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  1. @datiswous, made that correction fm_test.subs --> fm_conversations.subs @stgatilov, about srt naming and file location, would you be OK with the following edit? New/changed stuff in italics: srt command is followed by paths to a sound sample and its .srt file, typically with matching filenames. An .srt file is usually placed either with its sound file or in a "subtitles" folder. The .srt file format is described e.g. [1]. The file must be in engine-native encoding (internationalization is not supported yet anyway) and have no BOM mark. It contains a sequence of text messages to show during the sound sample, each with start and end timestamps within the sample's timeline. It is recommended to use common software to create .srt files for sound samples, instead of writing them manually. This way is more flexible but more complicated, and it is only necessary for long sounds, for instance sound sample of a briefing video. It's a simple enough standard that it can be shown as an short example, demonstrating that subtitle segments can have time gaps between them. And the example can show correct TDM usage, without requiring a trip off-site and picking through features that TDM doesn't support. Specifically, the example shows how to define two lines by direct entry, rather than using unsupported message location tags (X1, Y1, etc.). And skips other unavailable SRT font markups like italics, mentioned in the wikipedia description. The example would also show the TDM-specific path treatment. The example could be inserted before the sentence "It is recommended to use common software...."
  2. Welcome to the Dark Mod forums MarsManon! Thank you very much for the kind words about SLL, it's always nice to hear We all worked real hard on bringing Grayman's map to life and I'm glad you enjoyed it
  3. I was so enchanted by this FM, I had to sign up to the forums the same day I finished it to come thank the authors Genuinely, truly incredible work! I was so overwhelmed in places that I resorted to just shouting joy at my monitor two, three, maybe four entirely separate times while playing. Exploring, puzzling, finding something new, trying to use it, and finding it does a whole new, separate, wonderful thing! There aren't enough words inside me to describe the feeling. It was breathtaking. I don't have any specific feedback that hasn't come through this thread before Thanks so much for making this, for all the inspiration and ingenuity and effort it took. If I never play another level this good, in any other game, in my life, I'd be fine with that.
  4. Ok here's the output: ┌┄┄[sourav::archlinux]┈[~/darkmod] └──╼⮚ gdb thedarkmod.x64 GNU gdb (GDB) 8.3 Copyright (C) 2019 Free Software Foundation, Inc. License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html> This is free software: you are free to change and redistribute it. There is NO WARRANTY, to the extent permitted by law. Type "show copying" and "show warranty" for details. This GDB was configured as "x86_64-pc-linux-gnu". Type "show configuration" for configuration details. For bug reporting instructions, please see: <http://www.gnu.org/software/gdb/bugs/>. Find the GDB manual and other documentation resources online at: <http://www.gnu.org/software/gdb/documentation/>. For help, type "help". Type "apropos word" to search for commands related to "word"... Reading symbols from thedarkmod.x64... (gdb) run Starting program: /home/sourav/darkmod/thedarkmod.x64 [Thread debugging using libthread_db enabled] Using host libthread_db library "/usr/lib/libthread_db.so.1". TDM 2.07/64 #8079 (8079) linux-x86_64 Apr 12 2019 18:24:35 found interface lo - loopback found interface wlp1s0 - 192.168.2.8/255.255.255.0 Found Generic CPU, features: MMX SSE SSE2 SSE3 tdm using MMX & SSE & SSE2 & SSE3 for SIMD processing. ------ Initializing File System ------ Current search path: /home/sourav/darkmod/ /home/sourav/darkmod/tdm_textures_wood01.pk4 (376 files) /home/sourav/darkmod/tdm_textures_window01.pk4 (389 files) /home/sourav/darkmod/tdm_textures_stone_sculpted01.pk4 (463 files) /home/sourav/darkmod/tdm_textures_stone_natural01.pk4 (130 files) /home/sourav/darkmod/tdm_textures_stone_flat01.pk4 (295 files) /home/sourav/darkmod/tdm_textures_stone_cobblestones01.pk4 (224 files) /home/sourav/darkmod/tdm_textures_stone_brick01.pk4 (520 files) /home/sourav/darkmod/tdm_textures_sfx01.pk4 (69 files) /home/sourav/darkmod/tdm_textures_roof01.pk4 (72 files) /home/sourav/darkmod/tdm_textures_plaster01.pk4 (142 files) /home/sourav/darkmod/tdm_textures_paint_paper01.pk4 (63 files) /home/sourav/darkmod/tdm_textures_other01.pk4 (127 files) /home/sourav/darkmod/tdm_textures_nature01.pk4 (281 files) /home/sourav/darkmod/tdm_textures_metal01.pk4 (496 files) /home/sourav/darkmod/tdm_textures_glass01.pk4 (51 files) /home/sourav/darkmod/tdm_textures_fabric01.pk4 (43 files) /home/sourav/darkmod/tdm_textures_door01.pk4 (177 files) /home/sourav/darkmod/tdm_textures_decals01.pk4 (461 files) /home/sourav/darkmod/tdm_textures_carpet01.pk4 (92 files) /home/sourav/darkmod/tdm_textures_base01.pk4 (395 files) /home/sourav/darkmod/tdm_standalone.pk4 (4 files) /home/sourav/darkmod/tdm_sound_vocals_decls01.pk4 (28 files) /home/sourav/darkmod/tdm_sound_vocals07.pk4 (1111 files) /home/sourav/darkmod/tdm_sound_vocals06.pk4 (696 files) /home/sourav/darkmod/tdm_sound_vocals05.pk4 (128 files) /home/sourav/darkmod/tdm_sound_vocals04.pk4 (2870 files) /home/sourav/darkmod/tdm_sound_vocals03.pk4 (743 files) /home/sourav/darkmod/tdm_sound_vocals02.pk4 (1299 files) /home/sourav/darkmod/tdm_sound_vocals01.pk4 (82 files) /home/sourav/darkmod/tdm_sound_sfx02.pk4 (605 files) /home/sourav/darkmod/tdm_sound_sfx01.pk4 (948 files) /home/sourav/darkmod/tdm_sound_ambient_decls01.pk4 (8 files) /home/sourav/darkmod/tdm_sound_ambient03.pk4 (24 files) /home/sourav/darkmod/tdm_sound_ambient02.pk4 (163 files) /home/sourav/darkmod/tdm_sound_ambient01.pk4 (220 files) /home/sourav/darkmod/tdm_prefabs01.pk4 (960 files) /home/sourav/darkmod/tdm_player01.pk4 (125 files) /home/sourav/darkmod/tdm_models_decls01.pk4 (103 files) /home/sourav/darkmod/tdm_models02.pk4 (2020 files) /home/sourav/darkmod/tdm_models01.pk4 (3043 files) /home/sourav/darkmod/tdm_gui_credits01.pk4 (49 files) /home/sourav/darkmod/tdm_gui01.pk4 (715 files) /home/sourav/darkmod/tdm_fonts01.pk4 (696 files) /home/sourav/darkmod/tdm_env01.pk4 (152 files) /home/sourav/darkmod/tdm_defs01.pk4 (179 files) /home/sourav/darkmod/tdm_base01.pk4 (197 files) /home/sourav/darkmod/tdm_ai_steambots01.pk4 (24 files) /home/sourav/darkmod/tdm_ai_monsters_spiders01.pk4 (82 files) /home/sourav/darkmod/tdm_ai_humanoid_undead01.pk4 (50 files) /home/sourav/darkmod/tdm_ai_humanoid_townsfolk01.pk4 (95 files) /home/sourav/darkmod/tdm_ai_humanoid_pagans01.pk4 (10 files) /home/sourav/darkmod/tdm_ai_humanoid_nobles01.pk4 (48 files) /home/sourav/darkmod/tdm_ai_humanoid_mages01.pk4 (8 files) /home/sourav/darkmod/tdm_ai_humanoid_heads01.pk4 (100 files) /home/sourav/darkmod/tdm_ai_humanoid_guards01.pk4 (379 files) /home/sourav/darkmod/tdm_ai_humanoid_females01.pk4 (172 files) /home/sourav/darkmod/tdm_ai_humanoid_builders01.pk4 (91 files) /home/sourav/darkmod/tdm_ai_base01.pk4 (8 files) /home/sourav/darkmod/tdm_ai_animals01.pk4 (82 files) File System Initialized. -------------------------------------- [New Thread 0x7ffff759b700 (LWP 8705)] Couldn't open journal files ----- Initializing Decls ----- WARNING:file materials/tdm_epi_shader_2.mtr, line 462: material 'wizard_cloth_001' previously defined at materials/tdm_epi_shader_2.mtr:366 WARNING:file materials/tdm_water.mtr, line 1189: material 'textures/particles/ripple_1' previously defined at materials/tdm_particles_ripple.mtr:1 WARNING:file skins/tdm_epi_skins.skin, line 86: skin 'steam_engine_003_off' previously defined at skins/steam_engine_003.skin:1 WARNING:file skins/tdm_epi_skins.skin, line 97: skin 'steam_engine_003_on' previously defined at skins/steam_engine_003.skin:18 ------------------------------ /proc/cpuinfo CPU frequency: 1211.24 MHz Thread 1 "thedarkmod.x64" received signal SIGSEGV, Segmentation fault. R_ParseImageProgram_r (src=..., pic=0x7ffffffdff08, width=0x7ffffffdff00, height=0x7ffffffdff04, timestamps=0x5031598, depth=0x503158c) at renderer/Image_program.cpp:527 527 renderer/Image_program.cpp: No such file or directory. (gdb) backtrace #0 R_ParseImageProgram_r (src=..., pic=0x7ffffffdff08, width=0x7ffffffdff00, height=0x7ffffffdff04, timestamps=0x5031598, depth=0x503158c) at renderer/Image_program.cpp:527 #1 0x00000000005f8faf in R_LoadImageProgram ( name=0x4e4b1e0 "makeintensity( lights/squarelight1a)", pic=pic@entry=0x7ffffffdff08, width=width@entry=0x7ffffffdff00, height=height@entry=0x7ffffffdff04, timestamps=timestamps@entry=0x5031598, depth=depth@entry=0x503158c) at renderer/Image_program.cpp:601 #2 0x00000000005f3610 in idImage::ActuallyLoadImage ( this=this@entry=0x5031540, checkForPrecompressed=checkForPrecompressed@entry=true, fromBackEnd=fromBackEnd@entry=false) at renderer/Image_load.cpp:1314 #3 0x00000000005ece08 in idImageManager::ImageFromFile ( this=0x1d186a0 <imageManager>, _name=0x4e4ada0 "makeintensity( lights/squarelight1a.tga)", filter=filter@entry=TF_DEFAULT, allowDownSize=allowDownSize@entry=false, repeat=repeat@entry=TR_CLAMP, depth=depth@entry=TD_DEFAULT, cubeMap=CF_2D) at renderer/Image_init.cpp:1368 #4 0x0000000000606ad5 in idMaterial::ParseMaterial ( this=this@entry=0x50313a0, src=...) at renderer/Material.cpp:1981 #5 0x000000000060794c in idMaterial::Parse (this=0x50313a0, text=<optimized out>, textLength=266) at renderer/Material.cpp:2208 #6 0x0000000000596b37 in idDeclLocal::ParseLocal (this=this@entry=0x4a6f800) --Type <RET> for more, q to quit, c to continue without paging-- at framework/DeclManager.cpp:2173 #7 0x0000000000599078 in idDeclManagerLocal::FindType ( makeDefault=<optimized out>, name=<optimized out>, type=DECL_MATERIAL, this=0x1597300 <declManagerLocal>) at framework/DeclManager.cpp:1109 #8 idDeclManagerLocal::FindMaterial (this=0x1597300 <declManagerLocal>, name=<optimized out>, makeDefault=<optimized out>) at framework/DeclManager.cpp:1507 #9 0x000000000064d218 in R_InitMaterials () at renderer/RenderSystem_init.cpp:2006 #10 0x000000000064d79f in idRenderSystemLocal::Init (this=0x1d1c220 <tr>) at renderer/RenderSystem_init.cpp:2184 #11 0x000000000056ffb9 in idCommonLocal::InitGame ( this=0x1512040 <commonLocal>) at framework/Common.cpp:2934 #12 0x00000000005704ff in idCommonLocal::Init (this=0x1512040 <commonLocal>, argc=0, argv=<optimized out>, cmdline=0x0) at framework/Common.cpp:2807 #13 0x00000000004399d1 in main (argc=1, argv=0x7fffffffe818) at sys/linux/main.cpp:562 (gdb) generate-core-file Saved corefile core.8701 Core file: https://drive.google.com/file/d/1LzU0O9Swoq825hxdYdkATYIMgvP4SHeE/view?usp=sharing
  5. I can make renderer work a priority after the next release. Initially I wanted to work on that back in April (already sketched out a few issues for myself), but then got completely side-tracked by the VCS, Merging and Texture Tool projects. Overall the DR renderer is not a priority for both DR developers and mappers, with authors usually relying on the engine drawing things correctly. That's why we could get away with that DR renderer we have for such a long time in the first place. But on the other hand I still think that it'd be worthwile for DR to come up with a better renderer, even something that supports shadow calculations.
  6. How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
  7. OK I think I've got to the bottom of this. I've created this forum thread (with bug report): https://forums.thedarkmod.com/index.php?/topic/22221-bug-drowning-ai-in-shallow-water/ I can apply a workaround, although it won't be perfect and the bug itself needs fixing in the engine. There are a few other things that need fixing so will put an update together soonish.
  8. If any mappers have encountered weirdness with kill objectives not working with drowning AI, I think I've found out why. I don't think it would be a particularly difficult one to fix either. I've raised this bug report: https://bugs.thedarkmod.com/view.php?id=6323 Some context here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=487316 I think this is a bug, but just raising here in case some people think otherwise.
  9. That's for Doom, not the renderer in DarkRadiant. Also, too many things have changed with our codebase, I don't think it's possible anymore to just plop their renderer onto our codebase. Also, they changed to PBR, which would take a massive effort to get our assets converted to look decent for that pipeline.
  10. Probably Revision: 8100 Author: duzenko Date: пятница, 29 марта 2019 г. 18:57:44 Message: Forced anonreclaimer's culling codepath ---- Modified : /trunk/renderer/RenderSystem_init.cpp Modified : /trunk/renderer/tr_local.h Modified : /trunk/renderer/RenderWorld_load.cpp Modified : /trunk/renderer/RenderWorld_portals.cpp Modified : /trunk/renderer/Interaction.cpp Modified : /trunk/renderer/tr_light.cpp Modified : /trunk/renderer/tr_lightrun.cpp
  11. Author note: It's hard to believe it's already been a year since Act 1 came out! Well during this mission the player will be following Corbin into the Grimwood district to followup on a lead from last night (Act 1) .. the mysterious tablet! This mission is my first time including full EFX support as well as a HD briefing video file, additionally a new script has been added crafted by the talented Obsttorte which has loot flying towards the player when you pick it up. On a level design front I have tried to change things up a bit by really catering towards a number of play styles, this mission can be completely ghosted or you can use the tools at your disposal to wreak havoc on the citizens of Northdale. For the first time I have tried to create more sandbox environments which don't offer clear answers handed directly to you, so if you're having trouble figuring something out try a different method. This mission takes between 1 - 2 hours to finish depending on the difficulty you play on and how thoroughly you explore. I hope you enjoy your night in Northdale! - Goldwell Voice actors Fen Phoenix Goldwell Random_taffer Yandros Beta testers Amadeus Boiler's Hiss Cambridge Spy Chakkman Crowind Epifire Kingsal SquadaFroinx Custom Assets Andreas Rocha DrK Epifire Grayman Kingsal MalachiAD Obsttorte Sotha Springheel SquadaFroinx Purgator With special thanks to Epifire for creating a large collection of custom models, Grayman for helping out with coding, Kingsal for drawing the ingame map and Moonbo for his script revision on the briefing video. Available via in-game downloader MIRROR File Size: 417 mb EDIT: If you are having performance issues please consult this post by Nbohr1more which may address your issue http://forums.thedarkmod.com/topic/19936-fan-mission-shadows-of-northdale-act-ii-by-goldwell-20190320/page-2?do=findComment&comment=436271
    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.

  12. 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?
  13. 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
  14. (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.
  15. Awesome! Post is up! https://forums.thedarkmod.com/index.php?/topic/22200-beta-testing-the-house-of-delisle/#comment-487365 Thanks!
  16. 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.

       

  17. 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!

  18. 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.
  19. Looking awesome, but watch out for those glass panes. I set them to sort nearest, which should layer them properly, but it is also the most demanding on the renderer. AFAIK
  20. An appeal to mappers: If you're working on a map that crashes the game for no apparent reason, or if bits of your map don't get drawn on screen, or if you get glitches around visportals, please report it and/or PM me or grayman a copy of your work-in-progress. No need to tidy it up or resolve other issues. Crashes are very easy to diagnose in a special debugging version of the engine, and they're often easy to fix permanently in future releases. Reproducible renderer glitches are very useful for improving the renderer and dmap. If you fix them by tweaking the map instead of reporting them, we don't get a chance to fix the root cause. (Plus it might save you days of frustration struggling with a glitching map).
  21. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
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