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  1. True, but, 1. this thread is called "Western stealth FPS with Stephen Russell", and, 2. nothing you said changes anything for me. The gameplay still doesn't look like something I'd enjoy. And, if you really think this forum is cynical, then you don't visit forums much. Actually, the majority of the users are are pretty mature, unlike in other forums.
  2. New script for mappers: my flavour of a fog density fading script. To add this to your FM, add the line "thread FogIntensityLoop();" to your map's void main() function (see the example in fogfade.script) and set "fog_fade" "1" on each foglight to enable script control of it. Set "fog_intensity_multiplier" on each info_location entity to change how thick the fog is in that location (practically speaking it's a multiplier for visibility distance). Lastly, "fog_fade_speed" on each foglight determines how quickly it will change its density. The speed scales with the current value of shaderParm3, using shaderParm3 = 1000 as a baseline. So i.e. if shaderParm is currently at 1/10th of 1000, then fade speed will be 1/10th as fast. Differences to Obsttorte's script: https://forums.thedarkmod.com/index.php?/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/&do=findComment&comment=310436 my script uses fog lights you created, rather than creating one for you. Obsttorte's script will delete the foglight if entering a fogfree zone and recreate it later more than one fog light can be controlled (however, no per-fog-light level of control) adding this to the map requires adding a line to your void main() script, rather than adding an info_locations_settings entity with a custom scriptobject spawnarg in my script, mappers set a multiplier of fog visibility distance (shaderParm3), while in Obsttorte's script a "fog_density" spawnarg is used as an alternative to shaderParm3 smaller and less compactly written script fogfade.scriptfogfade.map
  3. "The Threepenny Revue" https://www.thedarkmod.com/missiondetails/?internalName=threepenny "I've been in the business of other peoples' valuables for as long as I can remember, so I'm no stranger to breaking and entering. But until today, I've never done a robbery on commission. I guess there's a first time for everything..." Randal Cartier, a local theater owner, thinks himself above paying protection money to the local gangs. You've been hired to prove him wrong. "The Threepenny Revue" is a first attempt at a Dark Mod Fan Mission. After playing TDM for ages and loving it, I wanted to try my hand at creating one of my own. As such, this is a short, simple, and relatively straightforward mission made to learn the ropes. The experience was very enjoyable, and I'm planning to work on another one in the future. In the meantime, I hope you enjoy this one. It's available now in the mission list, but in the event anybody wants or needs a backup source I'm hosting the files on my own site here. Special thanks to @Cambridge Spy, @thebigh, @Shadow, @wesp5, and @boissiere for Beta Testing and giving feedback, which helped enormously in ironing out problems in DarkRadiant
  4. OK, after discovering a gpt-4 account can be cancelled anytime (and even renovated later) I decided 20-odd dollars was worth investing to explore it. I found it fascinating but my main interest was fiction writing and I found although gpt-4 was creative and its grammar perfect, it's continuity was flawed with anything longer than maybe a couple of thousand words because amazingly it cannot recall precisely all the text even in one conversation. Somehow it condenses earlier messages and the further you get into a story the more I get forgets stuff, like Mr Johnson comes into the room. Erm... didn't Mr Johnson die in Chapter 3? This only applies if you try to help chatgpt-4 to write a story rather than get chatgpt-4 help YOU to write a story. That's different. Anyway, I've not given up trying to find a workaround, and in the meantime, gpt-4 now provides internest access via Bing. This is even better than Phind. You can type all sort of instructions in and get gpt-4 to do the searching like so: User: OK. please search for advice on getting chatgpt-4 to write a long story. List the first 10 website articles. Omit any that only help the user write a story, and only list those where the user helps chatgpt-4 to write the story. Abandon processing any websites that give errors such as failing to access and instead display here the link, then continue searching. If you can't find 10 articles within 10 minutes, then stop Chatgpt-4: I'm sorry, I wasn't able to fully complete your request. However, I've gathered some useful information. I found an article titled "How to Write a Novel With ChatGPT (Ultimate Guide in 2023)" on WritingBeginner.com. This article provides a step-by-step guide on how to use ChatGPT to write a novel. This guide includes 13 steps, such as: 1. Asking ChatGPT to suggest a genre and subgenre. 2. Using ChatGPT to come up with a story premise. 3. Expanding the premise into a back cover blurb with the help of ChatGPT. 4. Creating an outline from the blurb with ChatGPT's help【74†source】【75†source】【76†source】【77†source】【78†source】. I spent quite a bit of time exploring the details of this guide, which may be helpful if you're looking to use an AI like ChatGPT to assist with writing a long story. Unfortunately, I wasn't able to find 10 separate articles that specifically discuss how to help ChatGPT-4 write a long story, as per your request. The search results included a mix of different kinds of articles, and it took a significant amount of time to explore each one to determine its relevance. I'll list the URLs of the remaining pages that seemed potentially relevant, but I wasn't able to fully explore them within your time limit: 1. https://www.artificial-intelligence.blog/news/how-to-write-a-story-with-gpt-3 2. https://www.wired.com/story/ai-language-models-biggest-challenge-yet-long-form-content/ 3. https://www.writersdigest.com/be-inspired/how-artificial-intelligence-can-help-authors-write-a-better-novel 4. https://www.fastcompany.com/90697938/this-is-how-a-i-will-help-you-write-your-next-novel 5. https://towardsdatascience.com/writing-with-gpt-3-turning-prompts-into-novels-ba1d109b2a6f 6. https://www.technologyreview.com/2023/03/20/104107/artificial-intelligence-is-now-writing-novels-heres-an-example/ Please note that the relevance of these articles to your specific request is uncertain since I wasn't able to fully assess them within your time limit. As for the technical question about Chrome updates, the latest version of Google Chrome as of June 8, 2023, is 112.0.5615.137/138 for Windows and Mac, and 112.0.5615.165 for Linux【47†source】. I hope this information is helpful, and I apologize for not being able to fully meet your initial request. End... This will change searching the net forever! It's like having an assistant to do the legwork.
  5. Ok, here is the source of the goddamn precision issue: static void WriteFloat( idFile *f, float v ) { if ( idMath::Fabs(v - idMath::Round(v)) < 0.001 ) { f->WriteFloatString( "%i ", (int)idMath::Round(v) ); } else { f->WriteFloatString( "%f ", v ); } } I guess I'll never stop finding more weird tolerance stuff in this codebase Anyway, I'll fix this after 2.12: never know the consequences. UPDATE: Here is issue in bugtracker 6480
  6. Mandrasola is a small sized map in which aspiring thief Thomas Porter steals some herbal products from a smuggler. The mission was created by me, Sotha and I wish to thank Bikerdude, BrokenArts and Ocn for playtesting and voice acting. Thanks goes naturally to everyone contributing and making TDM possible. This mission occurs chronologically before the Knighton's Manor, making it the first mission in the Thomas Porter series. Events in chronological order are: Mandrasola, The Knighton's Manor, The Beleaguered Fence, The Glenham Tower and The Transaction. The winter came early and suddenly this year. Weeks of strong blizzards and extremely harsh cold weather hit Bridgeport hard. With the seas completely frozen, a rare occurence indeed, most of the City harbor commerce has stopped completely. Vessels are stuck in the ice and no ship can leave or enter the City, resulting in the availability imported goods declining and their prices skyrocketing. One of these imported items is Mandrasola, a rare herbal product, which is imported overseas from the far southern continents. Mandrasola has its uses in alchemical cures and poisons, but mostly this substance is used for its narcotic qualities by commoners and even the nobility. The problem with Mandrasola is that excessive use is extremely addicting and the withdrawal effects are most grievious. Many are utterly incapable of stopping using Mandrasola and are transformed into quivering human ruins if they do no get their daily dose. And now this expensive and rare substance is running out from the whole City. Me and my fence, Lark Butternose, would love to grab this monopoly to ourselves: selling the last few doses in the City would probably be worth a fortune. According to Lark's sources, there remains only one smuggling lord who still has Mandrasola in stock. The problem is that this individual maintains an exclusive clandestine operation and only supplies a few nobles. Despite our best information gathering efforts we couldn't learn who the smuggler is and where he or she operates. Luckily we have an alternate plan. While searching for Mandrasola related information, we learned that a noblewoman called Lady Ludmilla is addicted to the substance and has paid high prices for small amounts of it. We also know that she has visited frequently someone in the Tanner's Ward waterfront, and since she goes to the area personally we believe she is visiting the smuggler. The plan is simple: I must monitor Ludmilla's most likely entryway to the Waterfront and then follow her to the smugglers hideout. I'd better be very careful around Ludmilla. She must not realise I'm following her or she probably won't lead me to her dealer. Hurting her is also out of the question. After she leads me to the smuggler's hideout, I can take my time to break in carefully and steal all the Mandrasola I can find. While I'm there it wouldn't be a bad idea to grab some loose valuables as well. I've now waited in the blistering cold for a few hours already. Looks like there are a few city watch patrols in the area to complicate matters... I think I heard a womans voice beyond the north gate. That must be lady Ludmilla, I haven't seen many ladies in these parts. I'd better get ready.. Links: Use the ingame downloader to get it. WARNING! Someone always fails to use spoiler tags. I do not recommend reading any further until you've played the mission.
  7. Thanks. Linux user and I play TDM at least weekly: Never noticed any physics issues myself, whatever happened in the FM must be a relatively rare scenario... that's a FM I haven't revisited so I was lucky to miss the bug then. There is in fact a little problem in latest Beta, though it's so small I didn't bother to document it carefully, but I'll share the idea of it at least: If you climb into a tight space between an object and the ceiling and turn on the flashlight, jumping may cause the light to phase through the floor and disappear temporarily. Say you have a crate pressed against a ceiling where you can only climp and go in while crouched... if the surface is high enough to allow a jump but just low to force you to be crouched, you'll see the light source of the lantern disappear temporarily in mid air. Think I saw it in The King Of Diamonds, if it's important I'll boot it up again and noclip to get a viewpos. Just to make sure you've seen my mention: Please check my message a few posts above where I attached a log, we have a crash where killing AI with a broadhead arrow can cause the engine to go down with a "tried to free uncached trace model" error... not even a main menu crash but one to the OS. It's pretty rare but if you fatally shoot AI often enough it will occur eventually.
  8. You're right, libxml2 can't be fundamentally broken since it is such a core dependency on Linux, plus the exact same XPath queries work perfectly fine even within our own XmlTest, so it must be something specific to how XML is being used within the registry setup. I found a couple of online sources which suggested that XPath queries might fail if the DTD doesn't validate, but we don't have any DTDs in our XML files and the XML_PARSE_DTDVALID option is not set by default in any case. Encodings are another possible culprit (especially since the problem seems to be OS-specific), but as far as I know encodings wouldn't change the parsing of characters like "[" or "@", and if the encoding was so fundamentally wrong that even regular 7-bit ASCII failed to parse, then how would "//game" ever be found? It seems that whatever the cause of the problem is, it is very well hidden within the API and would probably require building libxml2 from source and diving into it with the debugger to find out what is going wrong. Right, that sounds like the best approach. I'll set the HEADER_ONLY flag on Linux too then for consistency, and integrate it as a header-only dependency like libfmt.
  9. Hello dear people of The Dark Mod A question about the code of this lovely game. Is every bits of The Dark Mod code open sourced? And under which license? If not all and every file, then which files are open and which not? A question I could probably find out myself but if you want you may answer: what engine do you use and how easy is it for newcomers to start working on code, assets etc? Does it have to be done through the community or can we also work on our own - Is it allowed to just download/copy code and start creating things for myself? And a side question: does the TDM community have a Discord server? Thank you for clarifying. Yours mouser
  10. If the "mission fails as soon as stealth score turns non-zero," that would not be good for ghost players. They might need to find out "how" they failed and experiment to avoid alerting guards. They might need to take those score points as a "bust". They might need to take those score points to complete an objective. Then, mission authors would need to encode exceptions into their missions, which would be a lot of work (if they decide to do it at all). However, part of what makes ghosting challenging and fun is when mission authors do not create their missions with ghosting in mind. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Writing code for these rules would be a huge undertaking. Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Creating an official mode could alienate these dedicated ghost players, because it would clash with what is considered ghosting in the community. Including the Stealth Stat Tool mod in the official release would be more useful. Or, making the audible alert states of guards quick and easy to recognize could help as well. For these reasons, I don't agree with an official "Ghost" mode. If the dev team were to do it, we should consult with @Klatremus so we get it 100% correct or not pursue it at all. (This ghosting bit should probably be in its own thread.)
  11. Thanks! I guess that was a red herring. The problem happens due to a change made in source rev 10498: May I kindly ask that you nudge the player start position? It seems the current start position relies on incorrect physics and stgatilov does not want to revert to the incorrect behavior. Edit: Looks there may be a "code side" fix after all.
  12. File Update for Improved Subtitle Font As requested a while ago, to address the stray marks and other problems seen with current subtitle font, Stone, I am providing a short-term fix for characters in the printable ASCII range 32-126, using corrected metadata: fontimage_24.dat This is intended to replace tdm_fonts01.pk4\fonts\english\stone\fontimage_24.dat No change is needed in the related .dds files for this. Briefly, problems with stray marks found to the left of a character were due to picking up pixels from an adjoining character in the glyph bitmap dds files. Adjusting the location of the source box and related metrics fixed these. Affected were: % C E T W Y | The | character also got improved spacing, as did J Finally, the entirely screwed data for the angle brackets was corrected. This coming month I hope to work up a wiki page with diagrams to better explain what I learned about the mysteries of the idTech4 font .dat and .dds files. To see what the results look like with corrected fontimage_24.dat in place (as an override), here is my testing FM: testSubtitlesASCII.pk4 A longer-term fix (beyond 2.12 release) would also address ANSI and TDM-specific-mapped charaters in the range 128-255. To look at that, I have a similar experimental tester for ANSI (unripe to release). It shows substantial issues in that range. And then there's also consideration of fontimage_12.dat and fontimage_48.dat. And the russian-character variant.
  13. With TDM 2.12, after the credits finished, the "Mission Complete" screen did not display. I found that the screen was black and I could hear my footsteps when I tried to move around. I think the reason for the mission not completing successfully was that the "Do not kill or harm allies" objective was never marked as "1 = STATE_COMPLETE" instead it was left as "0 = STATE_INCOMPLETE". Note, I didn't use noclip throughout the mission. Same as: https://forums.thedarkmod.com/index.php?/topic/18054-fan-mission-the-accountant-2-new-in-town-by-goldwell-20160509/&do=findComment&comment=458491
  14. How about using TDM automation framework (and maybe pcem/qemu)? More info see: https://forums.thedarkmod.com/index.php?/topic/19828-automation-features-and-discussion/
  15. You got that because you selected free and open source, so it lists both free and open source together. If you select only open source, you don't see it. Interesting site btw.
  16. I very much doubt it. You are building from source on Ubuntu whereas demagogue is reporting a problem with the released Windows build. I believe your error is the same one I encountered here: This error is triggered by a change in Greebo's repo which I haven't yet merged, so if you build from my repo you should avoid this issue.
  17. @stgatilov, attached is a screen shot of what I'm calling the "sound source cue" or "sound source oval" directional indicator. Unlike the previous Photoshopped mockup, this is implemented as a prototype in gui script. It shows a cropped screenshot of the 3 stacked subtitle slots, with a red dot indicating the direction, respectively (from the bottom slot) left of player, straight in front of player, and straight behind player. Those locations are simply hard-coded by local float variables dot0_x, dot0_y, dot1_x, dot1_y, dot2_x, dot2_y. I need the engine to supply those as gui globals instead. (You can change the names as you wish). Once I have a 2.12dev update with those variables (and please, the verbosity enumeration too, that we talked about), then I'll do another pass to optimize the art and tweak the dot positioning and size. That's better done when dynamic dot movement is available. For the next go around, it might be sufficient if the engine just provided the direction as a unit vector, in which case the engine-side assert is: square_root(dot_x^^2 + dot_y^^2) = 1.0 Later, we could play around and see about encoding distance too. In which case the "=" in that assertion would be replaced by "<=". Do you think that "sound source cue" should be something the user can turn on or off as an option? If so, that's another gui global to pass, probably a cvar.
  18. I cannot speak for the mission creators, but if was one i would say: "thanks for the suggestions. please adjust them yourself, if you want to do it. The needed source and info are publisched online. it takes time to repair the problems. I (dont) have time for it. Maybe you get some experience by repairing this yourself, to create some new content yourself."
  19. Hmm, interesting. The _12 version appears to be picked up at textscale of 0.15 or lower. So you'd have to get down to appx 7 pt type to start using the _12 as source, given my understanding that textscale 1.0 = 48 pts. Kinda baffling.
  20. Is "assets" synonymous to "media/gamedata"? And are you referring to the 2.3 GB media/gamedata included in TDM at install? If all 2.3 GB media/gamedata were removed from the "TDB-libre" version, then no license change would be needed. Say then we have a small fan mission that is entirely libre, built entirely from libre assets and created to intentionally avoid using any of the current 2.3 GB media/gamedata. If we wanted to play that mission using only the source code, what media/gamedata components would be missing to do that? * GUI graphics and music? * HUD elements? * Any in-game sounds? * Inventory objects? * ... anything else that can neither be included in the mission's own media/gamedata, nor avoided during mission design? I'm assuming here that a mission actually can include its own media/gamedata (textures, sound, models), but I may be wrong and I'm grateful for any explanation that helps me understand. If you ask me, the TDM-installer works perfectly already today, and the instructions are brief and easy to follow. Installation from the Debian repository would be somewhat easier, but I also see other (perhaps greater) benefits which I mentioned earlier.
  21. Thank you. I have more questions but I would be wasting your time. I will have a look at the source code someday.
  22. I don't understand this bit, but then I know nothing about how sounds/audio are processed internally. Based on the audio alone (listening) I would say the engine knows how far I am from a sound source (or the other way around) and sets the volume accordingly. The engine also knows if I am behind a closed door or not. I don't know, it would seem all is there already.
  23. It's much simpler than that: TDM includes numerous 3rd-party assets which forbid commercial usage. Even if every single team member approved of a license change, it would still not be possible without identifying and removing all of those 3rd-party assets (and any derived assets based on them) and replacing them with free alternatives. They do. There are numerous easy ways to obtain and install non-FOSS projects on Debian. You can download and extract a tarball, run a dedicated installer, add a custom PPA from Ubuntu or some other source, install an AppImage, or install a FlatPak. You can even install non-FOSS projects directly from Debian using the non-free repository. At no point do they "force" anyone to do anything. What they don't allow is adding non-FOSS or otherwise restricted content into the main Debian repository, which is their right as a free software project.
  24. Yeah, there's nothing in the syntax that tells you if the gui parameter is set in a gui script or the engine. Sometimes there's a comment in the script that helps out by saying, for instance, "// set by SDK". If you really need to know - say, you're writing a wiki article - then typically you'd do a full-text search for the parameter name within and across files. Namely, the search scope may include: FM-specific .gui files Core .gui (and sometimes .guicode) files Engine .cpp (and sometimes .h) files, of the source code retrieved from, for instance, github I use TextPad to do this. In the case of (2), I have a local copy of the latest official TDM distribution (currently 2.11), where I have replaced every .pk4 with its unzipped equivalent. Because TextPad can't look inside .pk4 files. In the case of "ModNotesText", method (2) found nothing except the line you indicated. Method (3) found this line in a version of the source code: \darkmod_src-trunk\darkmod_src-trunk\game\ModMenu.cpp(81): gui->SetStateString("ModNotesText", info != NULL ? info->GetModNotes() : ""); So, yes, it's set by the engine.
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