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Hello, I think I have done a mishandling (I remember I have tried something to run "Vitalic Fever - Hidden Hands who worked slowly by the time) So the problem is that I see every line on an object or character as showed on the picture below. And I don't remember how to remow that Thank you for your answers
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DarkRadiant 3.5.0 released
SeriousToni replied to greebo's topic in DarkRadiant Feedback and Development
Maybe you could also make the 3d camera standard for the main view instead of the 2d. The solution to look into the keys and setup a new hot key is not so well for newbies especially. (or for stupid people like I am) -
2.10 Crashes - May be bow \ frontend acceleration related
AluminumHaste replied to wesp5's topic in TDM Tech Support
Just use the dev from now on, no point in troubleshooting something that might have been fixed already. You should set LogError=1 Maybe LogClass_ENTITY=1 also -
So, what are you working on right now?
MirceaKitsune replied to Springheel's topic in TDM Editors Guild
About the same on the first city hub, seems I don't escape the one million mark there either. Surprisingly though I get pretty good FPS which is why I didn't think much about it. May need to think if and how I can better optimize. -
See the first post, the various controls are listed in the "Window" menu now. With the new docking capabilities any of the removed layouts should be achievable in DR 3.5.0.
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2.10 Crashes - May be bow \ frontend acceleration related
AluminumHaste replied to wesp5's topic in TDM Tech Support
Sorry if this is a dumb question that might have already been answered, but do you get the same crash on 2.12 beta? -
2.10 Crashes - May be bow \ frontend acceleration related
snatcher replied to wesp5's topic in TDM Tech Support
I do. A couple months back I tried to see if I could see anything @stgatilov couldn't see but I always ended up in the same (similar) place: -
2.10 Crashes - May be bow \ frontend acceleration related
snatcher replied to wesp5's topic in TDM Tech Support
I was playing Window of Opportunity in no-save mode and I got the bow crash half way through -
Fan Mission: Window of Opportunity by RJFerret (2014/01/01)
snatcher replied to RJFerret's topic in Fan Missions
My bad! I know what's going on: depending on the difficulty you get to do and see some things or not -
If you're asking if I have the ability to make GUIs then yes, you can literally draw them using Qt creator/designer. If you're asking if I'm going to do it for the purposes of this project, probably not right now as I've got barely enough time to play TDM as it is. I just don't think that website development translates well to desktop development. But you are right, these days you'll certainly find more people in general able to do UI development using web-based technologies, so in terms of the availability of people it most definitely has an advantage over traditional native apps. BTW, that joke about rewriting using Rust is because it's basically a meme in the programming community to rewrite old codebases in Rust because it's more secure or something like that. Plus it has a lot of fanboys. Just wanted to address the confusion.
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DarkRadiant 3.5.0 released
Frost_Salamander replied to greebo's topic in DarkRadiant Feedback and Development
You can in fact make that part larger. If you hover your mouse carefully on the line right under where it says 'func_static_295' or whatever, the cursor will change to a resize icon, and you can drag it down to enlarge the panel that shows the spawnargs. It's easy to miss, I think I remember someone else noting the same thing a while ago. -
Not really, no. It does indeed push the player, but because it's 2 sliding doors you just get pushed into the other one and the damage still occurs. I don't really want to change the value of the auto_close_time either for 'gameplay reasons'
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Im not sure if you can setup a different efx for the conversation sound shader. However I'm sure you can disable efx for the necessary shader completely. This may help. If it sounds too strange having no efx at all then you need to add a manual reverb into your wav sound files.
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DarkRadiant 3.5.0 released
OrbWeaver replied to greebo's topic in DarkRadiant Feedback and Development
In addition to what Greebo says about the center view, note that you can freely dock floating widgets on the right as well as the left (or the top or the bottom). Just drag them into position and you will get a visual cue when they are ready to be docked. -
Yes, I had thought of that too, but since @refl3ks hadn't mentioned it, I left that step out. I would have solved this then through a Response on the switch; whereby with the Response "make unfrobable - _self" only a unique Frobbing would have been possible.
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Sometimes, you don't want to do the research right away though whether the game is any good or not, so I just get the game and check it out later. I recommend using GOG Galaxy, as you can integrate pretty much all launchers there and see all your games. You can tag your games and create gamelists this way. So, these unchecked free games go into my "check reviews"-list. If the game is any good, it goes into my "Playlist"-list. Really nice games I plan to play in the very near future go into my "Priority Playlist"-list. So, to me, owning a game does not necessarily mean it enters my backlog.
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@nbohr1more Sure, the sourcecode is online. But my launcher doesnt have a mission manager. And i dont have the time to add code to my launcher or port code to angeloader myself. Maybe someone would like to that, like @FenPhoenix Because, in the state the launcher is in now, It is just a proof of concept and a sollution for solving some userexperience problems. Download the binary (or sourcecode) and see it for yourself.
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[Feature Request] Different gamma/brightness for UI/readables/maps
duzenko replied to Daft Mugi's topic in The Dark Mod
I think it's a totally reasonable request however personally I'd work around it differently. It depends greatly on your monitor and room brightness however I'd just set gamma to 1.0 and adjust monitor brightness to room brightness. In the end you'll end up with adequate GUI backgrounds. If you think the world is too dark now, use the ambient min brightness cvar. In the ideal world we would not have this problem if we had been conscious about little details like this in the past. I believe this is best fixed in standard .gui/texture assets rather that applying all sorts of hacks on top of it. When you think about, a separate .gui brightness setting makes sense, if applied universally to all guis. -
[Resolved] Allow mantling while carrying a body
snatcher replied to Daft Mugi's topic in The Dark Mod
All considered, players get to keep the mantel rules intact carrying a body or not = consistency. The restrictions are the speed and jump height. -
For what it's worth: I saw in some old tdm-campain map that bikerdude tagged his name as a spawnarg in everything that he build in that map. I guess it's good for filtering. So I think if the script can add the map file as a spawnarg to everything (brushes, entities, etc.) that is build in the map file automatically before merging, then in the merged map file you can easelly filter everything out that is build from one map file. Except if there is a better way.
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DarkRadiant 3.5.0 released
SeriousToni replied to greebo's topic in DarkRadiant Feedback and Development
Can I ask a question about installation? I had an older version installed via Windows Installer. Last month I updated to 3.40 but only as portable version. The good thing was that the portable version read all of my previous settings like colours or even game project setup. Now for 3.50 I want to remove at least the windows installation which was 2.someting but I fear that this will erase all my custom settings in 3.50 then. How can I keep my settings and properly update to 3.50? Just download the Windows installer and use the same directory? -
I believe there's no way to control a func_mover without using a script. Doors have the advantage of having an inbuilt response to frobs and triggers. If you can script, then func_movers are the more elegant option. In this case their advantage would be that you can more easily make it a single-use thing.
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Fan Mission: Seeking Lady Leicester, by Grayman (3/21/2023)
thebigh replied to Amadeus's topic in Fan Missions
The pickpocket counts are known to be bugged at times See here, for example -
I don't have an issue with reusing assets (like scripts et al.) either, reusing whole map parts would be odd, though. But if someone says, whoa, that's a nice doorframe or alters for example the puzzle in the Old Habits Rebuild, I see no issue. It never hurts to ask, though. In regards to absent authors it is probably better to not reuse their stuff without consent. It just creates drama in the worst case and in the best case mission authors save a bit of work which they in return have to invest to understand whatever the previous mission author has bashed together. EDIT: @Dragoferpretty much nailed it.
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The Black Mage (Grayman, JackFarmer & Friends), December, 24th, 2021
Obsttorte replied to JackFarmer's topic in Fan Missions
My solution is propably more error resistant, as it checks for the existence of the quill everytime the script tries to spawn it, not just at script start. But I haven't tested it personally, so maybe some of the others can report whether the bug is really fixed. Jus tto be sure.