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  1. Shouldn't these (I cannot find them in DR) have a mirror effect applied, like models/darkmod/kitchen/tea_tray_silver2.ase ? I guess this is some brush with texture bc_teatray applied? Although this texture has the mirror effect applied.
  2. Wasn't sure if I should still post this since the mystery was somewhat solved, but just to confirm this case can be found in the wild with FM's other than mine: Yesterday I played Chronicles of Skulduggery 0: To Catch a Thief. There's a door up on a terrace (I can reinstall it and go there to get a viewpos if anyone's interested) which upon picking and opening will cause the light on the back of the wall indoor to slightly shine on the floor outside through the entire wall. Exact same camera position / angle in both images so you can just overlap the two screenshots to see the difference, though if you look at the bottom left ground it's pretty clear what happens once the door is opened. It's still a bit weird: The wall module model should still be casting a shadow, even if the wall brush uses caulk and not shadow caulk. Whatever the case a few FM's out there seem to have this problem, even if it's not an issue the engine or building modules can resolve I wonder if mappers can be better put on notice about it since like me most are likely not aware this is a thing or what causes it. Looked at the first post again and the video attached to it: Definitely seems like the same thing. Most importantly it wasn't doing this in earlier versions which I didn't realize... I'm seeing the clarification by Stgatilov as well which I initially missed, I definitely prefer the performance optimization but now I do wonder if something can also be done about this eventually.
  3. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  4. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  5. Core items should cover a good-enough number of moveables in all mission. There normally isn't that much junk and it normally is the same and it is found in the same places: kitchen, bathroom, bedroom... Would mappers complain if all of a sudden a "Stool" is described as a "Stool"? Things change though when a mapper decides a "Brush" becomes "Penelope's Brush". A useless item still, but more power to tell a story through everyday objects. It's all in there already: the "shouldered name" slot in the HUD. It works perfectly fine via script although it would be better to have it built-in. Regardless: no names, no game
  6. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  7. I loved it. Awesome game. I faceplanted at the people who asked for quest markers in the Steam forums there... Herr, lass Hirn regnen. The game is so great, and so true to the original, because it doesn't hold your hand. When is the new breed of gamers gonna learn.
  8. Unfortunately many things in this engine are best done on the editor and then called through script, not created directly through script, one of them afaik is triggers. You normally create a trigger by creating a square brush on the editor manually, and give it the trigger_hurt material, so the size and shape comes from that brush, it also creates the physics (a clip model) automatically, then just need to use the script function, entity ent = sys.FindEntity("entity_name"); To get it and use it in the script to do whatever you want. Creating a clip model from script, is probably possible, thou I never did it, so I don't know how... thou I do know how to do it through c++. But I don't think there's any equivalent script functions exposed to the script system, if I'm mistaken please anyone correct me. Perhaps something to recommend in the TDM roadmap?
  9. @MirceaKitsune try something other than caulk on that brush and see if it goes away. Make sure it's not a no shadows or transparent material.
  10. It's not that no: I didn't modify the properties of the default entity or its flame, in this case it's the standard atdm:lamp_oil_wall_lit entity... also I have player shadows enabled, the player as well as other architecture elements cast shadows fine. Walls are the building modules, eg: model models/darkmod/architecture/modules/interior_set01_corner.lwo with skin diamond_wallpaper as a test. This is the closest to the setup I still have: The origin of the light is well beyond the face of the module surface for shadow casting. Though this shouldn't even matter since the light is in the other room and the caulk brush should itself mark this. I think I noticed this on other maps too while playing, but only now saw it obviously enough to realize there's likely an issue somewhere. I remember seeing the glow of a light from another room shining on the floor / ceiling when it shouldn't, though I didn't document it at the time.
  11. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
  12. 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:
  13. It is possible to add: Entity spawnarg --- means that this entity should casts shadow even if it's beyond walls according to area/portals. Worldspawn spawnarg --- same meaning as p.1, but applies to all entities in the map. This is OK if the mission is rather up-to-date. The older missions (like before 2.08 maybe) were compiled with older dmap. While I tried to add some compatibility cvar for dmap, it is still likely that fresh dmap will behave differently. You'll have to test the whole map thoroughly, and probably fix dmap-related issues everywhere. On the other hand, adding spawnarg is risk-free, since it does not require fresh dmap. Yes, the major part of the problem is that these caulky walls don't manifest any issues until you carry a light source into specific position. The original game would be buggy only if simple static light is in that position, which is much easier to test. Maybe filter away entities in DarkRadiant and look for visible caulk. I think mappers put caulk on surely-invisible part as an optimization, since otherwise this brush surface would actually be rendered (although only to depth buffer, which is cheap). But some of these surfaces should cast shadow, so it is no clear which can be replaced with caulk and which not. My suggestion is: Create a dedicated thread regarding light/shadow issues. Move the messages from this thread into it too. Analyze cases one by one. It can easily happen that some issues are caused by other things. Decide what to do when we have enough info.
  14. Public release v1.7.6 (with Dark Mod support) is out. Improvements since the final beta 14 are: Fixed a few remaining bugs with zip/pk4 support. Game Versions window now properly displays TDM version. Import window no longer has a vestigial off-screen TDM field (because TDM doesn't need or support importing). Web search option is now disabled if an unknown/unsupported FM is selected. If an FM with an unknown or unsupported game type is selected, the messages in the tab area now no longer refer to Thief 3 ("Mod management is not supported for Thief: Deadly Shadows"). The full changelog can be viewed at the release link. The de facto official AngelLoader thread is here: https://www.ttlg.com/forums/showthread.php?t=149706 Bug reports, feature requests etc. are usually posted there. I'll continue following this thread though. Thanks everyone and enjoy!
  15. Good work! I enjoy short missions because things are nice and focused - you get in, you get out. Also I tend to do better with the loot amounts and I was able to get all the loot without too much trouble, which is rare for me. If I were to make a suggestion though - I found the intro briefing sequence a bit distracting because it was so obvious the narration was pitch-shifted to make a deeper voice. If you felt the original voice wasn't deep enough for your needs, I would either get someone on the forums to record it for you or just leave as is. That's my only real complaint and it's not even about the mission itself, so pretty good first start!
  16. I investigated the topic, and I still think it is too hard. Precomputed visibility is perhaps the best thing for us. So we can split space into cells, and precompute whether cell A and cell B have unoccluded straight line connecting them. We can limit occlusion only by brushes: there is no need to take models/patches into account. Precomputed visibility should be done on per-area basis. When we compute the visibility data for one area, we consider all visportals and all other areas opaque. In other words, we only check for direct visibility within the area. If such information is available, it can be combined with existing visportal&area traversal code. The main problem is how to precompute visibility on per-cell basis. A solution must: Be conservative: you don't want to occasionally see small holes into nowhere Do perfect occluder fusion: otherwise a big house would not occlude most of the stuff behind it. Have sane build times for brush geometry of our scale. This inevitably leads to pretty complex algorithms. If mapper can add a special brush and say "this is major occluder in visarea N", then we can probably (not sure yet) verify that he is correct in saying that, and simply raytrace this occluder during visportal traversal. But realistically... I don't think mappers would really use this tecnhique, except maybe for a very few people/missions.
  17. I created two walls: both have a base brush that is 128 x 128, and 4 units thick. One of the brushes, however, has a little bit of decor that sticks out another 4 units. Later on when I was working on my map, I cloned a model, moved it 128 units, and then changed it's model. However, when changing it from the wall with decor to the wall with no decor, it proceeded to shift itself 2 units forward. I thought maybe it had to do with what grid size I had saved/exported the model as, but adjusting that did nothing. And the models are both aligned together. This is the only model I've had do this. What is causing this?
  18. Thanks for the clarification! I had no idea antiportals were a thing, I can't find an antiportal texture or entity in DarkRadiant so I presume it comes in another form? This means the behavior I'm imagining is already coded in there somewhere: Only change then would be automatically treating every solid brush as an antiportal, of course without having it derender itself only what's behind it... at least that's what I'd initially think, reality is always more complex. Obviously we don't check all world surfaces on the map: Visportal culling acts first so any wall that isn't in an open room doesn't exist from the start, same for surfaces that don't poke into the view frustum and are outside your FOV... if a smart approach is possible we could even check walls in order of distance from the camera so the mask masks itself and even walls covered by other walls are dropped. Only if a front-facing brush surface that wasn't portal-culled pokes into view it's calculated as an occluder; The engine then checks all entities that weren't themselves already culled by portals / frustum and removes those found to be completely covered by a wall's projection. This could be a big success is it could do all of 3 things: Hide models that don't poke beyond the mask, disable lights who's radius box is fully covered by the wall, and close portals that are fully covered by a wall meaning whole rooms can get hidden when their doorway is masked by an occluder. (Anti)portals do all of those things I believe, so it's a matter of somehow getting all surfaces to act as such in an optimal way.
  19. OK, not seeing too many opportunities to improve things yet. The mission is made of mostly model prefabs so there isn't really any excess triangulation due to brush carving. Most of the portals seem to be doing their job but since it's all model geometry all the open doors and windows pose a challenge to help much. Maybe forcing some func_portal closures at the fogged distance might improve things. Speaking of fog, I am seeing a lot of "double-fogged" surfaces. I believe this is happening due to duplicate geometry or transparent geometry. ( See the bright band in center of the screenshot ) : If you can isolate this extra geometry and make it into entities then you can set those entities with a "noFog" flag to prevent them from fogging. This presumes the geometry is transparent though.
  20. 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:
  21. Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange)
  22. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
  23. 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.
  24. OK, here you go: [ 30%] Linking CXX shared module libradiantcore.so cd /home/thebigh/Games/DarkRadiant/radiantcore && /usr/bin/cmake -E cmake_link_script CMakeFiles/radiantcore.dir/link.txt --verbose=1 /usr/bin/c++ -fPIC -pthread -O3 -DNDEBUG -Wl,-z,defs -shared -o libradiantcore.so CMakeFiles/radiantcore.dir/brush/Brush.cpp.o CMakeFiles/radiantcore.dir/brush/BrushModule.cpp.o CMakeFiles/radiantcore.dir/brush/BrushNode.cpp.o CMakeFiles/radiantcore.dir/brush/csg/CSG.cpp.o CMakeFiles/radiantcore.dir/brush/export/CollisionModel.cpp.o CMakeFiles/radiantcore.dir/brush/Face.cpp.o CMakeFiles/radiantcore.dir/brush/FaceInstance.cpp.o CMakeFiles/radiantcore.dir/brush/FacePlane.cpp.o CMakeFiles/radiantcore.dir/brush/FixedWinding.cpp.o CMakeFiles/radiantcore.dir/brush/TexDef.cpp.o CMakeFiles/radiantcore.dir/brush/TextureMatrix.cpp.o CMakeFiles/radiantcore.dir/brush/TextureProjection.cpp.o CMakeFiles/radiantcore.dir/brush/Winding.cpp.o CMakeFiles/radiantcore.dir/camera/Camera.cpp.o 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  25. 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.
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