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  1. Another reason for long-press frob for special action: 2.11 already has one, multiloot. Quick-press frob to loot. Long-press frob to multiloot.
  2. Sure, let's then just add a couple of settings to the menu: Shoulder body: frob/use Extinguish candle: frob/use For some reason we have an "Open Doors on Unlock" setting and surprisingly (for me) it is set to "Yes" by default. I don't quite understand why doors should open automatically and expose me but I guess back in the day there was a similar "Thief does it" discussion that fortunately ended up in truce.
  3. I don’t really see why the best solution for the game should be some approximation of reality, nor do I think the old lean is more successful in this regard. You are not controlling your actual head or torso, you are controlling a video game camera. The slide lean is a more comfortable and meaningful camera position and if you are getting granular with the tap lean it actually gives you more control over how much of your body is actually exposed. With the angle tilt it can be hit or miss to gauge where you need to be in the game world relative to a corner in order to successful lean around it, especially when crouching. This leads to “lean, nudge position, lean” which I think is also not very realistic vs the real world where we have things like full body awareness and necks which allows us to rotate our “cameras” with a lot more flexibility. I find this also improved with the new lean. The result was for me, in conjunction with the new frob behavior, was a game that feels more predictable and responsive to play. This is imo the “main reason to love the change”, not that I perceived the game to be easier (I did not on my recent play through of A Bridge Too Far). In general my opinion is that making the game artificially cumbersome in pursuit of “realism” or less responsive to players inputs is a better way to make an experience more frustrating than it is a way to make it more challenging/rewarding.
  4. I asked myself and my family: how would they lean into the doorway if they don't want to be seen? All of us prefer to only expose head. And this is impossible for a human being to do with such a low rotation angle. Moreover, my family members also suggested leaning horizontally, i.e. with full 90 degree angle. As far as I understand, the main reason to love your change is because it simply makes leaning easier for the player. But I think it is wrong: leaning should only be used to quickly glimpse what is around the corner. If you want to look properly, just go around the corner with your full body. And most definitely, it is wrong to make shooting bow easy while leaning. Of course, we are not some kind of spies/special agents, maybe someone knows better.
  5. DarkRadiant 3.6.0 is ready for download. What's new: Feature: Selection Focus (Ctrl-F) Feature: Add Radiant.findEntityByName script method Feature: Media Browser shows a thumbnail preview when selecting folders Feature: Map is remembering layer visibilities between loads Fixed: ModelDefs are shown in T-pose Fixed: Patch vertices are the wrong colour Fixed: Shader Clipboard source gets cleared on 'copy shader' operation Fixed: Nodes of hidden layers are still visible after loading the map Fixed: Can't close properties window Fixed: Merge Action rendering is broken Fixed: After using ToggleMainControl_Camera, the center panel is grey after restart Fixed: When using ToggleMainControl_Camera, arrow keys cannot be used to move the viewer Fixed: Property Panel not remembering undocked/closed tabs Fixed: Texture Tool not updating during manipulation Fixed: Orthoview ignores filters for surfaces in models Fixed: Blue dot when selecting one face removed Tweak: Conversation Editor: double-click opens selected conversation Tweak: Preference option to disable drag select in camera view Tweak: ESC key should clear the resource tree view filter text Tweak: New layers function: tooltip popup getting in the way Feature: Selection Focus (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.6.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  6. @nbohr1more to my knowledge they never said it was daft’s feature proposals they were concerned about. I don’t see a reason to make this kind of assumption given they opted to delete the post and not offer any specifics
  7. DarkRadiant 3.4.0 is ready for download. What's new: Feature: Allow Layers to be arranged into a Tree Fixed: Readable Editor displays "shader not found" in view Fixed: Undoing snap to grid with prefabs causes crash Fixed: Include doc in building instructions Fixed: Decal textures causes DR to crash - (textures/darkmod/decals/dirt/long_drip_pattern01) Fixed: Skin chooser: double click on materials list closes window Fixed: Selecting and deselecting a filtered child brush through layers leaves the brush selected Fixed: Material editor re-sorts stages on pasting image map resulting in wrong material stages list and wrong selected stage Fixed: Crash on start if engine path is choosen (Doom 3) Feature: Layers can now be arranged to form a hierarchy Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.4.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  8. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
  9. 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.
  10. DarkRadiant 3.5.0 is ready for download. What's new: Feature: More customisable layout, all windows and panes can be dragged and arranged Layouts like Embedded, Regular and Splitpane are superseded and have been removed Tweak: The LayerControlPanel's tooltip popup is now less annoying Tweak: Clarify distinction between Shadow render mode and other render modes Fixed: Show/hide Light Volumes for combined entities inconsistent Fixed: Currently applied particleDef not selected in Particle Selector Fixed: Layer visibility checkbox not reacting to double-clicks Fixed: Cannot toggle visibility of layers in Linux Fixed: Drag-and-dropping layers is not working in Linux Feature: Customisable Layout (click to see the videos) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.5.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  11. Oh! For some reason I thought visportals had to encompass the func_statics in these cases. I don't get it, thought. Why does that little detail make the difference?
  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. Well, I think I found the likely reason. The movable was sunk into the floor by a single grid so I bet that is the reason. Scout's honor that I designed it right at the floor. Must have accidentally shifted it down during all the keyboard/mouse action. Thanks. Clint
  14. jaxa

    2016+ CPU/GPU News

    i5-6600T here which is virtually identical or slightly slower, same Intel HD 530 graphics, paired with 32 GB dual-channel DDR4-2133, and a M.2 SSD. With my 720p display (which is set to 1360x768 for whatever reason) I was getting around 40 FPS in High Expectations beta testing, with dips to the 20s. But the internal TDM/Doom3 FPS counter seems very erratic. I've ended up getting a much better experience in TDM by locking it to 30 FPS. Dips are less common, the experience is playable. It's clearly faster than the old A6-3400M APU I used to use to play TDM a decade ago, which was not always bad but would sometimes crater down to 4-5 FPS. I'm pretty much always getting around 28-30 FPS when locked. I think I can upgrade the CPU itself to at least an i7-7700T which is slightly better all around (maybe i7-7700 if I have the correct 65W-capable Dell motherboard), but the prices I've seen on ebay suck. If it's significantly more than $30 shipped, I might as well stick with the 6600T and put that cash towards the next mini PC.
  15. Well, for a gamer Windows is the best option. Security is relative in Linux. It is not that Linux cannot be seriously affected by malware, if it can, there is malware that can turn any PC into a paperweight, directly affecting the bootsector. There have been some of these since the 90's. Currently, although it may not seem like it, Windows is the most resistant OS against Viruses and Malware, for the simple reason that it is the majority OS and therefore the most attacked, while Linux is still a minority OS with more than fifty different distros and never for this reason, it has been the main target of attacks, the same goes for Macs. With a difference that for Macs there are AVs available apart from the default one, which does not exist for Linux, there is no AV that deserves this name for Linux. A dedicated RootKit or similar can give a Linux PC the good night, while even the current Windows Defender itself can kill it, apart from an efficient Sandbox system that has W10 and 11 as well, plus dozens of excellent AVs that are available for this OS. Another difference is that the saved passwords, in Linux, once logged in, are accessible in plain text, in Window there is a second Keyring that keeps them encrypted and only visible with the system password. Security is not the problem with Windows today, but privacy which it has by default with all the telemetries, if the user don't change it.
  16. 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/
  17. Playing on Expert, TDM v2.11. I used the three runes to make the meteor fall onto the wooden platform and the character has announced "Good, now I can plant the explosives". I have 2 x explosives in my inventory. The meteor highlights but I cannot seem to attach the explosives to it. Am I doing something wrong? Update: it seems another player Mawerick, reported this same problem on page 2 of this thread. I searched on "explosives" before making my post, but for some reason nothing came up. Anyway, like them, I have 2 explosives and cannot drop or use either of them.
  18. 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/
  19. 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.
  20. DarkRadiant 3.3.0 is ready for download. What's new: Feature: Remove menu options which are not applicable to current game Feature: Grey-out menu entries that are not applicable Feature: FX Declaration Parsing Support Feature: FX Chooser Feature: Renderer now takes "translucent" keyword into account Fixed: Lighting Mode Renderer draws hidden lights Fixed: Loading map results in "Real Hard DarkRadiant Failure" exception Fixed: Crash when trying to set default mouse or keyboard bindings Fixed: Unit Tests intermittently get stuck on Github runner Fixed: xmlutil thread safety problems Fixed: Some materials aren't displayed correctly Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.3.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  21. 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.
  22. 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

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