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  1. Hello TDM-ers. I am encountering an issue where textures seem to partially disappear. I tried searching the forums, but, I don't know what to search for. The missing textures are a worldspawn brush acting as a roof with {for now} flat iron texture. There are other worldspawn brushes right below to create an attic ceiling with roof framework board texture. These gaps appeared a few edits ago. I can't "undo" to get back before whatever edit did this. The gaps are only visible during play and are not visible during editing. Closing and reopening DR and TDM do not fix anything. Some of the brushes overlap in areas behind the play area but I have never seen an issue doing that. The attached image has the effect I am now seeing. Ideas on where to start debugging this? Very much appreciated. Clint
  2. (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.
  3. Can you give the link for the download of that plugin? I'm pretty sure there is no such plugin (I searched for it before), but I could be wrong.
  4. Awesome! Post is up! https://forums.thedarkmod.com/index.php?/topic/22200-beta-testing-the-house-of-delisle/#comment-487365 Thanks!
  5. I found this plugin for GIMP, you can try it https://code.google.com/archive/p/gimp-dds/downloads I never used GIMP, I'm on photoshop with nvidia plugin to import/export DDS.
  6. Hi, I'm having the same sound issue with TDM 2.11 on Pop!_OS 22.04 (which is using Pipewire). TDM says: ----- Initializing OpenAL ----- Setup OpenAL device and context OpenAL: found device 'ALSA Default' [ACTIVE] OpenAL: found device 'HDA Creative, CA0132 Analog (CARD=Creative,DEV=0)' OpenAL: found device 'HDA Creative, CA0132 Digital (CARD=Creative,DEV=1)' OpenAL: failed to open device 'ALSA Default' (0xa004), using default OpenAL: no device found, sound disabled and I have pipewire-alsa installed... ❯ dpkg -l | grep pipewire-alsa ii pipewire-alsa:amd64 0.3.65~1676316007~22.04~f87feb5 amd64 PipeWire ALSA plugin ii pipewire-audio-client-libraries 0.3.65~1676316007~22.04~f87feb5 all transitional package for pipewire-alsa and pipewire-jack but when I try to run openal-info I get... ❯ ALSOFT_DRIVERS=alsa openal-info Available playback devices: ALSA Default HDA Creative, CA0132 Analog (CARD=Creative,DEV=0) HDA Creative, CA0132 Digital (CARD=Creative,DEV=1) Available capture devices: ALSA Default HDA Creative, CA0132 Analog (CARD=Creative,DEV=0) HDA Creative, CA0132 Digital (CARD=Creative,DEV=1) HDA Creative, CA0132 What U Hear (CARD=Creative,DEV=2) HDA Creative, CA0132 Alt Analog (CARD=Creative,DEV=4) Default playback device: ALSA Default Default capture device: ALSA Default ALC version: 1.1 AL lib: (EE) ALCplaybackAlsa_open: Could not open playback device 'default': Device or resource busy !!! Failed to open default device !!! I tried finding openal documentation but got a little lost. If anyone can direct me to a FAQ or explain how I'm meant to set up my card to work with openal that would be great. [Edit] of course, a second after posting here I figured it out... I had Firefox running and holding the soundcard, seems that ALSA / openal needs all other audio sources to be closed so it can use the soundcard exclusively. So once everything else except TDM when closed, sound started working again.
  7. I have an idea of adding TDM connection management to DarkRadiant. The plan is to combine it with TDM hot reload features later. Here is a brief list of features: start/connect to TDM, stop TDM dmap/start current map camera DR to TDM synchronization showing selected entities/brushes in TDM update entities in TDM immediately after they get changed in DR ("hot reload") The idea is to use new automation framework to send commands from DR to TDM. It already supports running console commands, moving player, clicking GUI elements. The core of automation framework is socket-based network protocol. TDM engine listens on a socket, receives some commands and sends back responses. There are also Python scripts which can send automation requests to TDM and provide some high-level API. The Python code is currently located in TDM assets repo in devel/auto. For what I see, any feature in DR can be implemented in three places: core (C++, all games) plugin (C++, TDM-specific) scripts (Python embedded) Initially I thought I would try to use automation as Python scripts, but there some problems with this approach. The DR scripting API is not suitable for running persistent Python tasks. Mainly, there are no events, and no way for Python script to live long and react to events. Since automation is only implemented in new versions of TDM, it should not go into core. So I imagine the best idea would be to create a new TDM-only plugin. Even if automation will be in C++ plugin, it would be helpful to use automation Python scripts. I have seen at least two problems with it: Embedded Python is 3.6, while my code has strict type annotations, and use some feature of 3.7. Don't remember which, but the line from __future__ import annotations does not work in 3.6. Embedded Python has socket.pyc, but does not have _socket.pyd, making it unable to interact with sockets. On the other hand, I can copy/paste automation message framing from TDM code, then somehow hack process creation/destruction in C++, and live without Python. I wonder if there are any issues or limitations with plugins. Can they listen to events or execute some code regularly? Do they have access to underlying data? Can they have their own GUI elements, like windows, buttons, menus, etc?
    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.

  8. 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?
  9. Why would it be different between tools? It's a standard is it not? Man, Gimp's DDS plugin hasn't been updated since 2013?!?!?
  10. Yeah I started redoing them as DX1, they look ok, the round carpet weave is blocky but that's at extreme closeup, not really noticeable in game. The cup can just use DX1. I still can't figure out why I'm getting the line between the patches using these textures. It's very weird. I'll try TGA uncompressed and see if the problem happens still. Maybe it is the Photoshop DDS plugin.
  11. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
  12. 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.

       

  13. 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.
  14. 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!

  15. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
  16. 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.
  17. The latest dev build (dev16629-10139) supports Wavefront OBJ format for static models. Some details: Model must consist only of triangles. Quads/polys will produce warnings and won't work properly. NURBS/lines/etc are ignored. Normals and texcoords are mandatory for all triangles, otherwise model loading will fail. Widely used extension for RGB vertex colors is supported (standard OBJ does not support vertex colors). TDM materials are referenced by "usemtl textures/test_obj/rock". Standard MTL files are not supported yet. Unlike LWO and ASE imports, which try to automatically merge close vertices, no postprocessing is done for a model in OBJ format. As far as I understand, it means less suffering with smoothing groups for instance. Also it means that loading OBJ model is very fast, even for a large model. The only downside thus far is that zipped LWO file can be smaller than zipped OBJ, but I don't have exact numbers yet (I'd be happy if someone can help me with it). Speaking of OBJ format, there are several pending questions: Should we support MTL format (common subset) in TDM engine? Or as import plugin in DarkRadiant? Should we support referencing part of OBJ file as model in TDM map? Is it common to export several LODs into one OBJ?
  18. 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.
  19. Hi all, I recently tried dabbling a bit in custom textures, and I've been attempting to get the Nvidia Photoshop plugin for normal maps. However, after downloading and installing, it's still not appearing under the Filter menu, though I can see the 8BF file in the Plug-Ins folder. I am using Photoshop CS3 Extended on a 64-bit Windows 7 computer. Any ideas on how I might get this to work?
  20. 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/
  21. I am wondering if it's possible to make a plugin using Python for DarkRadiant, that will load prefabs based on a set of rules and align them accordingly ? Thanks.
  22. 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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