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  1. First-time poster, so apologies if this question has already been asked and answered. Since installing last month, I've noticed a bug both in the trainer and in my first FM, The Painter's Wife. At random intervals every few minutes, the character will draw a random weapon or will swap weapons if already armed. Pretty minor as far as bugs go, but I'm waiting for the moment when drawing a weapon will make me just visible enough at an inconvenient time. Not sure of my install ver., but I downloaded in Feb. of 2024. Any ideas? Thanks!
  2. Is there something wrong with the forums lately, or is it my browser? I've been having trouble formatting posts, and just now I couldn't format anything at all.

    I'm using Vivaldi.

    Usually I have to: select text, click bold, nothing happens, select again, click bold, then it works. 

    Same for other stuff, like creating spoilers, bullet points, links. Nothing works the first time. 

    1. datiswous

      datiswous

      I have no problem. I use Firefox. @Zerg Rush also uses Vivaldi. Have you tried without extensions, or in another browser?

      (btw. bold, italic and underline have shortcut keys: Ctrl B, Ctrl I and Ctrl U, you could try that)

       

  3. I'm aware this might have been thought about before and there's probably a reason why it hasn't been improved. Since many good changes are happening including lifting of legacy limitations, I felt this is worth thinking about granted it's not too breaking. There are two technically independent yet related subjects I wanted to address here, both with the same goal of better unifying weapons with other inventory items: The internal weapon definition system, then how GUI and inventory could be improved so weapons are treated more closely to everything else. Technical limitations: TDM still uses an old and limited method built into the engine to define weapons, something idTech has done since its early days. This comes with a few problems: You can only have up to 16 weapons registered, weapons need be listed in the global definition of the player entity, and it's simply redundant. I was wondering if as a target for 2.12 or later, it would be possible to remove the legacy weapon slots from the engine and store weapons like other items; This would allow a FM to define any number of custom arrows / guns and do so without having to override the player def, just define your arrow like you would a custom lockpick as a derivative from its base class. It doesn't feel right to for the engine to designate two types of items ("weapon" and "literally anything else") with the former going through a special hardcoded registry while inventory items already do the same thing more simply. Only ability I know is unique to weapons is drawing the first person hands and animating them: Items would need a generic ability to define a md5mesh / md5anim set for hands when selected and operated, which would be awesome since other objects could use this as well. Everything else seems like it should fit into place: The arrows are just a projectile spawned at a given position angle and velocity, technically you could already create an inventory item that spawns a flying arrow when used (I think)... the ammo and projectile are already defined as standard items too, it's only the "shooter" that uses the legacy engine registration as an extra dependency. Inventory wise weapons presently have a special status, in that they can be selected and operated independently from items: I'm aware changing this may disrupt what players are used to so changes are questionable. I support having a single selector for cycling weapons and items together, even merging the "use item" and "fire weapon" keys to operate whichever is selected: If we did that we could technically implement a first-person hand displaying whatever you have selected... some things like the lockpicks may need a custom animation but imagine how good that would look when picking doors, heck you could even see the bag in your hand when "loot" is focused! Only real complaint I see is some players want to keep an item handy without having to deselect it when switching to a weapon, like being able to quickly use a health potion while drawing the sword to attack: We can solve this by having hotkeys for more essential items similar to the lantern and spyglass, like a "use health potion" button so if you have a potion you may instantly heal... we'd be freeing up three key-binds with an unified inventory anyway (prev item, next item, use item) which is also an advantage. Do share your thoughts and if you can think of a better way.
  4. In Thief, I have the habit of double tapping "clear weapon" just to make sure I am less visible, such as when a guard is approaching. Otherwise, I tap it once. In TDM, that doesn't work well, because "put away weapons" will either holster the weapon or equip the last used weapon. I often accidentally make myself more visible at a precarious moment. The current TDM behavior was introduced in 2.03. Before that, the original TDM behavior was the same as the Thief "clear weapon" behavior. See https://bugs.thedarkmod.com/view.php?id=3747 I think other Thief players would like an option to use the original TDM behavior, which is to only holster the weapon. I have attached a patch that adds the following: "tdm_holster_weapon_behavior" default:"1" Which 'put away weapons' behavior? 0 --- only holster weapon (TDM original) 1 --- holster weapon or equip last used weapon when holstered (TDM 2.03+) Bug: https://bugs.thedarkmod.com/view.php?id=6232 Edit Finalized version as of TDM 2.11 beta 7. This feature is included in TDM 2.11 beta 7 and above. (To be clear, the patch included in this post is no longer necessary, since TDM already includes the functionality.) "tdm_toggle_sheathe" default:"0" Which 'put away weapons' behavior? 0 --- only sheathe weapon (TDM original) 1 --- toggle between sheathing and equipping weapon (TDM 2.03-2.10) Menu In the "Settings->Weapons" menu, renamed "Put away Weapons" to "Sheathe Weapon". In the "Settings->General" menu, added "Toggle Sheathe" that can be set to "Disabled" or "Enabled". The default is "Disabled", so new players have original TDM defaults (also Thief defaults). r10247-tdm_holster_weapon_behavior-v4.diff
  5. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  6. 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 :) ...

  7. 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.

  8. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  9. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  10. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

  11. This question addresses a feature I plan for my cyberpunk extension The Dark Module. It will eventually have an unified inventory, on which every item will be part of the same tool belt. I would like to know how I can combine weapons with item definitions, making them appear and be possible to select from the item browser. Basically I want to make the Blackjack / Sword / Arrows appear in the same inventory list as the Lamp / Compass / Lockpicks / Readables / etc: Just as you select the Lamp item and hit the "use" key to toggle the light, you could select the Sword item and hit the "use" key to select or holster the sword weapon. Obviously you can still activate weapons using their keybinds... although my mod will replace those with a customizable hotbar, which is what this feature is as a starting step for. Technical note 1: I'm aware that weapons are defined differently from player tools, using builtin idTech 4 entries of the form "def_weapon1 atdm:weapon_blackjack". This would obviously not change! What I believe I'm looking for is an additional definition per weapon, which separately creates an item entry for that weapon as well: When you pick up a weapon on the map, the player gets both the normal weapon entry as well as an inventory entry... this entry separately creates an item for that weapon in the player tools list, which activates its weapon when used. Technical note 2: Item dropping would have to be accounted for. If you select a Lockpick for instance, there is a key to hold the item in front of you then drop it to the ground. When doing this with a weapon, dropping the item should of course also unregister the weapon entry and make it unavailable. Obviously the weapon may not be selected while carrying its inventory entry as an item. What is the simplest and cleanest way to achieve this? Can I make the weapon definition register an item directly, or does that have to be a separate entity? If it's the later, how do I make it so that the weapon entity you receive from the map offers both the weapon definition and inventory item to the player simultaneously?
    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. 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.

       

  14. TDM contains three weapons: The blackjack, the sword, and the bow. Since the main focus is stealth rather than combat, and each weapon has its well defined purpose, I believe this is a good setup which shouldn't be heavily changed. At the same time however, I find the existing weapons a bit monotonic and rigid, and you get used to them pretty soon. Another problem is that the AI can wield a few more weapons compared to players... for instance, guards use either a sword or a hammer, but there's no hammer for the player. It's occasionally disappointing to find objects around the world that look like weapons, but using them only lets you move them around, not actually equip them. So I wanted to suggest a modification, which new maps could use to make weapons more varied without changing their meaning. The idea is to have not three fixed weapons (blackjack + sword + bow) but instead three categories of weapons (melee knockout + melee lethal + arrow launcher). By default, they would of course be occupied by the existing weapons, so normal behavior doesn't change. However, mappers could define objects in the world that match each category, and can be swapped with the weapon of that type the player is already carrying. Alternatively, there could simply be a limited number of weapon and arrow slots, which players can fill with whatever they wish in any order they desire... but this might require heavier changes and different inventory handling, and I'm not sure if missions could define their own weapons entirely. In regard to functionality, different weapons could have slightly different traits. For example: A short sword could swing more often but deals less damage, while a long sword would "refire" slower but cause more harm. Being longer, a long sword could also block a greater amount of damage when parring attacks. To compensate, a short sword could draw less attention when held (1 less light-gem level increase). Some maps could also offer a wooden crossbow, which replaces the existing bow when picked up. It of course works with all arrow types, but can shoot further and reload faster. Random practical example: The player begins a mission and starts with the existing default weapons. At some point however, they find a crowbar in an obscure area on a street. If clicking this crowbar to use it, the player drops the blackjack and replaces it with the crowbar on the same slot (key #1). The crowbar works exactly like the blackjack and knocks players out, but could have slightly different traits in comparison... such as a slightly longer range (advantage) but making a bit of noise and potentially attracting attention if other enemies are nearby (disadvantage). To be clear: I'm not suggesting this because I consider the existing weapons or balance bad, quite the contrary! I just think that having the same 3 weapons all the time, in contrast to such a complex and varied world, gets a bit boring and limited. Since TDM is so much about interacting with your environment, finding and using more variations of the existing weapon types would add an extra fun element. Overall, a more flexible weapon system of some sort might be welcome. Would anyone else like this in some form, and do any of the developers agree with such an idea?
  15. 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!

  16. For my comming modern-time themed FM "The Dark Mission", i would like to add modern weapons. The weapon that I have in mind is the Fort 12 from RWM Pack c (a replacement for d3 pistol) (And when it is working, i'm going to change the object, so it doesnt use proprietary sound, textures, etc.) At this moment i only can spawn the weapon and cannot pick it up or use it . The console show some things that the weapon needs, but cannot find it in the d3 pak files. I hope you can help me. I installed the weapon by copying RWM_Pack_æ.pk4 (from rwmpackc) and pak001,2,3,4 and 8 (from d3) to the folder of my fm. my log spawning and giving the fort 12 (replacement for pistol) Weapon in action: .
  17. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

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