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  1. 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?
  2. Am playing The Bakery Job with dev16330-9508 and I seem to have stumbled across an interesting bug: on the upstairs door (which requires two lock picks) if I look away from the door between the first and second pick the door becomes completely unpickable. Haven't investigated elsewhere, other doors, saving and reloading etc, but imagine this might be a more general issue with this build... Edit: Have confirmed this is a problem in the training mission. To reproduce: Pick up the picks, go to the second door. Pick the first tumbler. Look away and change picks in the inventory (I have mouse wheel bound to my inventory) Picking no longer does anything: there is a green or red flash on the lock pick, but no sound or other action.
  3. Please set: con_noPrint 0 and getViewPos in the console and capture a screen-shot for the location of the lock picks. In my playthrough, this mission was driven by doors with keys that are specific to them but I did locate lock-picks : ( not in a chest ).
  4. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
  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. 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.
  7. 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!

  8. The idea that I have in mind is quite simple: the player selects a "Peek Keyhole" inventory item, places himself/herself in front of a door and presses the "use" key to peek through. No leaning forward, no accurate positioning. For as long as a door is highlighted, and the player is at a reasonable distance from the door, players can peek through it, just like using lock-picks. I have yet to decide whether the peek will have an on/off toggle or the peek will be continuously enabled for as long as the player keeps pressing the "use" key. Both options work fine in my prototype but I have yet to examine the pros and cons in detail. Opinions are welcome. Back to basis, I can think of three mandatory main rules: The door must have a handle: otherwise you can peek through other items with doors acting as lids, such as chests. The door mustn't be locked: the reason is that if a door is locked perhaps it isn't the time to know what's behind. Besides, for the peek to work it would seem we must "travel" to other side and we could accidentally trigger a goal before its time. If a door is unlocked nothing is preventing you from passing through therefore you can peek through it pretty safely. The peek POV must be static: meaning you get to see what's right ahead of the keyhole, in a forward position relative to the position of the keyhole or door. Players cannot use the mouse. Peeking through doors is quiet an advantage already and I think players shouldn't see too much of what's on the other side. Depending on the setup of the door and the area ahead sometimes you will get to see more, sometimes less. Now, how do we about it? We can use the built-in "Peek View" (fully or to an extent) or we can create our own implementation. I would like to try all options we can think of and see what works best. I have so far been tinkering with the built-in solution. It works, but there still are some big challenges ahead. I didn't want to use handles as a reference to avoid any potential clipping and thanks to @Dragofer we can now tell reliably and in in real time the exact center of a door, regardless of its position, orientation or rotation. The center of the door will be the reference point for our peek.
  9. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
  10. 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.
  11. 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.
  12. 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/
  13. I just read@motorsep Discovered that you are able to create a brush, then select it and right click "create light". Now you have a light that ha the radius of the former brush. Just read it on discord and thought it may be of use for some people in the forums here too.
  14. 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/
  15. Most modern games only use it in cutscene-like scenes, where the players eye is clearly guided towards relevant image content. Doom Eternal uses a very shallow DOF when the Doom Slayer picks up a new weapon and shows it off a little or when performing a glory kill. Elder Scrolls Online uses DOF when talking to NPCs. While the DOF-implementation of ESO is not the best, both examples work really well. In TDM, there are not really many suitable situations where this rendering technique could be deployed, so I don't think it'd be worth the effort.
  16. 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.
  17. I think the reason the dev forums exist is to provide a place where the implementation of features can be discussed without getting mixed up with other debates when someone believes what the devs are doing is wrong. We often post public discussion threads for features with subjective elements like the frob outline, because community feedback is very important. But there will always be vocal defenders with strong views for or against certain features, or how exactly it should be implemented in their opinion. At some point a decision has to be made and be carried through, which is what the dev forums are for. Almost all of the threads are very technical, basically explaining and discussing recent or potential code changes with other devs. Its hard to say. Its a hobby the devs do in their spare time, so people come and go when they're in the mood and when they have the time. The team page is mostly accurate except for some relatively newer additions like myself.
  18. 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

  19. That's what I always do - I don't think there is a need to uninstall anything. If you look in your C:\Users\<username>\AppData\Roaming\DarkRadiant folder you'll see it has folders for each DR version which contain settings files. Every time I've installed a new version it picks up my settings. If you're worried about it, you can always back up that folder. Greebo could give a definitive answer on how all this works, but I think you'll be fine just installing 3.5.0 over the old version.
  20. sohda

    2 Bugs

    1. Title: Breaking Out The Fence Description: Continues from In a Time of Need. Release your fence from the League of Seafaring Merchants. Author: Kyyrma Version: 1.0 Required TDM Version: 2.01 HI , if I take the Lock Picks the game slow down to 1 fps and stays there , I downloaded the mission a second time but still the same bug. i have played without the lock picks and the error did not occur, but it would be nice to have the lock picks 2. Title: CoS2: A Precarious Position Description: Chronicles of Skulduggery 2: A Precarious Position An old acquaintance has hired you to hit the local Watch station to seize some incriminating evidence against him. Read "Notes" for further information. Author: Bienie if I open the top-left cupboard on Rawlyn desk and Enter the code (968) another small door should open where the leaver is. but the door with the leaver does not open. I started the Mission a second Time , but still the same Problem. I use The Dark Mod 2.09 version, i watched the missions on youtube and there were no problems at the moment I download version TDM 2.08 and Test the Missions with it, have a nice Day
    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. I just found this thread on ttlg listing Immersive Sims: https://www.ttlg.com/forums/showthread.php?t=151176
  22. Recently revisiting the forums after a longer period of time I wanted to check the unread content. I don't know if I am doing this wrong since.. ever... but on mobile (visiting the unread content page on my smartphone) you have to click on that tiny speech bubble to go to the most recent post in a thread. If you don't click correctly you'll hit the headline and end up at post 1 in the beginning of the thread. It's terrible on mobile, since not only the speech bubble is really small and was to miss. But also the thread headline is just millimeters away from it so you go right to the first post that was ever made instead of the most recent ones. Am I doing it wrong? I just want to go through u read content a d the to the newest post from that topic.
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