BY_TEAM, 1, EAgitatedSearching)? Are the names of the events ok? getStatGamePlayTime() returns time in seconds, while getStatTotalTimePlayerSeen() in milliseconds. Normalize? Here is the list of script events I've added (getDifficultyLevel() should be there already): // Scripting events to get mission statistics, #3304 scriptEvent float getDifficultyLevel(); scriptEvent string getDifficultyName(float difficultyLevel); scriptEvent float getStatGamePlayTime(); scriptEvent float getStatDamageDealt(); scriptEvent float getStatDamageReceived(); scriptEvent float getStatHealthReceived(); scriptEvent float getStatPocketsPicked(); scriptEvent float getStatFoundLoot(); scriptEvent float getStatMissionLoot(); scriptEvent float getStatTotalTimePlayerSeen(); scriptEvent float getStatNumberTimesPlayerSeen(); scriptEvent float getStatNumberTimesAISuspicious(); scriptEvent float getStatNumberTimesAISearched(); scriptEvent float getStatSightingScore(); scriptEvent float getStatStealthScore(); scriptEvent float getStatKilledByPlayer(); scriptEvent float getStatKnockedOutByPlayer(); scriptEvent float getStatBodiesFound(); (Those lines are not included in the patch as I don't have access to current data files.) Changes: Fixed bug in checking bounds for AIAlerts in CMissionData::GetStat*() methods. Sorted methods in MissionData.h to group stat functions together. Added accessor functions to all values that are used in UpdateStatisticsGUI() - so that this function and script events use consistent interface. Added mission stats events to "sys" entity. Added event descriptions to tdm_events.script (not included in patch). Changed MAX_AICOMP in MissionStatistics.h to be equal to COMP_COUNT. Added include "../AI/Memory.h" in MissionStatistics.h to use EAlertState enum in MAX_ALERTLEVELS and CMissionData. Changed hard coded values to EAlertState enum values in MissionData.cpp. While testing those events I've found some issues: 1. A bug that causes pickpocketting to be counted twice. InventoryCallback() is called twice: Code in CInventory::PutItem(idEntity * ent, idEntity * owner) PutItem(item, category); // <-- InventoryCallback() is already called here! // We added a new inventory item gameLocal.m_MissionData->InventoryCallback(...); // <-- second call - double COMP_PICKPOCKET counting! 2. A bug that causes enemies killed by player to not be counted as player's kills. In idPhysics_AF::Rest() there's a line: // grayman #3075 - set m_MovedByActor to NULL here self->m_MovedByActor = NULL; This causes bodies killed by the player to not count as player's kills as soon as their bodies come to rest! I understand this code is needed for props, but should be disabled for dead bodies. I couldn't find those in the bugtracker. If they are not known I can create issues for them. MissionStats.patch.txt
  2. This is a bug that occurs on current (29 Jan 2013, rev. 5694) SVN code. Proposed solutions are in this post. It's probably related to: 0002811: Font loading does not fall back to English http://bugs.angua.at/view.php?id=2811 Reproduction: After changing language to polish and restarting TDM, the following happens: SetupFonts() in idDeviceContext::Init() can't find fonts for polish language. It does not fall back to loading english fonts. Lack of ANY fonts loaded causes a crash while loading GUI (in idDeviceContext::SetFontByScale() exactly). I've attached the stack trace. I have three solutions for this problem: 1. I've attaches a patch (I18N.cpp.patch.txt). However: - it uses a hard coded value "fonts/english", - it requires #str_04127 to be translated properly for all languages with their own fonts - this is actually an advantage, IMHO. 2. I've also attached an alternative patch (DeviceContext.cpp.patch.txt) that solves this problem. It also uses a hard coded value "fonts/english", and is not as good as the first one. 3. Third solution is to require for translation of #str_04127 to be present in all languages that do not have their own fonts. Translations such as Polish have to be fixed. I actually think that the first solution is the best one, because it's the most bullet-proof (no risk of crashes, ever). (I wanted to edit the original issue, but I don't have permission.) stacktrace.txt DeviceContext.cpp.patch.txt I18N.cpp.patch.txt
  3. Does anybody else have this problem? In the (European) evenings the forum is unbearable slow. The server is delivering about 8Kbyte/s, sometimes less and usually stops midwhere during loading the page. Sometimes you can't even get the index page, sometimes you can log in, but then only get half of the overview etc. In the mornings everything is snappy.
    1. Show previous comments  1 more
    2. lost_soul

      lost_soul

      I never got into BSD, though I've installed it once or twice. This is another reason to check it out.

    3. simplen00b

      simplen00b

      @Sir Tafs: +1 (zillion)

    4. Serpentine

      Serpentine

      The BSD's arn't for everyone, but within their goals, simple code and mailing lists lies a lot of goodness and simplicity. I love the underdogs. Anyhoo work will be Linux friendly too. Portability is a cornerstone for good code.

    1. Show previous comments  9 more
    2. demagogue

      demagogue

      (We can leave the thread for journalism corruption, but just on this...) Then the issue in academia is money flowing to the more corruptable fields like science & engineering with the big corporate grants & revolving door with staff. The humanities might not get that, but OTOH they are getting pressured to "justify their existence" financially. I could probably agree it's rife in almost any human field though, as long as there are incentives there will be corruption.

    3. demagogue

      demagogue

      Or then we have the "uncorruptable" critical academics, but then they're basing their work on Derrida or Marx and are so detached from reality they throw their credibility out the window. It's good to be critically detached, not so good to be derailed from reality. My position in law sometimes is something like a critical realism, but it's practically an orphan position. (You want to protect victims *and* think science works??? Wha...?)

    4. Sotha

      Sotha

      Who is uncorruptable anyways? I cannot convince even myself that I would be uncorruptable in every situation. And I perceive myself to be situated in the more-reliable-than-50%-of-the-general-population side in the gaussian distribution curve of corruption. Problematic, yes?

  4. For the last 1-2 weeks the forums have been really slow and unresponsive for me, when I type a post half the time it just sits there etc.. is anyone else having the same issues..?
  5. Saw this over on TTLG, looks like there has been an unofficial fan patch released for Thief 2, it fixes a whole big bunch of stuff, most notably fixes that allow T2 to work on more modern hardware, and brings all sorts of new capabilities to Dromed. Likely this has been built from the source code leak that was discovered a couple of years ago. http://www.ttlg.com/forums/showthread.php?t=140085
  6. I can't login to Steam forums. Please visit the Thief release threads and mention TDM Thanks!

    1. Bikerdude

      Bikerdude

      Ive done the honours over on TTlg.

    2. stumpy

      stumpy

      its already been mentioned there last year, and bumped this year, but not by me.

  7. skacky's new Thief 1 mission, Shadow Politics: http://www.ttlg.com/forums/showthread.php?t=139048 Just wonderful!

    1. Show previous comments  6 more
    2. Bikerdude

      Bikerdude

      Just finished playing this morning, this was awesome, in an old skewl way - would love to make a TDM homage to it...

    3. Sir Taffsalot

      Sir Taffsalot

      I'm using the CD with TG, T2 and T3 on it. Darkloader doesn't like it. I can't get TG FMs to work

    4. Sir Taffsalot

      Sir Taffsalot

      I assume it works with a TG only CD

    1. Show previous comments  1 more
    2. Ladro

      Ladro

      It will be really cool if a super talented editor like Gaetane will try TDM.

       

      I really hope this one :-D

      (and also Sterlino another editor that a like a lot)

    3. Melan

      Melan

      I've been waiting for it for a while. :)

    4. demagogue

      demagogue

      Gaetane along with Lady Rowena are my favorite 2 authors.

  8. Awesome. The forums support transparency in avatars. :)

    1. Show previous comments  4 more
    2. Sonosuke

      Sonosuke

      very nice stifu^^

    3. GameDevGoro

      GameDevGoro

      Doomguy is the coolest guy ever.

    4. jaxa

      jaxa

      hah well the feathering isn't the best but i'm sure it will do for now.

  9. The link in the wiki is broken, can someone provide? I need it. :\
  10. I miss the brown borders dividing up the sub forums. This great big block of grey looks ugly.

    1. modetwo

      modetwo

      Back in the days it was actually dark-red. Let's call it evolution :-P

  11. Yes, you are still viewing The Dark Mod Forums I've just finished the upgrade of our IPB Board Forums to the latest release. Packed with new features, rewritten code and all that. Have a look around. The skin is currently the default one, but will sooner or later be converted to a darker skin, to fit the Dark Mod universe. Also note that the forums have been moved from http://modetwo.net/darkmod to it's own sub-domain: http://forums.thedarkmod.com - all forum links will still work tho, thanks to Apache's rewrite-plugin. Please report any bugs, requests and comments in this thread. PS: The forums will run a bit slow the first hours as the cache is being rebuilt.
  12. So... What was up with the forums all day yesterday..?
  13. Is it possible to seperate the columns/rows on a patch, or at the very least, quickly replicate the shape of a specific curve by using individual patches, so the end result is near-identical to the original but with each column a seperate patch? This is the shape in question, trying to create some 'steps' with this shape. Replicating each column takes far too long and has pretty inaccurate results.
  14. Welcome to the Dark Mod forums! I enjoyed browsing your gallery. =-)

  15. What has changed if anything between TDM 1.04-1.06..? in regard to copying a texture from the face of a brush to a patch..? Im workin on a large mansion where I am laying skirting board at floor and ceiling level, and jesus christ is f***ing annoying...!!! fyi - the patch is a 3 decision curve between wall/floor & wall/ceiling, the brush I am copying from is the same height and depth. if I copy from a horizontal face of the brush to the patch, the texture is stretched.if I copy from a vertical face of the brush to the patch, the texture is stretched.if I slice the brush in diagonally in half along its length and then copy from diagonal face of the brush to the patch, the texture is scaled correctly.if I then copy from the same diagonal face of the brush to a patch that's facing the opposite way (180 degrees), the texture is completely f***ed!if I then copy from the same diagonal face of the brush to a patch that's facing the opposite way (-Z 180 degrees), the texture is completely f***ed! So I have had to have 4 brushes, each in the plane of the path I am pasting too, each pair a mirror of each other and all with diagonal faces, just so I can paste correctly to these bloody patches.....AAARARGGHHHHHHJHHBH!!!!!!!!!!!!!!! FFS!!!!! Can I assume this is a bug and that possibly something can be done about it..? and I also assume I will have to post a bug report.
  16. when i do a search, it give me some results, I click on a result and exspect to get taken to the post it specifies - but no..... I get taken to the first post of the bloody thread it is in..ggrrr
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