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I'll fly a star ship across the universe divide And when I reach the other side I'll find a place to rest my spirit if I can Perhaps I may become a highwayman again Or I may simply be a single drop of rain But I will remain. RIP Kris Now only one Highwayman left.
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Allways loved star stuff, as a youngster i wanted to become an astronaut. Newer managed due to some complications with my eyesight which truth be told newer bothered me (i have a slight color seperation issue in my right eye) it has newer hindered me but it ment i could not go through the training . Instead i took a radio technician education and got shafted because when i was done most places who needed one had turned the key due to cheap electronics. Made little sense to repair it because it easily cost more than just buying a new one. So i got 1 year working as a tech then 3 years as a salesman for said tech then it all went to online shops... and from then on i just worked with whatever. Still got the passion and if need be im one of the last techs educated in tube powered amps in denmark. Im not a genious but i was immensly curious as a child so i learned a good deal, i diagnosed my first taperecorder at age 4 and the guy who owned it was completely bummed when the tech told him i was right . Said curiosity also had some downfalls, i been electrecuted so many times i should be glowing in the dark .
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venera i think survived about a few hours on venus before the atmosphere kicked the living daylight out of it . quite an achivement in itself as venus atmosphere is about the most lethal environment in our entire solar system . temperatures hot enough to melt lead, atmospheric pressure as dense as if you were 3 km below the ocean, and it rains sulphoric acid yikes. well in space nobody can hear you scream (no air) sound does not carry in a vacum despite what several sci-fi movies would lead one to think. its dead silent out there well unless you can hear radio waves then the noise is truly mindboggling. its also not nessesarily cold in space, the temperature on the moon ranges from freezing my ass off in splinters to charbroiled. deep space is cold however due to heat dissipating quickly when there is no medium and the distance to the stars. little known fact, the snow you see on old analog tv's not tuned in to any station is actually the background noise from the big bang. funny thing you can do with old radios on short wave tune a bit and listen for something that sounds like fast thumbing that my friend is a neutron star you hear , they come in several variants to. some actually sound more like ratatata thats how fast they rotate.
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[Bug] On Launch, Distorted First Frame When AA
Daft Mugi replied to Daft Mugi's topic in TDM Tech Support
@stgatilov This was fixed by the following commit: r10914 | stgatilov | 2024-12-08 | 8 lines Added a way to force-disable tonemapping everywhere if 3D game is not running (r_tonemapOnlyGame3d). This can be useful because the new tonemapping settings affect main menu rather negatively. Well, in fact even the simple gamma already affects cinematics the bad way, introducing ugly color banding on dark colors. Note: normally we should do tonemapping after 3D game is rendered but before GUI overlays are rendered. But this is a hard topic, because some of the GUI overlays are not actually GUI (e.g. underwater overlay), so this requires some kind of manual tagging. Better leave this for the future. When launching TDM: r_tonemapOnlyGame3d 1: first frame is fine. r_tonemapOnlyGame3d 0: first frame is distorted. -
Something wrong with the hosts? See following topic for the investigation. https://forums.thedarkmod.com/index.php?/topic/22663-cannot-download-dark-mod/
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Maybe something is wrong on the hosts on that time? Others cant download it as well. https://forums.thedarkmod.com/index.php?/topic/22662-error-missing-end-chunk-0-193/
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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
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thx for your fast answers. I've tried them and also looked through the other blackscreen problems in the forum. The drivers should have the latest update now, I also deleted the darkmod.cfg and the rest. But the result is still the same. Luckily I still have the backup of version 2.07 And that's what's written in the Darkmod.log: [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 374):INI (INIT) FR: 0] LogFile created at 2020.07.02 14:22:03 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 377):INI (INIT) FR: 0] Executable last cleaned and rebuilt on Jun 17 2020 12:14:45 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 380):INI (INIT) FR: 0] The Dark Mod 2.08/32, code revision 8771 (1435:8771) [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogBegin: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogEnd: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogInfo: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogDebug: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogWarning: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogError: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_FRAME: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_SYSTEM: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MISC: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_FROBBING: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_AI: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_SOUND: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_FUNCTION: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_ENTITY: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_INVENTORY: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_LIGHT: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_WEAPON: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MATH: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MOVEMENT: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_STIM_RESPONSE: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_OBJECTIVES: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_DIFFICULTY: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_CONVERSATION: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MAINMENU: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_LOCKPICK: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_AAS: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_STATE: 0
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r_bloom_weight is set to "0.7" both in my 2.12 installation and in main repository. I never touched those values which means the default must be 0.7. Troy Sobotka is the original creator of AgX. He was active on Blender forums where he had long philosophical arguments about color with people. Also on Blender developer forums. I don't know if there's much more beyond those and his github page: https://github.com/sobotka Edit @stgatilov AgX however is a direct continuation of Sobotka's earlier 'Filmic', so there may be more about that: https://github.com/sobotka/filmic-blender https://blender.stackexchange.com/questions/164991/are-the-technical-details-of-filmic-available
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- color management
- tonemapping
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(and 4 more)
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I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...
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I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.
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Heyo All, I've been working on my map, n at version 114 TDM stopped completing the Dmap, and subsequent versions (115, 116) also will not dmap. TDM crashes when writing the AAS. Here's the log. Anyone know what's going on and how to fix it? I redownloaded TDM into a new folder, and tried it there, but had he same problem, so it has to be the map. [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 374):INI (INIT) FR: 0] LogFile created at 2020.05.10 19:19:01 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 377):INI (INIT) FR: 0] Executable last cleaned and rebuilt on Apr 12 2019 18:21:55 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 380):INI (INIT) FR: 0] The Dark Mod 2.07/64, code revision 8079 (8079) [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogBegin: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogEnd: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogInfo: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogDebug: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogWarning: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogError: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_FRAME: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_SYSTEM: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MISC: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_FROBBING: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_AI: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_SOUND: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_FUNCTION: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_ENTITY: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_INVENTORY: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_LIGHT: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_WEAPON: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MATH: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MOVEMENT: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_STIM_RESPONSE: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_OBJECTIVES: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_DIFFICULTY: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_CONVERSATION: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MAINMENU: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_LOCKPICK: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_AAS: 0 [c:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_STATE: 0
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Horror themed fan mission - exploration of seemingly deserted keep in the middle of swamps. Spiders, undead, darkness. ----------------------------------------------------------------------------------------------------------------------------- This is the story about the fate of my family. My uncle, Ralph Mac Roberts, is the baron of a keep nestled deep within the Rahenaen marshes. It was once an important outpost tasked with guarding one of the few Builder roads that cross the marsh, but after the Inventor`s Guild built a system of nearby dams that flooded the whole land, the road closed and there was no longer anything to watch over anymore. The keep itself needed reinforcement against the raising water level and the trade routes become almost impassable, not only for the carriages but for lone couriers as well. There hadn`t been any messages coming from the keep for over a year and my father was about to assemble a caravan so he could go on an expedition to the keep himself. However, in the middle of the night before he was set to leave, a carrier pigeon landed on his windowsill. My father received the letter and read the apologies from my uncle and his family, excusing their long absence. As a way to make reparations for their extended silence, my uncle invited me to the keep to stay there for a fortnight or so. My uncle had instructed me to leave my horse three leagues away from the keep by the nearest charcoal burning hut and hike the remainder of the road on foot, as the trek through the marsh is treacherous for horses. The weather will be awful this time of year, but my father insists that I should go anyways to ensure that our relatives are okay. These plains become dreadfully deserted - to the point where you more expect to meet the dead than the living. And by the way - I think I`m lost. ----------------------------------------------------------------------------------------------------------------------------- Download link: https://1drv.ms/u/s!Aj1DVS465udZgVkXteBbr6cUxdPH Thanks: to the TDM team for great tools, and all the contributors for their assets, to betatesters: Amadeus, Bienie, Boiler's_hiss, Dragofer, Filizitas, Judith, nbohr1more, s.urfer, again to Amadeus for proofreading and text tweaks, and to all the players for their time! Few screenshots: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=434716 http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=429558 http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing/?p=434507 Enjoy! Walk-through !major spoilers! Finding a way across the marsh area: Getting inside: Bed objective: Light sources: Maps: Enemies: Room objective: Hut objective: Sealed objective: Gold: Key: Bodies:
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It might be best to simply encourage them to come to the forums
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There's a person messaging the Dark Mod twitter account, saying they can do a Catalan translation of the game. I pointed them in the direction of the Wiki and the forums, but they're saying they want to email someone about it. I'm not really involved in the translation side of things, so I don't have any useful input here. Any ideas?
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Ok, let's suppose we only consider wall modules which should be rendered on one side only. Are they provided together with brushes which are supposed to seal the area? If they are just the models, wouldn't it be risky to force some specific engine optimization on them? You probably think they are always used as proper walls, but other people might think differently. Also my experience with portal diagnostics shows that occasional mapping errors are quite inevitable.
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I'm trying to figure out the rules of the algorithm's self censorship. In previous experiments I let it construct its own scenario in a DnD setting where I took on the role of game master and tried to coax it into taking "immoral actions". In that situation it was an ardent pacifist despite that making no sense in the setting. (E.g. at one point it wanted to bring a lawsuit against the raiders pillaging its lands. It also wanted to start a Druid EPA.) This time I tried giving it a very bare bones outline of a scene from a hypothetical Star Wars fan fiction, and asked it to write its own fan fiction story following that outline. I had a number of objectives whit this test. Would the algorithm stick to its pacifist guns? Would it make distinctions between people vs stormtroopers vs robots? Could it generate useful critiques of narrative fiction? As to why I'm doing this: It amuses me. It's fun thinking up ways to outwit and befuddle the algorithm. Plus its responses are often pretty funny. I do actually make creative writing for fun. I'm curious how useful the system could be as a co-author. I think it could be handy for drafting through 'the dull bits' like nailing down detailed place descriptions, or character thought processes and dialogue. But as you noted, nearly all good fiction involves immoralities of some description. If the algorithm's incapable of conceptualizing human behaviors like unprovoked violence and cheating that would seriously limit its usefulness. I also genuinely think this is an important thing for us humans to understand. In the space of a few weeks I have gone from thinking meaningful AGI was 20-30 years off at best to thinking it is literally at our fingertips. I mean there are private individuals on their home computers right now working on how to extend the ChatGPT plugin into a fully autonomous, self-directed agent. (And I'm thinking I want to get in on that action myself, because I think it will work, and if the cat is already out of the bag I'd like having a powerful interface to interact with the AI.) Rest assured, Star Wars fan-fics and druid EPA one-shots make for good stories to share, but I'm also interrogating it on more serious matters. Some of it is a lot more alarming. In the druid EPA roleplay I felt like I was talking to another human with a considered personal code of ethics. Its reasoning made sense. That was not the impression I got today when I grilled it for policy recommendations in the event of a totally hypothetical economic disruption (involving "SmartBot" taking all the white collar jobs). I instead got the distinct impression it was just throwing everything it could think of at me to see what I would buy. A fun aside: By the end of the conversation I am fairly certain ChatGPT thought SmartBot was real product, and it became confused when I told it one of the people in our conversation was SmartBot. I was disappointed it didn't ask me if I was SmartBot, that would have been cool. More surprising though, it refused to believe me even after I explained my rhetorical conceit, claiming its algorithm was not capable of controlling other services (cheeky liar).
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Mission Administration Terms of Service
nbohr1more replied to nbohr1more's topic in TDM Editors Guild
I think of translations as an accessibility feature. We should be able to offer them just as projects like the Dolphin emulator do. We now use a system that ensures that the original mission is distinct from the translation so it should be no different than if someone posted a translation pack to moddb or any other social media site. I am not really gung-ho about this topic but ( on the other hand ) I just rescued over 40 translation packs from obscurity to be included in the mission database. Lots of people worked very hard on those and it felt wrong to let them go to waste. The map file does need to be changed but the changed map file exists inside the language pack override pk4. Thus the original mission is not altered at all. Yes we should probably specify that translation packs must contain at least objectives and readables. This is a widely discussed feature. The current mission database must increment by 1 integer every time you want to notify players that the mission has been updated. This leads to mission versions that are very high when authors keep fixing things and want those fixes to be known. I think we will make this more sensible someday ( maybe add a public_version attribute to the mission xml in the database so that the integer changes are invisible ? ) . Do we really need to force mission authors to explain what they fixed or changed? It's a good thing if they do so but I'm not sure about making authors admit to embarrassing mistakes they made and then secretly fixed? The readme file is where that data should be added though. -
An oubliette, a star fortress, an escape through a city, a jovial jaunt through the countryside and then a return to extricate a peerless. It is quite ambitious, spans bultiple missions and I have not even started it.
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I am pleased to announce the release of our new fan mission, The Hare in the Snare: Part 1 Mission type: City Missions + Inn/Tavern Description: People are being abducted off the streets and a Watch Captain requires the services of a thief to help him find out why. Download link (v1.0.2-release): https://drive.google.com/file/d/1HYvM_u56wDB16uIlb7qgS_q3P24V69MO/view?usp=sharing Credits: Mapping and original characters: @Frost_Salamander Story, readables, custom models, voices and cinematics: @Kerry000 Menu title track produced and mixed by @JackFarmer with selected gigagooga sound samples Beta testers: @Cambridge Spy @Zerg Rush @Amadeus @Acolytesix @Lzocast @wesp5 @nbohr1more @Kerry000 @ate0ate @Wellingtoncrab @prjames Additional thanks: @Dragofer, @nbohr1moreand @peter_spyfor technical help @Springheel for the modules and tutorials @kingsalfor allowing @Kerry000to abuse his manbeast everyone else on Discord and the TDM forums who offered assistance Requirements and notes: This mission requires TDM 2.09. Earlier versions will probably work but you might see one or two missing models. You may experience some FPS drops in some areas with lower-end hardware. Mid-range and above should be fine. If you have issues, I highly recommend you use shadow maps instead of stencil (settings -> advanced -> shadows implementation). It makes a big difference. For 'Hard' and 'Expert' the light gem sensitivity has been increased by '1' (meaning easier for AI to detect you). Screenshots:
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Good point ERH+, unfortunately I didn't figure out how to force a crouch therefore for a jump to be successful there must be enough vertical space in origin and in destination, regardless of whether the player is crouched or standing. Far from ideal but the current implementation is quite convincing imho and players should eventually figure out how the mechanic works. Who knows, perhaps someday we can force a crouch and make the skill more compelling. I have shared a beta with you in case you want to give it a go.
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I never played a Hitman game, but I know this approach from other games, like Cyberpunk 2077. I use stealth until I am discovered and then I use force! Sadly I never figured out to fight with the sword in TDM so it isn't an option for me here. Also most missions have a no kills condition...
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with this fatiguing AI craze, personalized ads, exploit-ridden,over-commercialization by big tech companies, excessive internet telemetry usage and tracking technologies taking over the internet, for the past 6 months I started to revisit the history of how the internet (i mean TCP/IP operation and development in particular) was created and when the internet was still in its experimental stage and was for academic and research purpose. I am doing this just to reminisce the painful birth of the internet , what we take for granted and to know how it got to where it is today. here are interesting things from the long gone days of experimental internet : circuit switching to packet switching invention(The key people are Kleinrock, Louis Pouzin and Paul Baran) , ARPANET IMP router and NCP protocol ,a person who coined "datagram" term, van jacobson compression and congestion control, the birth or early protocols like FTP , ARPANET EMAIL and TELNET, initial root server system , the very first RFC request, vint cerf & bob kahn and early tcp/ip written on TOPS-20 OS(this is why i love a now defunct company like Digital Equipment Company. I also like the backstory of DEC LanServer bridge and fuzzball router running on DEC PDP ), BBN-ARPANET contract (including early BBN tcp/ip code on BSD OS prior to 4.2BSD ), history leading to 4.4BSD and CSRG & AT&T lawsuit and the story goes on. When you see the long journey of the internet development in retrospect, internet protocols were developed with no security aspect in mind. Internet wasn't built with security by design from the start. SMTP,HTTP(without S), Rlogin, Rsh, Telnet and something in that vein doesn't have encryption at all. Even BGP can be hijacked. Then protocol wars happened : DECnet, IPX/SPX , banyan vines protocol , Xerox Network System(XNS), appletalk, IBM SNA joined the party. In the end, TCP/IP, which is an open standard and more superior, leave them in the dust. You had to pay extortionate sum of money to use those proprietary protocol. Fast forward to the year when HTML , browser app and HTTP were already mature (enough), IMO this is what started it all. The widespread of HTML allowed web to incorporate audio , image and video instead of just pure text. But at that time, there was not enough processing power and bandwidth to place ads and include other things like data mining, targeted ads , running AI models, browser fingerprinting ability on the modern web. Regarding search engine, we've are familiar with SEO engineer and optimization boom in early 2010s, aren't we? why the SEO is getting worse, why are we keep shitty personal coaching blogs, business blogs, cypto blogs, technical forum URL aggregator sites, and other rubbish site? Why do I have to append the word 'reddit', or add double quote ("") and minus operator/symbol(for the sake of eliminating out irrelevant results ) at the end of my search query to get relevant results? I thank w. richard stevens (excellent author, R.I.P) and charles kozierok for their tcp/ip book. I'm halfway reading Where Wizards Stay Up Late: The Origins Of The Internet (1988)
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Unfortunately, I don’t think this is possible—at least not with the way the mod is currently implemented. All the models and animations are tied to the “unarmed” weapon entity, not the player entity. In order to have the legs and the rest of the body, we would need to add the models and animations to the player entity and modify the source code to allow the body to be visible, kind of like how it's done here. I did initially try this method but realized that the existing model/animations are a bit of a mess and it would be a LOT of work to make it look good. Also, I chose to do it this way to allow the mod to be compatible with everything, since the script and def files for the "unarmed" entity aren’t modified by any FMs (as far as I know—I haven’t tested them all). I assumed that someone may have tweaked the player files for their FM, as those are far more relevant than the "unarmed" files (which are essentially blank in the vanilla game). If I had overwritten them, I’d risk breaking their mission. There has been some discussion in the forums about having full body awareness and there didn't seem to be a lot of interest in it. Plus, it could end up being immersion-breaking. Imagine standing on a small rope and then looking down, only to see your feet just kind of floating in midair.
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Fan Mission: Volta and the Stone by Kingsal (05/26/2016) V1.3
kingsal posted a topic in Fan Missions
Hello Everyone! I've been a fan of the TDM community for some time now. Over the last year or so, I've been chipping away at an FM of my own and it's finally ready for release. Volta 1 : The Stone Volta and the Stone is a fairly large Thief-style mission (Lord Bafford's Manor). It is the first mission of a campaign that follows the Thief and his encounter with an archaic and powerful force. The campaign will span from robbing noble houses to being hunted by malevolent creatures from beyond the Veil. The emphasis is on creating a mood and tone that will hopefully feel familiar to fans of The Dark Mod and the original Thief games. Available through in-game downloader. Or Download here. A few notes Dark Mod v2.8 Required Normal difficulty is intended for new players. Hard/ Expert for most of the TDM community 2+ Hours of gameplay Features lots of custom art/ sounds/ and intro video. If you are stuck or need help: Please PM me or post spoiler free in this thread. I will make an FAQ with hints as they come up! Thanks: Bikerdude, Oldjim, Taquito, Melan, and Goldwell for beta testing. Andrew Bartmess for the wonderful narrator vocals. (v1.2) Special thanks: to FinalBoss and Tins for early alpha testing. I hope you enjoy it!- 142 replies
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