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  1. It's a big project, so it's important to test everything thoroughly and run several tests. "The Lost Citadel" had a lot of bugs in the first release because I didn't test enough. I will not repeat this mistake. I have fixed all problems found during beta 2. Beta 3 shall include all subtitles and briefing videos. The problem is that I'm still missing some voices. This means we can't complete the game subtitles and produce the briefing videos. In the worst case, I'll have to do a new audition for this stuff, but currently I don't feel like it.
  2. In post https://forums.thedarkmod.com/index.php?/profile/254-orbweaver/&status=3994&type=status @nbohr1more found out what the Fixup Map functionality is for. But what does it actually do? Does it search for def references (to core?) that don't excist anymore and then link them to defs with the same name elswhere? Also I would recommend to change the name into something better understood what it is for. Fixup map could mean anything. And it should be documented in the wiki.
  3. @The Black Arrow That's a good analysis. I don't disagree but we're referring to different time periods with different quality aims: In the early days of 3D and low-res CRT screens when we had 256x256 textures, detail textures were used to make surfaces appear as if they have 1024x1024 textures... today in the age of 1080p monitors such texture can appear blurry from up close, we want to make 1024x1024 textures appear of 4096x4096 quality. Back then the goal was to get at least a little bit of perceived sharpness, today the goal is to see those microscopic details on every surface as if everything is real... while the concept of detail textures is old it scales to cover both aims. As you correctly pointed out, the ideal solution would be upgrading the actual textures themselves. Sadly there are two big problems with this that will likely never be possible to overcome: Someone must create or find identical textures to replace existing ones, which have to retroactively fit every old FM. That would be a huge effort for so many images, and will not look exactly the same way so people would complain how "this wall used to be made of small red bricks which are now larger and yellower which isn't what I intended and no longer line up". An advanced upscaling filter may be able to bump the resolution with good results, this would be a lot less effort and retain the exact appearance of textures. The even greater issue is storage and memory use would go through the roof. Imagine all our textures (from surfaces to entity skins) being 4096x4096 which would be the aim for decent quality today: TDM could take over 100 GB of drive space, you'd need at least 16 GB of RAM to run it, and the loading time of a FM will be 5 minutes. Detail textures are a magic solution for both problems: They're overlayed in realtime on top of the standard textures without changing their base appearance. This means you see pixels several times the scale of the image without requiring any image to actually be at that resolution, no vRAM or loading time increase. And if detail layers are disabled with distance you also don't lose FPS in per-pixels calculations when distant lights update.
  4. biggest gripe with my 2080 ti is that it only has hdmi 2.0b so it cant do 4k above 60hz luckily the displayport can and since i bought a monitor with displayport it happily chugs along in 4k 145 hz its an asus ultrawide 32" so matches my board which is also from asus and gfx card also from asus as a bonus, just stay the f... away from asus software the hardware is quite good though. the ultrawide screen has its own problems with some games though (letterboxing) but most of those can be worked around. in hzd the cutscenes are allways letterboxed which is annoying since it has a load of those but the game itself runs fine in ultra widescreen. my 3070 runs on an older phillips tv i had "1080p" eww. but i tried it on my 4k screen just for comparison. sometime in the near future ill ditch the old phillips for a 4k TV since i use my second PC as a streaming device mainly (i dont have cable TV) .
  5. Yes. Sure, I will change it, but I do mind. In addition to changing the forum title, I have also had the name of the pk4 changed in the mission downloader and the thiefguild.com site’s named changed. It's not just some "joke". The forum post and thread are intended to be a natural extension of the mission’s story, a concept that is already SUPER derivative of almost any haunted media story or most vaguely creepy things written on the internet in the past 10 or 15 years. Given your familiarity with myhouse.wad, you also can clearly engage with something like that on some conceptual level. Just not here on our forums? We can host several unhinged racist tirades in the off-topic section but can’t handle creepypasta without including an advisory the monsters aren’t actually under the bed? (Are they though?) I am also trying to keep an open mind, but I am not really feeling your implication that using a missing person as a framing of a work of fiction is somehow disrespectful to people who are actually gone. I have no idea as even a mediocre creative person what to say to that or why I need to be responsible for making sure nobody potentially believes some creative work I am involved in, or how that is even achievable in the first place. Anyway, apologies for the bummer. That part wasn’t intentional. I am still here. I will also clarify that while I love the game, I never got the biggest house in animal crossing either. In the end Tom Nook took even my last shiny coin.
  6. Walked through the mission. As everyone else here had some problems with the books puzzle. Also, opened the secret entrance to the laboratory through the wall, with the lever on the other side. Had to replay to open it with a prober books alignment. Otherwise, a very interesting short mission.
  7. I have been attempting to create a skin for a model. No matter how closely I follow the wiki tutorial, I can't seem to get it to work. Here is a pic of the model directory, the skin directory, and the skin file I wrote. I even tried to make a standalone copy in the skins folder, in case DR doesn't like digging through folders when pulling up skins. Am I missing something? Am I running into problems because skins cannot be made for .ase files?
  8. Oh, I just removed whistle and peek doors, because I never use them and the latter has some consistency problems when doing it on doors without a key hole ;). Both are still in Snatcher's Modpack though :)!
  9. I've seen fun workarounds like that in other game modding as well. Years ago, maybe even a decade, some fella who was making a mod for Mount & Blade over at the Taleworlds forums revealed that he put invisible human NPCs on the backs of regular horse NPCs, then put the horse NPCs inside a horse corral he built for one of his mod's locations/scenes and then did some minor scripting, so the horses with invisible riders would wander around the corral. The end result was that it looked they're doing this of their own will, rather than an NPC rider being scripted to ride around the corral slowly. Necessity is the mother of invention. I don't know about the newest Mount & Blade game, but the first generation ones (2008-2022) apparently had some sort of hardcoded issue back in the earlier years, where if you left a horse NPC without a rider in its saddle, the horses would just stand around and wait and you couldn't get them to move around. Placing an invisible rider in their saddles suddenly made it viable again, at least for background scenes, of riderless horses wandering around, for added atmosphere. First generation M&B presumed you'd mostly be seeing horses in movement with riders, and the only horses-wandering-loosely animations and scripting were done for situations when the rider was knocked off their horse or dismounted in the middle of a battle. Hence the really odd workarounds. So, an invisible NPC trick might not be out of the question in TDM, even though you could probably still bump into it, despite its invisibility.
  10. A sad and happy day all at once! I will be crying while downloading, then smiling as I install, crying while sneaking, smiling while grabbing loot. Very bittersweet and confusing.
  11. DarkRadiant 3.9.0 is ready for download. What's new: Feature: Add "Show definition" button for the "inherit" spawnarg Improvement: Preserve patch tesselation fixed subdivisions when creating caps Improvement: Add Filters for Location Entities and Player Start Improvement: Support saving entity key/value pairs containing double quotes Improvement: Allow a way to easily see all properties of attached entities Fixed: "Show definition" doesn't work for inherited properties Fixed: Incorrect mouse movement in 3D / 2D views on Plasma Wayland Fixed: Objective Description flumoxed by double-quotes Fixed: Spinboxes in Background Image panel don't work correctly Fixed: Skins defined on modelDefs are ignored Fixed: Crash on activating lighting mode in the Model Chooser Fixed: Can't undo deletion of atdm_conversation_info entity via conversation editor Fixed: 2D views revert to original ortho layout each time running DR. Fixed: WX assertion failure when docking windows on top of the Properties panel on Linux Fixed: Empty rotation when cloning an entity using editor_rotatable and an angle key Fixed: Three-way merge produces duplicate primitives when a func_static is moved Fixed: Renderer crash during three-way map merge Internal: Replace libxml2 with pugixml Internal: Update wxWidgets to 3.2.4 Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.9.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep creating Fan Missions! Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  12. TDM 15th Anniversary Contest is now active! Please declare your participation: https://forums.thedarkmod.com/index.php?/topic/22413-the-dark-mod-15th-anniversary-contest-entry-thread/

     

  13. Ah, pity I wasn't reading the forums back in February. I'm fond of that game, along with Bugbear's other early title, Rally Trophy. I was never too good at FlatOut, but it was always a hoot to play.
  14. Since I'm bored and haven't posted in a while and yet still finished Thief 4 a few times, I feel compelled to post. In response to a number of observations @Rio_Walker made: Seeing your hands and all the animations newGarrett would do was fun... at first. But given all the looting and environmental interactions the game has it really did slow things down a lot, especially when the game would occasionally realign the player just perfectly before playing an animation to open a drawer. If they had an option to disable these animations or speed them up significantly I'd have been happy. I've played using the Custom difficulty with the option to disable focus and the experience is kinda mixed. While it does make things a bit more traditional without the superpower ability to find loot more easily, it does seem like the game is designed very much for focus and disabling it can hide things you never even knew were present. If it weren't for the focus for example, I would never have noticed the "special" candles hidden around the city that talk when you light them. This game reminds me of a movie that has been reshot several times with footage from separate reshoots blended together with bad editing. It's painfully clear the story has been chopped and changed over the many years of its development and there's assets in the game that clearly had greater importance in a previous iteration but for which their plot points were cut. The most obvious example is the automatons. There's a dude who provides missions on obtaining pieces for one he's building, but apart from that there's also signs in other areas they had more importance (e.g. you see rooms full of them when going up an elevator, the Baron has disassembled ones on tables in his cutscene, etc.) Some plot elements just feel not fleshed out because they had to cobble together something to create this Frankenstein's monster of a game from so many elements. The ending sucks and is incredibly abrupt. Do we even know what the deal is with that half-built ship? Probably another abandoned plot point. With all of its problems, I still kinda like it in so far as its general gameplay. But it doesn't have the longevity of something like TDM or the classic Thief games especially with all the user missions available for them. Oh well, maybe I'm just pining for what it could have been in the hands of a better developer.
  15. @AluminumHaste thanks! Downloading now
  16. @snatcher I understand that when you feel your work doesn't live up to your goals that you don't want it out in the wild advertising your own perceived shortcomings but that leads to a troubling dilemma of authors who are never satisfied with their work offering fleeting access to their in-progress designs then rescinding them or allowing them to be lost. When I was a member of Doom3world forums, I would often see members do interesting experiments and sometimes that work would languish until someone new would examine it and pickup the torch. This seemed like a perfectly viable system until Doom3world was killed by spambots and countless projects and conceptual works were lost. I guess what I am trying to say is that mods don't need to be perfect to be valuable. If they contain some grain of a useable feature they might be adapted by mission authors in custom scenarios. They might offer instructive details that others trying to achieve the same results can examine. It would be great if known compelling works were kept somewhere safe other than via forum attachments and temporary file sharing sites. I suppose we used to collect such things in our internal SVN for safe keeping but even that isn't always viable. If folks would rather not post beta or incomplete mods to TDM's Moddb page, perhaps they would consider creating their own Moddb page or allow them to be added to my page for safe keeping. Please don't look at this as some sort of pressure campaign or anything. I fully understand anyone not willing to put their name next to something they aren't fully happy with. As a general proviso, ( if possible \ permitted ) I just want to prevent the loss of some valuable investigations and formative works. The end of Doom3world was a digital apocalypse similar to the death of photobucket. It is one of my greatest fears that TDM will become a digital memory with only the skeletons of old forum threads at the wayback archive site.
  17. It occurred to me that, by now, this package goes well beyond mere bugfixes by including a range of gameplay changes (i.e. adding the ability to frob-extinguish oil candles, which isn't a bug that was patched). Maybe players would have a better idea of what this package does if it had a more fitting name, similar to how Snatcher calls his work a modpack? In other communities the term "unofficial patch" is typically associated with collections of community fixes to bugs that exist in the core game and were never addressed by the devs. Most players would therefore expect an "unofficial patch" to provide them the same experience as originally intended by the devs, but without technical problems.
  18. Congrats on the release! Remember to check ThiefGuild as well as the DarkFate forums (via Google Translate) for additional feedback.
  19. I think the default gamma was raised to 1.2 to reduce banding and color precision artifacts at the low end of the brightness scale. There are probably some confounding factors that make that a questionable decision. 1) At the time of this discussion, I believe TDM's bloom settings were generating extra contrast and thus lowering gamma 2) By the time that soft gamma was implemented, we also were using a new bloom system that does not tie the bloom effect to other post processing effects 3) There was some attempt to make TDM shaders compliant with industry gamma defaults but that attempt to adhere to standards may have caused problems because most games are much brighter than TDM so using calibration established for use in brighter games may cause unintended results. These days, I normally set gamma to 1 ambient gamma to 1.1 and set my postprocess color curve to 0.2 or 0.3 which darkens gamma back to something similar to 1. Maybe someday I'll purchase a monitor calibration machine and try to sort out the ideal default state.
  20. Congrats on the release! Thanks for the great mission, I had a lot of fun. I played the mission with Linux and had no problems
  21. And those pics that Daft Mugi posted do show the problem with TDM maps, but I also have to say, that is a problem with TDM shadow maps, not with maps in general, I never seen such ugly issues in Stalker for example or Call of Juarez and many other games. Perhaps those shadow maps issues arise from people not thinking of shadow maps at all, when creating their lights, shadow maps do require a little more tweaking to look good, specially at grazing angles, because they are literally textures, so perhaps moving the lights a little solves those problems or even increasing the shadow map res. Just think about this, if shadow maps where that ugly, the gaming industry would never deprecate stencil shadows and we would still be seeing a ton of games using them, but is totally the contrary, games with stencil shadows, are the minority, even idSoftware removed them, I think since Rage (i'm not totally sure about Rage...) and up (besides obviously Doom 3 BFG). For example: Wolfenstein II Dishonored 2 Evil within 2 (this particular shot is impossible with stencil shadows, because of the blood that is a particle effect with alpha) etc. For obvious reasons TDM fans have a good opinion of stencil shadows and I comprehend that, they do look very good, TDM and Wolfenstein 2009 are the games with the best soft stencil shadows that I haver seen, but maps can also look good, if given the chance and used to their full potencial. another game with good stencil soft shadows Thou tree shadows on this game seem to use something else or literally stencil shadows because sometimes they look like a blob on the floor instead of seeing the individual leaf.
  22. Open questions for all. As a mere player, have you ever modified other games? Have you installed unofficial fixes, patches, updates, upgrades, expansions, mods? Were you happy it all was well documented? Were you happy that you could control what was being installed? Were you happy that it worked? Were you happy that you could install other stuff alongside without problems? Were you happy that you could uninstall it? Did you care about the authors or flame wars going on in obscure places of the internet? Players download stuff, sometimes read the instructions, install it and judge it. ---------------------------------- My friend Wesp5, Listen to the feedback. As a start, I would like to see the patch, or parts of it, in pk4 format. If you were to split your patch into standalone mods, which mods would you produce?
  23. I spend 90% of my time on Linux Mint. I occasionally pop over to Windows 10 to check a few things or run some updates but Linux Mint is my home. TDM runs better under Mint than Windows for me but your mileage may vary. When running TDM in Linux, you must set FPS to "Uncapped Mode" in the Advanced settings, the old capped mode has terrible stuttering and performance under Linux ( even native Doom 3 has this issue ). You can set Max FPS to 60 if you are worried about any inconsistencies with game timing ( the only known issues are rare problems with audio behavior at really high FPS). Just don't use the native 60FPS capped mode, use Uncapped mode with a Max FPS value.
  24. You'll be surprised to hear but I don't quite get it either. Based on my understanding, there are a few confounding factors that make this a challenge. 1. We did a lot of work to ensure that the "included missions" were made part of the install so first time players would have a curated experience. Moving the missions back to the mission database might require undoing that work. 2. It is entirely possible to add the missions to the mission database while also being included in the installer but doing this will invite a few problems: 2a. What if the user updates the mission and then finds that their TDM install is somehow borked. They might run the installer to repair it and this will revert the mission version. If they fail to update their mission after this revert they might have incompatible save games that cause crashes and confusion 2b. What if a user starts downloading a mission update and at the same time starts a TDM upgrade ? 2c. Users opening bug tickets for a base TDM version due to problems seen in the included mission that are no longer present in the updated one, thus making it more tedious to narrow down duplicate bug submissions. 2d. Players seeing the missions on the TDM missions download page and downloading the package to install in the FMS directory then seeing duplicates in the mission list because the downloads page renames the packages with hashed filenames. All the above challenges revolve around potential user error and even though it should be obvious not to do these things, we have to compare the above to the vast swaths of folks who are begging to include TDM into Steam because unpacking a zip file and running an installer executable within a folder is "too difficult and confusing". One thing that we have the ability to do is change the file in the 2.12 installer repo so that if users run the updater it will apply the new mission. This change would not be visible to users so they would not get any alert about it. We would just have to announce it and hope that players watch for TDM announcements. I am doubtful anyone would want to work on it but I suppose that there could be some way to pass some sort of signal to the mission downloader when included missions have been changed on the installer side so they get a different update indicator. Still would be kludgy because you'd either be telling the player to exit TDM and run the installer or making TDM invoke the installer internally. So that is my take on "why" based on my own knowledge. Of course, part of my inability to "understand it" is due to my incredulity that we need to cater to players who are so below the bar in computer literacy that they would inflict these problems on themselves in the first place. None of this is an official stance just my own take on why the proposal to "let two updater processes control the same files in the same folder" has been rejected ( other than that such designs usually horrify programmers on a primordial gut level and if you mention that any program that does this you will see any programmer in vicinity instinctively reach for headache or stomach medicine ).
  25. Excellent. This will take up my whole upcoming week, I'll take all my time off to good use testing the latest release candidate and suggest if there's really any problems. The devs are right that the beta sounds like its no longer regressed between introduced features. This is going to make my week!
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