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  1. I have it currently disabled. This is because sometimes there is a guard nearby and you want to wait with opening. Sometimes the door opens in your direction and then you want to step back before opening. There should be a wiki article about how to fix dependency on it. For example if you have a door that opens automatically after a number input, how to make it work when auto open on unlock is disabled.
  2. 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
  3. Does anyone know how to create x-ray screens? In the x-ray demo they work, but when I try to create them myself they either don't work, or only show entities. The lamp has no x-ray spawnargm the rat has skin_xray: visible. If I set it to invisible it doesn't show, so that's good, but the background and light doesn't show. The otheer side of the screen is set to texture milky glass. Edit: This is solved. Xray screens need to be an entity (for example func static). Wiki page is updated with info.
  4. I'd like to better understand what you want. The design of dragging bodies is to hold frob (key down) to drag and release frob (key up) to let go. That way it's impossible to walk away while unintentionally dragging a body. Plus, it's quick to grab and move several body limbs in rapid succession. This is thought to provide a better experience, especially for new players. Towards the beginning of this thread, I created a "tdm_frobhold_drag_body_behavior" cvar. https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/&do=findComment&comment=487580 "tdm_frobhold_drag_body_behavior", default:"1" Which drag body behavior? 1 --- on frob key up, drop body (limb). 0 --- on second frob, drop body (limb), TDM v2.11 (and prior) behavior. That cvar was removed shortly afterwards, because it was said that it wasn't needed. With that cvar set to 0, a second frob would be required to let go of the body. Is that the behavior that you want? If so, I can add that cvar back. Also, I saw elsewhere that you want the ability to revert back to the old way. If you mean that all of the controls match TDM 2.11, that can be done with "tdm_frobhold_delay 0" and there will be a menu setting to disable it as well.
  5. Possibly related? https://wiki.winehq.org/Winelib_User's_Guide
  6. Someone referred me to this: https://wiki.winehq.org/FAQ#How_do_I_launch_native_applications_from_a_Windows_application.3F Dunno how that would help on a Windows app, but just so you know.
  7. The description of missions on server is located here: http://missions.thedarkmod.com/available_missions.xml (cvar tdm_mission_list_urls). Every mission has "id" field, you can put it into template to see details: http://missions.thedarkmod.com/get_mission_details.php?id=25 (cvar cv_tdm_mission_details_url) And from this XML you can put screenshot path into yet another URL to download screenshot: http://missions.thedarkmod.com/screenshots/25_builders_blocks_0.jpg (cvar tdm_mission_screenshot_url) These are cvars in engine: idCVar cv_tdm_mission_list_urls("tdm_mission_list_urls", "http://missions.thedarkmod.com/get_available_missions.php;http://missions.thedarkmod.com/available_missions.xml", CVAR_GAME, "The URLs to check for the mission list XML." ); idCVar cv_tdm_mission_details_url("tdm_mission_details_url", "http://missions.thedarkmod.com/get_mission_details.php?id=%d", CVAR_GAME, "The URLs to check for the mission details XML." ); idCVar cv_tdm_mission_screenshot_url("tdm_mission_screenshot_url", "http://missions.thedarkmod.com/%s", CVAR_GAME, "The URL template to download the mission screenshots." ); This interface for missions database has not changed in ages. Everything else is kinda additional/unofficial information. Maybe we'll add it to "details" XML in future, maybe not. Parsing wiki page is a bad idea for a normal application. But I think someone else did it in order to create a website with the list of missions.
  8. I noticed that too. I'm definitely wanting to add a second URL field at a minimum, or per-game as you say. It'd be cool to be able to just go straight to the forum thread too, which I could do if I got it from that wiki page. I'm just nervous about getting stuff programmatically from the edit section of a wiki page, that just seems like it could change and the url is like some &action=edit which isn't an explicit filename (it's a command to generate a page maybe?) so maybe that could change too? If the text in the source code box were accessible by itself in some explicit file I guess I'd feel less apprehensive. Then again I'm totally inexperienced when it comes to web stuff. For example, http://missions.thedarkmod.com/available_missions.xml is where TDM itself gets the available FMs list from, though that list doesn't have any forum links or much extra info. Although incidentally I could use it to populate the FM titles, authors and dates instead of a local scan, maybe get a bit more accuracy.
  9. But I mean you want me to take a dependency on parsing the edit page of a wiki article though? And trusting it to stay there, stay updated, and the format not change? Heck, the page even changes depending on if you have edit permission or not, and I have no way to know about updates either without just constantly re-downloading it.
  10. Not to be a nag, but I was thinking about the columns problem. If you go to the view source tab in the wiki article: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&action=edit The raw table data is accessible directly: |- !align=left|{{TDM-FM|written|Written in Stone}} |Bikerdude, Amadeus, Dragofer |{{Forumlink|https://forums.thedarkmod.com/index.php?/topic/21265-written-in-stone-beta-210-only-20220128/}} |2022-01-28 |338 |Yes |Yes |CCC 22, Elixir |City Missions |Undead, Horror Themes |- Each pipe character represents one of the columns.
  11. YES! Maybe add other columns for things in the wiki? https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod
  12. Ok I added it. I see it already got added on the wiki page.
  13. Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/
  14. yes but its not exactly easy... you need a program called mimikatz but there is a catch you need to be logged in as admin so that kinda defeats the purpose. another way is booting up using ophcrack https://en.m.wikipedia.org/wiki/Ophcrack there is a livecd here -> https://ophcrack.sourceforge.io/download.php?type=livecd and then hack the password using it. the latest versions are now also capable of cracking ntlm tables.
  15. Welcome to the Dark Mod forums MarsManon! Thank you very much for the kind words about SLL, it's always nice to hear We all worked real hard on bringing Grayman's map to life and I'm glad you enjoyed it
  16. I was so enchanted by this FM, I had to sign up to the forums the same day I finished it to come thank the authors Genuinely, truly incredible work! I was so overwhelmed in places that I resorted to just shouting joy at my monitor two, three, maybe four entirely separate times while playing. Exploring, puzzling, finding something new, trying to use it, and finding it does a whole new, separate, wonderful thing! There aren't enough words inside me to describe the feeling. It was breathtaking. I don't have any specific feedback that hasn't come through this thread before Thanks so much for making this, for all the inspiration and ingenuity and effort it took. If I never play another level this good, in any other game, in my life, I'd be fine with that.
  17. Try the wiki: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod Multiple sorting options.
  18. There's a group of players who have meticulously tested and adjusted ghosting rules for The Dark Mod. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Why alienate an established group of dedicated players?
  19. That honestly sounds a description of the current patch to me - you never responded to my question as to why you view it as “radical”, why you feel like there is justification for you to redefine the scope of the patch at this point to not address the concerns of these players, and way there is cause to not consider expanding the test base by including the patch in an actual dev build? You mention the code has been this way for a long time - it takes a very shallow glance to see how long players have also been posting on this forum asking how to shoulder a body and getting some frigid responses about reading the wiki or playing the training mission. It has been consistent since at least 2009. The idea that a game that is still in active development can’t strive to improve these things just does not resonate with me at all.
  20. https://en.m.wikipedia.org/wiki/Context-sensitive_user_interface “At the simplest level each possible action is reduced to a single most likely action” The entire concept of frobbing is already about context, not about consistency across all interactions. It is probably one of the very first examples of a complex context sensitive input in a first person game - something which is ubiquitous now. Again thief, deus ex, dishonored all all have a single frob input, manage to use this inconsistently to both pick up physics objects AND shoulder bodies with this one input, and this confuses no one. (dishonored does have text cues) Further this thread was about features specifically designed to help struggling new players. I see the same feedback over and over again, but so far only one person has mentioned any alternatives which could help them.
  21. OK I think I've got to the bottom of this. I've created this forum thread (with bug report): https://forums.thedarkmod.com/index.php?/topic/22221-bug-drowning-ai-in-shallow-water/ I can apply a workaround, although it won't be perfect and the bug itself needs fixing in the engine. There are a few other things that need fixing so will put an update together soonish.
  22. If any mappers have encountered weirdness with kill objectives not working with drowning AI, I think I've found out why. I don't think it would be a particularly difficult one to fix either. I've raised this bug report: https://bugs.thedarkmod.com/view.php?id=6323 Some context here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=487316 I think this is a bug, but just raising here in case some people think otherwise.
  23. I dom't use it, i found it here with the filter set to OpenSource. the TOS and PP isn't excluding for an OpenSource app, if they use ads mean that they also need to pay an server for this online service. OpenSource is not synonymous with free either, perhaps after the beta phase it is no longer free, so perhaps you can take advantage of the fact that it is still free to create a series of textures that can be used or search another one in Futuretools. AI generated textures and assets, by definition, don't have any copyright, so you can use them as you want. https://www.futuretools.io/?pricing-model=free|open-source&tags-n5zn=gaming
  24. jaxa

    Free games

    The Night of the Rabbit 100% off on GOG https://www.gog.com/en/game/the_night_of_the_rabbit https://www.gog.com/giveaway/claim https://en.wikipedia.org/wiki/The_Night_of_the_Rabbit
  25. Question: Is it possible to create a gui and in it display different sections of an xdata file but in different places? I can't really directly find this info in the wiki.
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