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  1. We didn't make the holidays (such a busy time of year) so here's a New Year's gift, an unusual little mission. Window of Opportunity Recover an item for a regretful trader out in a wilderness setting, and discover more! Available within the in-game mission downloader or: Download: http://www.thedarkmo...ndetails/?id=79 Alternative: https://drive.google...WTMzQXZtMVFBSG8 Some unorthodox gameplay on regular/ghost difficulties. (Arachnophobes might prefer short mode...) Please expect to need your lantern in regular and ghost modes! Short ("easy") mode is a smaller map, so if you are looking for areas others reference below, or 100% of the loot, you'll need to play on another mode. I wanted to create my first mission before I became influenced by too many others' ideas, and limited myself to what has been done before. As such, this mission is not set in a city/town, and has some features that are likely to be provocative. There's a section some really like, which others don't, either way I kept it short to not last too long. That being said, I hope you do find it fun! :-) Special thanks to those who provided valuable testing and feedback: Goldwell, Kyyrma, plotzzz, 161803398874989, PPoe & Bikerdude (who also contributed a sound). (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] If you are having trouble finding the main objective, here's what to pay attention to in the mission for hints: There is a spot it's possible to get stuck on the ground in the corner by the cliff/rockfall where there's a rope laying on the ground, please take care if you poke around there!
  2. @Frost_SalamanderIt has been a good minute since i've played with particle collisions with rain, however I decided to revisit it after seeing your post and I can't seem to get it working. @stgatilov could you please confirm if this is the right flow as it doesn't seem to be working in my map: 1) Create a .prt file containing: particle rain2_heavy2024 { { count 100 material textures/particles/drop2 time 0.500 cycles 0.000 bunching 1.000 distribution rect 0.000 0.000 0.000 direction cone "0.000" orientation aimed 0.000 0.040 speed "1000.000" size "0.500" aspect "1.000" randomDistribution 0.000 fadeIn 0.200 fadeOut 0.000 color 0.040 0.040 0.040 1.000 fadeColor 0.000 0.000 0.000 1.000 offset 0.000 0.000 0.000 gravity 0.000 collisionStatic mapLayout texture 512 512 } } 2) Create a .mtr file containing: textures/darkmod/weather/rain2_heavy2024mtr { deform particle rain2_heavy2024 qer_editorimage textures/editor/rain nonsolid noshadows { //needed to emit particles blend filter map _white } } 3) Create the appropriate patch in game applying the above texture to it (with the texture fit to it and it facing down) 4) dmap missionname.map 5) runparticle missionname.map But ingame the rain just ignores the brushes and falls right through: Even using "particle_collision_static_blocker" "1" on this water entity, had no impact
  3. https://www.waferworld.com/post/why-is-germanium-making-a-comeback-in-the-semiconductor-industry germanium was the material used in the first transistor but was harder to work with, so it got waylaid when silicon was discovered. it does have better charge carrying capabilities and is very stable, with the advanced fabrication technology today it made sense. since it also has 3 times the electron movement speed compared to silicon
  4. Here's the draft code patch so that folks who compile TDM themselves can give this proposal a try in game. And, if you do, I look forward to your feedback! https://gist.github.com/daftmugi/43a23ca3471ae1d49eb0b9aa92ea8457 Install TDM v2.12 (dev16818-10434) Get the SVN repo Download "r10452-add-lean2.diff " Apply SVN patch: "svn patch r10452-add-lean2.diff" Compile Copy TheDarkMod.exe and glprogs to TDM (dev16818-10434) directory Or, @Wellingtoncrab has provided a Windows build. (includes new frob and new lean) Install TDM v2.12 (dev16818-10434). Download @Wellingtoncrab Windows build: https://cdn.discordapp.com/attachments/1062478154310103120/1154930878162669750/TheDarkModx64.exe Copy the TheDarkModx64.exe binary to your dev16818-10434 directory. Or, @Daft Mugi has provided a Ubuntu/Linux build. (includes new frob and new lean) Install TDM v2.12 (dev16818-10434). Download @Daft Mugi Ubuntu/Linux build: https://drive.google.com/file/d/1kUZtQrkAQpPHVRUX_JrhxSeWkzZX8P4D/view?usp=sharing Copy the thedarkmod.x64 binary to your dev16818-10434 directory.
  5. 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
  6. 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/
  7. Beta 11 Fix finished-on state auto-update was unreliable Slighty improve scanner title/author detect Tags are now named some whatever regular-version-looking thing to force GitHub to put the newest at the top
  8. Version 5 of the script posted. Change-log: v5: To prevents sudden halts when running, a one-second delay has been added between the moment the player stops going forward and the script takes you automatically back to walking mode. To allow for a greater freedom of movement, the script requires to know now your backwards, right and left keys. v4: Altered so that when player is running and stops, you are back to walking mode. v3: The script only runs when TDM is in focus (tested in Win 10) v2: Second version by Obsttorte v1: First version by Obsttorte ------------------------------------ If anyone wants to put it to test, follow below instructions (please note it takes some time to get used to it): Download AutoHotkey, install it, open Notepad, paste the below script inside, save it as TDM.ahk and double click on the file you just saved. Settings > Controls > Weapons: Remove mouse wheel bindings from Next Weapon and Previous Weapon (or from any other setting you may have set the mouse wheel to) Settings > Controls > General: Make sure Toggle Crouch is enabled and Always Run is disabled Settings > Controls > Movement: The Forward, Run and Creep keys must match in both TDM and the script. To end the script, go to the Windows taskbar, look for a green icon with an "H", right click on it and select Exit. Known limitations: You can turn pages and numbered dials using Next Inv. Item / Prev Inv. Item. To prepare for a long jump from idle, move the mouse wheel up before executing your move You cannot move objects you are holding back and forth You cannot lean forward and switch speeds at the same time, for some reason Warning: fighting is as cumbersome as ever! ; ===================================== ; Adjust player speed with mouse wheel ; ------------------------------------- ; An AutoHotkey script for The Dark Mod ; version 5.0 by Obsttorte & snatcher ; ===================================== ; ------------------------------------- ; Configure your keys below ; ------------------------------------- ; In-game movements keys key_left = a key_right = d key_forward = w key_backward = s ; In-game creep key key_creep = c ; In-game run key key_run = r ; ------------------------------------- ; Do not edit anything past this point ; ------------------------------------- delay = 1000 ; delay in miliseconds between running > walking [default = 1000] speed = 0 ; init speed (-1 = creep | 0 = walk [default] | 1 = run) steps = 1 ; amount of mouse wheel steps needed for switching state [default = 1] state = speed * steps ; counter for state switch #IfWinActive ahk_exe TheDarkModx64.exe ; run only when TDM is focused HotKey, *~%key_forward% up, keyForwardHandler return keyForwardHandler: if (speed == 1) ; we are running { sleep, delay if (!GetKeyState(key_forward) && !GetKeyState(key_backward) && !GetKeyState(key_right) && !GetKeyState(key_left)) { speed = 0 ; walk Send {%key_run% up} } } return *wheelup:: state += 1 if (state >= steps) { if (speed == -1) ; we are creeping { speed = 0 ; walk Send {%key_creep% up} } else if (speed == 0) ; we are walking { speed = 1 ; run Send {%key_run% down} } state = 0 } return *wheeldown:: state -= 1 if (state <= steps * -1) { if (speed == 0) ; we are walking { speed = -1 ; creep Send {%key_creep% down} } else if (speed == 1) ; we are running { speed = 0 ; walk Send {%key_run% up} } state = 0 } return Cheers!
  9. In the current user addons system, only one addon could ever be installed at a time. This was because every addon would try to overwrite tdm_user_addons.script, and only the one in the alphabetically latest .pk4 would win. Merging addons was not a practical solution for most since this required a similar level of proficiency as actually creating the addons. Coming to the next dev build for 2.12, this limitation has been lifted by automatically including or calling all script files or functions that start with a specific prefix. Addon creators will need to choose unique names, however, which could for example include one's username. For now, backwards compatibility with the old style of addons will be maintained so they will still work, but they will need to be updated before several can be installed at once. Note to creators: as this may result in a surge of popularity of user addons to "mod the mod", it feels like some remarks are necessary: it's important to communicate to players downloading the addons that these are to be used at one's own risk and there's no certain way to ensure that no mission will break. releasing a stable mission with the default TDM package is hard enough. Addons create another layer of complexity that is out of the authors' hands. So while it's okay to ask, please respect the authors' decision not to support addons. savegames will only work with the exact combination and version of addons that they were created with. Updated instructions for creating addons can be found here: https://wiki.thedarkmod.com/index.php?title=A_to_Z_Scripting:_Script_addons_for_players
  10. With that many maps what a lot of people are going to want is curation and quality control. If you want to know why Thief FMs are still pulling more eyes, that would be my guess. It's not even that the quality of the best Thief FMs are better than ours (IMO they are not), or that they have better tools for recommending them. The big advantage is that Thief has an popular and established lexicon for having those discussions. People know their expectations and can communicate them; and when they communicate their preferences they can reasonably expect to have them understood and satisfied. An excessive example (not biographical but a plausible hypothetical): The relevant point is that playing TDM is a major investment to the biggest demographic of people that might be interested in branching out. It seems like some people here don't recognize that dynamic. Some of us think that there are a bunch of quirky or vestigial irregularities in TDM that don't add much value to the established community and could be homogenized to to lower that barrier to Thief transplants. We are confused why you guys see it as so threatening. Personally I still feel like I haven't got a single straight answer. All that said on this specific mantling issue, I am actually sympathetic to the reactionaries. I love that the new speed was calibrated off of parkour videos. That was super clever. However the opposition has a point that our play characters are usually hauling like 25 kg of loot, gear, and body armor during a typical mission, judging by the in game models. And they are generally not in any big hurry. It it were me I would split the difference between the old and new speeds, or maybe go 70-30 in favor of parkour.
  11. In what way has any of this been "aggressive"? I ask, because I've tried to be the exact opposite of aggressive as much as possible. If I can improve here, I'd like to know. Have others been aggressive towards you? What are you insinuating here? I ask, because it sounds like you are either displeased with me personally, with the dev team as a whole, or with mission authors. What do you think needs to be addressed exactly? Would you mind making this clear, so we can improve? If it makes you feel any better, all of the player control and movement issues that I'm aware of that can be addressed have already been addressed. So, I personally don't have anymore player control or movement changes planned at this time. Regarding this mantle speed change, I proposed it internally and created the original solution. But the final solution was a dev team collaboration, and therefore I'm not the sole contributor of this change. The core team, including myself, already addressed this change. Are those the details that you wanted to read?
  12. 0.5 is alright. I voted for 1.0 mostly because I'm used to seeing it, but with the new mantling speed I'll probably change it to 0.75. Having the option to customize it is great, everyone can set their preferred value.
  13. 4th version of the script. I altered it so that when you are running and stop, you are back to "walking" mode. It feels quite natural now, considering the limitations. ------------------------------------ If anyone wants to put it to test, follow below instructions (please note it takes some time to get used to it): Download AutoHotkey, install it, open Notepad, paste the below script inside, save it as TDM.ahk and double click on the file you just saved. Settings > Controls > Weapons: Remove mouse wheel bindings from Next Weapon and Previous Weapon (or from any other setting you may have set the mouse wheel to) Settings > Controls > General: Make sure Toggle Crouch is enabled and Always Run is disabled Settings > Controls > Movement: The Forward, Run and Creep keys must match in both TDM and the script. To end the script, go to the Windows taskbar, look for a green icon with an "H", right click on it and select Exit. Known limitations: You can turn pages and numbered dials using Next Inv. Item / Prev Inv. Item. To prepare for a long jump from idle, move the mouse wheel up before executing your move You cannot move objects you are holding back and forth You cannot lean forward and switch speeds at the same time, for some reason Warning: fighting is as cumbersome as ever! ; ===================================== ; Adjust player speed with mouse wheel ; ------------------------------------- ; An AutoHotkey script for The Dark Mod ; version 4.0 by Obsttorte & snatcher ; ===================================== ; ------------------------------------- ; Configure your keys below ; ------------------------------------- ; In-game move forward key key_forward = w ; In-game creep key key_creep = c ; In-game run key key_run = r ; ------------------------------------- ; Do not edit anything past this point ; ------------------------------------- speed = 0 ; init speed (-1 = creep | 0 = walk [default] | 1 = run) steps = 1 ; amount of mouse wheel steps needed for switching state [default = 1) state = speed * steps ; counter for state switch #IfWinActive ahk_exe TheDarkModx64.exe ; run only when TDM is focused HotKey, *~%key_forward% up, keyForwardHandler return keyForwardHandler: if (speed == 1) ; we are running { speed = 0 ; walk Send {%key_run% up} } return *wheelup:: state += 1 if (state >= steps) { if (speed == -1) ; we are creeping { speed = 0 ; walk Send {%key_creep% up} } else if (speed == 0) ; we are walking { speed = 1 ; run Send {%key_run% down} } state = 0 } return *wheeldown:: state -= 1 if (state <= steps * -1) { if (speed == 0) ; we are walking { speed = -1 ; creep Send {%key_creep% down} } else if (speed == 1) ; we are running { speed = 0 ; walk Send {%key_run% up} } state = 0 } return Cheers!
  14. I don't know what you mean by that, but I got the impression that several of the latest changes were made to get the old Thief community more interested in TDM. In that sense this isn't really about "new players" and I would like to see some numbers of e. g. how many people download each new TDM mission compared to how many people do so with new Thief missions to learn how big our communities are. Anyway back on topic, the new mantling speed and roll are fine for me!
  15. I'm fine with the new mantle animations. The only difference I even noticed is the increased speed. I didn't mind the old, slower mantling, but it is good the way it's now (my opinion of course). Concerning the view roll: In my experience, when moving around in real life, I do not really percieve small head roll movements. So exaggerated rolls "feel" off to me (that also concerns leaning). A default mantle roll of 0.5 seemed best to me.
  16. The 2.11 (and prior) feedback came from TTLG and Thief discord servers. During early testing, several of these players and Thief FM authors expressed renewed interest in trying TDM and some have become regulars of TDM because of recent changes. I consider that a win for the TDM community, because more players and mission authors are good for us. More mission authors means more missions for us to enjoy; more players means a bigger audience for those mission authors. (I'm vague here about who the players are for privacy reasons, but you can find them by searching TTLG, Thief discord servers, and TDM discord servers.) As for the mission authors, the dev team got feedback from them during development of the increased mantle speed in 2.12. The main feedback that was listened to was that mantling should be faster, especially the overhead mantle. As for who they are, perhaps they can chime in here to let you all know.
  17. Ok, I get it. You were talking about the mantle roll, and not the mantling speed. Regarding the mantle roll, yes, I don't really have an opinion on that. My issues are rather that the mantling seems too fast. I don't care which additional animation of the head is involved. IMO, the whole movement is simply too fast.
  18. I don't think you really get my point. Of course, a game can't and shouldn't be realistic in all regards (unless you actually simulate something), but, if something feels too arcade, then it breaks immersion. And, yes, of course that's subjective, but, the new mantling simply seems too fast to me. Just like the old Quake and Doom games seem too fast to me, in terms of movement speed. Nobody runs that fast, not even Usain Bolt. And, by the way, if these movements are modelled on some real life videos, I suggest that it is also taken into account that the thief is neither a parcour artist, nor a strongman competitor. So, he shouldn't be as fast or as strong as these people.
  19. Realism is for simulators and even then, there must be compromises. Reasonable is the right word for TDM. Regarding player movement it really depends on the character and how you want players to feel in his shoes. Is this a vulnerable veteran thief or a sneaky young cat? In this regard the increased mantle speed and the (single) grunt sound convey opposite connotations, imho.
  20. No. There are limits to what a human is capable of, and, when a game like TDM, which is supposed to be a "immersive sim" feels too arcade-ish, then it's something I don't consider desirable, especially when the other movement (walking/running speed, swimming, diving, leaning etc.) or the use of weapons seems pretty realistic.
  21. I am not really invested in realism being the criteria for a how a game should play, but it sounds like the devs modeled it using actual parkour videos - which would be people mantling in real life. Even if it was desirable I am not sure “realism” is an achievable result. The capabilities of people in reality is pretty diverse after all. I think what you are describing as "realistic" is just what feels subjectively natural or correct to you, which you can and should advocate for that. I am speaking specifically about the “mantle roll” - the tilting camera animation which plays at the last stage of the mantle. What I found is that the new mantle kind of clicks and feels subjectively “right” to me with the revised speed is a setting of .5 instead of 1. But that’s just me, so curious if you or others have any opinion on this menu setting.
  22. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

  23. TDM is already a niche genre. If we release it to a niche platform, it will be niche²! Since we would have to strip TDM off all its assets, recreate some and build a demo FM around it, it wouldn't be more than a tech-demo, i.e., there is no game, which would be niche³. It's just not worth it! We even did not release on Steam due to licensing issues and on that platform, we actually could have gained a huge player-base. No TDM dev has ever showed interest in doing such a thing and that also goes for most of our community. It's not going to happen unless you do it yourself. Be prepared to put at least 2 years of full-time work into this project.
  24. If there are missing files reported, it's likely the .vcxproj needs to be updated with moved or renamed source files. Unfortunately I'm not in a position to do that (without guessing) because I only build on Linux which uses an entirely separate (CMake) build script. I don't know the cause of the other errors but I would guess they are downstream consequences of not having all the required source files in the build script.
  25. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

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