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Posted
On 6/20/2022 at 11:22 PM, Daft Mugi said:

The first step is to get TDM compiling from the source code on your system. After that, you can use a tool like TortoiseSVN, patch, or svn patch to apply the diff. Then, compile the source code again. NOTE: You may need to use r9920 from SVN for the patch to apply without conflicts.

Sorry for late reply. Thanks for the instructions but I am afraid I am not ready (nor willing) to go that route yet.

TDM Modpack

Posted

@snatcherA diff file contains information on what lines in a document should get either removed, added, or exchanged by something else. In theory you can apply these changes per hand, but using a tool obviously speed up this process alot (not to mention that computers programs normaly don't make typos). If you want to try something out but are not into programming that much, you can ask someone to create the binaries for you.

As the changes proposed by daft mugi have partially been added to the mod it might at this stage probably be easier though to either use a svn build or wait for the next release, instead of getting used to a behaviour that will only be partially the same in the next release.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Posted

Thank you very much for the explanation.

I have some skills but I am kind of new to TDM and I want enjoy the game as player for some time. The longer I stay away from the source code the better. See, the moment I switch from headshots to vectors colliding hitboxes I lose interest in the game as player. I followed some DarkRadiant tutorials and toyed around with it but shelved it for a similar reason: I don't want to know what's going behind curtains.

Cheers!

TDM Modpack

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