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  1. I am locking this thread. There have already been a few discussions about Islam in these forums and this does not need to be another referendum on that topic. There are plenty of online spaces where people who are anti-religion congregate and espouse their grievances. The TDM forums are not an appropriate venue for that topic since we welcome people of all religious backgrounds whether atheist or fundamentalist. If some militant religious extremist decides to proselytize here, their threads will be locked too.
  2. Looking at the source code and the core pk4 asset files, I don't see any changes that would make a difference. Does this happen with a single FM? Does the FM pk4 file include an "autoexec.cfg" file? From the source code, here's the load order of config files. exec default.cfg exec Darkmod.cfg exec DarkmodKeyboard.cfg exec DarkmodPadbinds.cfg ==> exec autoexec.cfg <load language> <exec command-line arguments> <init input> <init sound> <init OpenGL> <init ui> <load DLL> <init session> ==> exec autocommands.cfg Details about the addition of "autocommands.cfg" are at https://bugs.thedarkmod.com/view.php?id=3199 I thought "autocommands.cfg" was the right way to do it, because that is what I've read on the forums. It seems that "autocommands.cfg" was originally designed for one use case: running "dmap". However, maybe over time "autocommands.cfg" became the de facto config file for user commands and "autoexec.cfg" became the config file for FM authors to use. I don't know. Does anyone know for a fact whether or not this is the case?
  3. First of all, there is no "we, the gamers" as a defined, coherent group. It's a myth that was dispelled decades ago. "Gamers" are as smart and coherent as "book-readers" or simply, people, so not really. And, by pouring your panicked and hateful thoughts over the forums, i.e. wishing someone had their throats slit, you made this discussion not smart from the get-go. Last but not least, long rants about current politics are like talking about the weather. It's something we have almost no control over, and by definition, i.e. by living in the current times, we have the least information available. Talking about past history is interesting, because e.g. academics and researchers made certain facts come to light, and politicians or other groups that have tried their best to keep some facts secret are long dead. Ranting about current politics is more like old man yelling at clouds. Again, why don't you choose some news site or forums as an outlet, instead of a niche hobby-based forums?
    1. Show previous comments  1 more
    2. lost_soul

      lost_soul

      I never got into BSD, though I've installed it once or twice. This is another reason to check it out.

    3. simplen00b

      simplen00b

      @Sir Tafs: +1 (zillion)

    4. Serpentine

      Serpentine

      The BSD's arn't for everyone, but within their goals, simple code and mailing lists lies a lot of goodness and simplicity. I love the underdogs. Anyhoo work will be Linux friendly too. Portability is a cornerstone for good code.

  4. So I think we can count 12 or 14 missions depending on our opinion of La Banque Bienveillante and Sneak and Destroy. If these two reissues are counted as new missions (as JarlFrank did here: https://www.ttlg.com/forums/showthread.php?t=152035), then we have 14 missions. If not, then 12. Personally, I don't consider them new missions, so 12 in my opinion. Have no problem with other opinion. In any case, last year was productive!
  5. I'm cleaning the SVN solution and recompiling, maybe the issue with crashing after cloning patches will go away. I ran the editor from VS2008, I got this stack error: First-chance exception at 0x000007fefdceaa7d in DarkRadiant.exe: Microsoft C++ exception: boost::exception_detail::clone_impl<boost::exception_detail::error_info_injector<boost::bad_lexical_cast> > at memory location 0x0012cbe0.. First-chance exception at 0x000007fefdceaa7d in DarkRadiant.exe: Microsoft C++ exception: selection::algorithm::AmbiguousShaderException at memory location 0x0012cdd8.. First-chance exception at 0x000007fefdceaa7d in DarkRadiant.exe: Microsoft C++ exception: boost::exception_detail::clone_impl<boost::exception_detail::error_info_injector<boost::bad_lexical_cast> > at memory location 0x0012cbe0.. First-chance exception at 0x000007fefdceaa7d in DarkRadiant.exe: Microsoft C++ exception: selection::algorithm::AmbiguousShaderException at memory location 0x0012cdd8.. The thread 'Win64 Thread' (0x770) has exited with code 0 (0x0). First-chance exception at 0x00000001401188f6 in DarkRadiant.exe: 0xC0000005: Access violation reading location 0xffffffffffffffff. STATUS_STACK_BUFFER_OVERRUN encountered DarkRadiant.exe has triggered a breakpoint The thread 'Win64 Thread' (0xf80) has exited with code -1073740791 (0xc0000409). The thread 'Win64 Thread' (0xb2c) has exited with code -1073740791 (0xc0000409). The thread 'Win64 Thread' (0xcc8) has exited with code -1073740791 (0xc0000409). The thread 'Win64 Thread' (0x84c) has exited with code -1073740791 (0xc0000409). The thread 'Win64 Thread' (0xb9c) has exited with code -1073740791 (0xc0000409). The thread 'Main Thread' (0xd60) has exited with code -1073740791 (0xc0000409). The program '[1612] DarkRadiant.exe: Native' has exited with code -1073740791 (0xc0000409). EDIT: I tried debug mode, just got this that's different: Unhandled exception at 0x00000001401188f6 in DarkRadiant.exe: 0xC0000005: Access violation reading location 0xffffffffffffffff. First-chance exception at 0x00000001401188f6 in DarkRadiant.exe: 0xC0000005: Access violation reading location 0xffffffffffffffff.
  6. I hope you will fix it in some nearest future. Yes, idStr better be thread-safe. I'll look into it, of course. As for idDict and idStrPool... I'm not certain. Looking at the D3BFG code, they did not make custom allocators thread-safe. I see no atomic operations and mutexes in Heap.h/cpp, and non of that in idStrPool and idDict. Making all that stuff thread-safe will make it significantly slower. I guess they simply fixed stupid non-thread-safety like static and global variables, and ensured that access to custom allocators and string pool is single-threaded (e.g. from game code only). Did you try to run the repeat.py script? I ran it directly on SVN with Win64 Debug build. I cannot repeat the debug heap dialog message, since most of the time TDM process simply "disappears" somewhere during loading. I assume it is a crash, but I have disabled something like WER or JIT in my system, so I don't see the message box. I guess I should reenable it somehow.
  7. My dream is for forums.thedarkmod.com to link to thedarkmod.com
  8. jaxa

    Free games

    Purah also worked on Dishonored: https://www.ttlg.com/forums/showthread.php?t=136214 One of my neurons knew it started with a 'P'
    1. Show previous comments  9 more
    2. demagogue

      demagogue

      (We can leave the thread for journalism corruption, but just on this...) Then the issue in academia is money flowing to the more corruptable fields like science & engineering with the big corporate grants & revolving door with staff. The humanities might not get that, but OTOH they are getting pressured to "justify their existence" financially. I could probably agree it's rife in almost any human field though, as long as there are incentives there will be corruption.

    3. demagogue

      demagogue

      Or then we have the "uncorruptable" critical academics, but then they're basing their work on Derrida or Marx and are so detached from reality they throw their credibility out the window. It's good to be critically detached, not so good to be derailed from reality. My position in law sometimes is something like a critical realism, but it's practically an orphan position. (You want to protect victims *and* think science works??? Wha...?)

    4. Sotha

      Sotha

      Who is uncorruptable anyways? I cannot convince even myself that I would be uncorruptable in every situation. And I perceive myself to be situated in the more-reliable-than-50%-of-the-general-population side in the gaussian distribution curve of corruption. Problematic, yes?

  9. For the last 1-2 weeks the forums have been really slow and unresponsive for me, when I type a post half the time it just sits there etc.. is anyone else having the same issues..?
  10. I recall I speculated about this option when I started working on tdm_installer, i.e. using zipsync for FM downloads too. The common opinion was that's not necessary... now a lot of things happened, and turning the wheels would mean a lot more development. Also, it was common opinion that even though we provide older versions of TDM, we don't support them. I'll create 2.09 tag in SVN before committing the breaking changes (and will create tags before every major release), so the state of 2.09 will be saved. But I don't think players will be able to access it.
  11. Does anybody else have this problem? In the (European) evenings the forum is unbearable slow. The server is delivering about 8Kbyte/s, sometimes less and usually stops midwhere during loading the page. Sometimes you can't even get the index page, sometimes you can log in, but then only get half of the overview etc. In the mornings everything is snappy.
  12. We got TDM VR, for a start. https://forums.thedarkmod.com/index.php?/topic/20468-the-dark-mod-vr-210-alpha-is-now-available/
  13. I've upgraded IPB to the latest stable version, and since this was a major upgrade (from 2.3.6) I also had to re-do the forum style. Most of the new stuff is in place, but I bet that the logo will be changed. One of the many new features in version 3 is rating of posts and also a "report spammer" ability which will make it easier to single out spam bots and ban then at sight. Hopefully this will stop some of the spam threads we've seen recently. Make sure to empty your browser cache if you're experiencing any problems. And please report any errors etc in this thread. Cheers, ~m2
  14. I literally registered just to point out that people HAVE been raising this as a serious accessibility issue since as far back as 2008. It's been repeatedly brought up over and over and over again. And that is just here on the official forums. If you really mean what you've said I think you should find it genuinely concerning that one of the single most widely discussed accessibility issues in gaming has been repeatedly brought up for over a decade with your game and apparently this is the first you've heard of it... even though it's even been subject to multiple issues in your issue tracking system according to these threads and other google results.
  15. here use this link and never miss again its my startpage https://forums.thedarkmod.com/index.php?/discover
  16. I can't login to Steam forums. Please visit the Thief release threads and mention TDM Thanks!

    1. Bikerdude

      Bikerdude

      Ive done the honours over on TTlg.

    2. stumpy

      stumpy

      its already been mentioned there last year, and bumped this year, but not by me.

  17. skacky's new Thief 1 mission, Shadow Politics: http://www.ttlg.com/forums/showthread.php?t=139048 Just wonderful!

    1. Show previous comments  6 more
    2. Bikerdude

      Bikerdude

      Just finished playing this morning, this was awesome, in an old skewl way - would love to make a TDM homage to it...

    3. Sir Taffsalot

      Sir Taffsalot

      I'm using the CD with TG, T2 and T3 on it. Darkloader doesn't like it. I can't get TG FMs to work

    4. Sir Taffsalot

      Sir Taffsalot

      I assume it works with a TG only CD

  18. You can find a test map here. Note that I remember not being too happy with it. https://forums.thedarkmod.com/index.php?/topic/19825-negative-spectrum/&do=findComment&comment=432949
  19. From a design perspective, the mission types are a mixed bag consisting of locations (mansion, city), genres (horror) and game play types (platforming). Ideally we'd want to split these 3 groups and allow multiple tags in each group. This would cover both single missions and campaigns. It could possibly facilitate an advanced tag-based search if we'd ever want one. And maybe even something fancy, such as a mission recommendation system based on, for example, highest percentage overlap of type tags from already finished or downloaded missions. I wouldn't do those features in C++. Python has easier access to data science tools to do such things. To keep it simple, I'd say the wiki mission type list has a high overlap with the TTLG mission type list that has been in use since 2006. So after 13 years of use, maybe it's just a good list. Mission authors can choose a single mission type that most represents their mission. It can be an artistic decision. A campaign simply remains a "campaign" and missions without a type remain a "single mission". I added a screenshot of the mission download menu with mission type included in the existing layout, marked with red. Because the release date value is fixed in width, there's room for a type value next to it. Since type names are not finalized yet, we can make each type name fit in that type value space. This would always be a single value. I don't know how missions are uploaded. If it's a form, the mission author can select a mission type from a drop-down list. If it's a PM, maybe the mission author can simply mention the mission type in the PM. Because it's a fixed type list, I think we should exclude type from darkmod.txt. Otherwise we'd either have to allow a free type text that could deviate from the online types in the mission manager, or guarantee fixed types in the mission manager by matching the type text with the fixed type name list using something like Levenshtein distance. I'd say the mission type is always read from the online mission mirrors. I think the idea is to help players to more easily select missions to download. Once a mission is downloaded, we can assume players have already made their preferred selection, so mission types in the offline mission manager are less important and more a nice-to-have. I don't know how missions are updated, can I assume they are updated the same way they are uploaded?
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