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  1. Addressed towards every idtech4 aficionado @ the TDM forums and in particular towards the TDM Engine Development team... Both engines use Stencil Shadows but the devs at Ion Storm IMO came up with the significantly more elegant solution to the "Shadow Polygon Popping" issue that comes with the Stencil Shadow rendering technique... I remember back in the days around Doom3's release (August 2004) how John Carmack mentioned having added "noselfShadow" material flags specifically to combat the problem of "Stencil Shadow Polygon Popping" which would appear on Characters and Monsters when selfshadowing would kick in which resulted in my first mini-mod "UEQ" basically just commenting out all "noselfShadow" flags for all Doom3 Character/Monster material shaders... I have recorded some footage to illustrate why I think Thief3's solution is indeed more elegant in the hope that some of the senior GFX engine programmers like duzenko and the rest of the TDM Engine Development team might point me to a direction of implementing a similar solution within idtech4... The Problem (within idtech4): When a character in idtech4 is rendered without disabled selfshadowing in the material shader, quite some noticeable "Shadow Polygon Popping" can be observed (In this sample scene you can see it happening around Garrett's Hood and Shoulder area). The more elegant Solution (within Thief3): Notice how the character still casts and receives selfshadows without any "Stencil Shadow Polygon Popping" occurring. The shadows rather "slide" across the model surface instead of harshly popping in and out of existance... Now of course idtech4 is highly configurable by default so I started tinkering with the stencil shadow parameters. In particular I would change the value of the CVAR "r_shadowPolygonOffset" from the default value "-1" to "-2000". Now that still doesn't look as "clean" as in the Thief3 sample footage but at least the self shadows stopped harshly popping in and out of existence and instead (similar to the Thief3 footage) now slide smoothly across the model surface. Mission achieved you might think and wonder why I am still flagging this an issue... Well the problem becomes apparent when we start to move around the environment with these new settings ("r_shadowPolygonOffset -2000"): Watch the shadow on the right side of the Windowframe increasing in size/volume as I approach it and decreasing in size/volume as I move away again from it: This now happens with every selfshadow in the world around me (within idtech4 with "r_shadowPolygonOffset -2000"). On the other hand, within the Thief3 engine a similar behavior but much much more subtle in scale/resize of SelfShadows can be seen: When you observe the shadow at the left side of the door... (it actually might be difficult to notice) but you can see that that shadow also changes size/volume depending on my distance to it but like I mentioned the change is way more subtle in scale compared to the idtech4 showcase.
  2. Technically speaking what you want to do is very simple. All it takes is to open DarkRadiant twice to open both maps, then select & copy-paste (via ctrl c & v) between them. Names get updated automatically, so if both maps have func_static1 to 100 then the new arrival's func_statics will get renamed 101 to 200. If there are spawnargs referring to these names they conveniently also get updated. What you'd have to watch out for is that you'd probably have multiple ambient_world lights, location setting entities etc. Whether this is advisable at this point is another question: 1) For your first map you could reasonably expect to have your hands full just getting a feel for how all the parts of a complete mission work. The generally advised practice on these forums is therefore to aim to get everything to work on a smaller scale, as each step already takes longer than usual if it's your first time and mistakes are easier to correct, before moving on to more ambitious projects. 2) Each mapper works differently. I've taken over a harbour map from this thread but spent considerable time figuring out how the map's been put together and then reshaping it into a state I personally can work with. For example, rooves and subterranean brushwork were highly irregular, both requiring a redo before I could add attics & basements without getting confused. This kind of work is something I'd recommend putting in if you find a map idea here that you want to see to fruition (i.e. I have a high affinity for maritime environments and also had a large ship looking for a new home). But if you just want to have some more content in your map then I'd say it'd probably be more wholesome for you to use (mostly) your own work. This is just my personal opinion based on my own experience, though.
  3. I'm looking into it now. I haven't received anything on my account, so I don't have a sample mail to have a look at. This kind of blackmail message seems to be fairly common at the moment, but I've not seen one where it includes the password. The To address is usually spoofed so it's unlikely that it originated from the TDM servers - the full email headers will show where it came from. If someone is willing to share the headers of such an email with me (removing anything sensitive), I'd appreciate it. I think it's a good idea to reset your password on the forums (and wordpress if you have an account there). And maybe make a more visible notice to the forum users that there may have been a breach and that passwords should be reset. I've been planning on doing this for a while for all the services [wiki | bugs | forums | www | etc.] and I already have the certs via Let's Encrypt, but I've been neglecting the TDM admin stuff due to life things. Will see if I can at least get this done soonish. This is also important single Google will start or has already started deranking results from insecure sites.
  4. Could you please add a line seta logFile "2" to the end of Darkmod.cfg file and then try to reproduce the crash again? It you succeed, immediately save the contents of qconsole.log located either at fms\ac1 or fms\arena (depending on which FM was installed when the crash happened), You can either attach it renamed to .txt file or post its contents surrounded by spoiler tags in square brackets. I would be happy to hear any more details about how and when it happens. The current details look weird (64-bit-specific 2.07 crash... hmm) I started these two missions recently and did not see any crash. Where is your TDM installation located? Can you e.g. create a txt file there without UAC/admin dialogs, or delete some pk4?... Which OS you use?
  5. They gave me 10 tags. I took them. That's too bad about your OLED TV. Hopefully some other "emissive" technology will step in. Or maybe laser projectors will decline from their current $20k prices.
  6. After doing some more searching around, I finally came across a post in 2018 from Obsttorte that provides a few more details: http://forums.thedarkmod.com/topic/9082-newbie-darkradiant-questions/?p=418498 (bold added by me) I'm sort of reading between the lines here, but it sounds like the script referenced used to be distributed as part of the base pk4 file...probably on accident more than on purpose. At some point, the script must have been moved into the mission folder and taken out of the base distribution because it was never intended for general mapper consumption. All the same, after reading through the script, it seems like it would take only minimal modification to work for my case. Previous to the post I linked to, there is some discussion about making this a prefab. Now, I fully admit that I'm coming in completely new to this, but it seems like the only thing stopping this from being a prefab is the one line in `tdm_numberwheel_lock.script` that references the much talked about `closeBar`. Just a cursory glance over the rest of script, and the related `tdm_numberwheel.script`, and it seems like the script is localized (i.e., doesn't reference a hardcoded global name). I wasn't terribly thorough, so someone might correct me on that point. But after all this, I'm left debating whether the combination lock actually fits into my storyline, or whether a simpler key-based safe would suffice
  7. Thought it would be a good idea to collate a useful list for new and old mappers alike and this post will update as we go. Abandoned works: Any WIP projects that were abandoned by the original author - http://forums.thedarkmod.com/topic/12713-abandoned-works/Darkradiant & Darkmod shortcut settings: Some example settings for new mappers - http://forums.thedarkmod.com/topic/15152-darkradiant-and-darkmod-shortcut-folder-settings/Darkradiant howto, must knows, tips and faqs - http://forums.thedarkmod.com/topic/12558-usefull-important-editing-links/?do=findComment&comment=272581Info for Beginners: Newbie DarkRadiant Questions - http://forums.thedar...iant-questions/Dark Radient Must Know Basic Intro - http://wiki.thedarkm...now_Basic_IntroEditing Tips for Beginners - http://wiki.thedarkm...s_for_BeginnersEditing FAQ (Troubleshooting & How-To) - http://wiki.thedarkmod.com/index.php?title=Editing_FAQ_-_Troubleshooting_%26_How-ToSotha's excellent Mapping Tutorial series: http://forums.thedarkmod.com/topic/18680-lets-map-tdm-with-sotha-the-bakery-job/Springheel's New Mapper's Workshop: http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/ Inspiration: Collection of screenshots and images people have found online - http://forums.thedarkmod.com/topic/11610-darkmod-inspiration-thread/Mapping Resources: List of Voice actors available for voice recording - http://modetwo.net/d...6-voice-actors/Lengthy collection of city reference pictures - http://modetwo.net/d...rence-pictures/Collection of texture resource sites - http://modetwo.net/d...ture-resources/Free Ambient Tracks - http://skeksisnetlabel.wordpress.com/2009/12/30/10-songs-for-free-download-vol-10-full-moon-over-noricum/Mapping Tools: 3 useful tools for texture creation - http://forums.thedarkmod.com/topic/18581-must-have-tools-for-the-descerning-mapper/Modular Building: What is Modular building - http://forums.thedarkmod.com/topic/14832-modular-building-techniques/Working example tutorial on modular building - http://forums.thedarkmod.com/topic/18680-lets-map-tdm-with-sotha-the-bakery-job/Springheels new modular models - http://forums.thedarkmod.com/topic/18683-using-springheels-205-modules/Some related mapper recipies -Easy Vaults - http://forums.thedarkmod.com/topic/14859-easy-vault-recipe/?hl=%2Beasy+%2BrecipeEasy Outdoors - http://forums.thedarkmod.com/topic/16159-easy-outdoors-recipe/?hl=%2Beasy+%2BrecipeEasy Caverns - http://forums.thedarkmod.com/topic/14469-quick-caverns-recipe/?hl=recipeEasy Alert Ai - http://forums.thedarkmod.com/topic/17157-easy-alert-ai-recipe/?hl=%2Beasy+%2BrecipeEasy Alert Ai Custom Behavour - http://forums.thedarkmod.com/topic/17160-easy-alert-ai-custom-behavior-recipe/?hl=recipeTutorials: Collection of video tutorials for DR - http://modetwo.net/d...in-darkradiant/Using Lighting and detail effectively: - http://forums.thedar...l-and-lighting/Voice Actors list: List of available voice actors - http://forums.thedarkmod.com/topic/12556-list-of-available-voice-actors/Usefull Console commands: A list of console commands for testing in-game - http://wiki.thedarkm...Useful_Controls
  8. According to my notes on shaderparms, there should be support for recognising a 'broken' state within light shaders as well (via a parm7 condition), though I haven't tested it. So instead of making breakage equivalent to switching off you could make the light flicker or dim or something. Trouble is, for anyone not planning a comprehensive overhaul of the light entities, I'm not sure how breakable lights would be identifiable to players. Also, if you want shattering glass (other than by trying a particle effect), that's a more complex set-up involving a separate func_fracture entity. Existing models aren't set up for that. Edit: speaking of func_fractures reminds me, do AI visually notice broken items yet? Mentioned in http://forums.thedarkmod.com/topic/17258-breakable-glass/page-3?do=findComment&comment=375028 but not explicit in http://bugs.thedarkmod.com/view.php?id=4177 -- and that's just regarding fractures, not other kinds of breakable entity. Edit2: according to http://forums.thedarkmod.com/topic/17258-breakable-glass/page-3?do=findComment&comment=374528 support for AI reactions exists, but I'm not sure what classes, if any yet, create the marker. Probably none, since the only markers I can find defined are for missing items and blood stains.
  9. Hello! I can compile and run 2.07hotfix from SVN. I tried compiling the SVN trunk, using exactly the same method. It doesn't work, though - I get a blank screen and nothing else, not even audio. Here's the output. Note there's some binary junk in it. DarkMod.cfg: The suggestions at http://forums.thedarkmod.com/topic/19919-problem-with-207-some-level-unplayable/?p=435907 didn't help.
  10. My previous comment: http://forums.thedarkmod.com/topic/18990-custom-frob-idea/?do=findComment&comment=412240 Which links to: http://forums.thedarkmod.com/topic/11359-textures-that-need-love/page-2?do=findComment&comment=253435 If a new highlight couldn't be tweaked per material, cases like the dark bottles should be checked for visibility. Can you give an example of how the new syntax would look? A 'top-level material keyword that would apply as frob color' sounds as though it takes a colour as a parameter. On the other hand STiFU wanted a globally player-configurable frob highlight.
  11. https://www.kickstarter.com/projects/pimax8kvr/pimax-the-worlds-first-8k-vr-headset https://www.roadtovr.com/pimax-8k-vr-headset-coming-kickstarter-later-month/ This is the right direction for VR. Especially important is the wide field of view: 200 degrees. However, it doesn't have the widest field of view on the market: StarVR has a 210 degree FOV. The Pimax Kickstarter mentions "Pimax 8K offers 200° Field of Vision (FOV), which is far closer to matching the natural human FOV of 220°." IIRC the natural human FOV actually varies by a few degrees from person to person (scary, huh?). But 220 degrees should probably cover every human alive. Wikipedia says "slightly over 210-degree forward-facing horizontal arc of their visual field" and "binocular vision, which is the basis for stereopsis and is important for depth perception, covers 114 degrees (horizontally) of the visual field in humans; the remaining peripheral 40 degrees on each side have no binocular vision" (194 degrees?). The "8K" or "5K" in the name is a little deceptive. It should be called 4K or 2.5K per eye. 7680x4320 is what is referred to as 8K. Pimax is 7680x2160. However there is a precedent, see the Ultra-Wide 5K (5120x2160) and Ultra-Wide 10K (10240x4320) resolutions which are 21:9 aspect ratio This is 32:9 aspect ratio. Super-Ultra-Wide 8K? It also talks about using a "Brainwarp" algorithm/method to effectively double the 75-90 Hz refresh rate to 150-180 Hz. If this is so easy, why hasn't Oculus, HTC, or Google done it (it would be especially useful on mobile and console platforms to double the framerate from a lower number)? It could be a marketing lie. Here's another thing that is not clear to me: there is an "8K" model and "8K X" listed in the reward tiers. It implies that the "8K X" does 90 Hz while the other one does 75 Hz. I have not watched the video, just read the text.
  12. Death to Spies 3 is now up on Kickstarter! https://www.kickstar...eath-to-spies-3 At the time I posted this, $2,524 out of $85,000 has been donated, and we've got 36 days to go. Head over there and express your support! And remember to spread the word on social media sites, gaming forums or among friends and colleagues. We need this game to come out soon!
  13. You can easily turn that around though, and doubt the censorship of "hate" messages on the net as well, which almost every time equals to right-wing messages, which are getting censored, mostly just for the content of the message. I think it mostly bows down to your definition of freedom of speech. Many Lefties who act and feel so democratic, and gloat over their "freedom" claim are actually very anti democratic, and reluctant to other's opinions. Anyway, forums are privately run sites, and the rules are others. Many forums even ban political discussions entirely (which i consder a good thing... there never has been a worthy political discussion on the net. The threshold to act like you would never do in real life is simply too low). I think this forum in general benefits from the matureness of its members. I really have never seen anything close to the tumult i have witnessed on other boards. Kudos.
  14. Anyone who thinks these forums have over-zealous moderators needs to spend more time on other sites. People very, very rarely get banned from these forums. Even people who have told moderators to "fuck off" have not been banned. On Twitter or Facebook you can lose your account just because the Silicon Valley media bubble doesn't like your political opinions.
  15. One of the wrong assumptions here is that all mappers care to have realistic maps. At the same time, if every member of a specialist group, like architects, historians, interior decorators etc. joined the forums, wrote a lengthy essay about how knowledge of their field could be used while mapping, and mappers would actually adhere to every one of those essays... We'd have one release per 10 years. Besides, we already have examples in the video game history. There are games that aim for realism in both gameplay and environment, like Kingdom Come Deliverance, and they are enjoyed only by a small subset of players, if at all. Not that the voice of majority should be used as a superior argument here, because the majority prefers something on the other end of the spectrum, i.e. Assassins' Creed games, which I never understood either. But these games do have very realistic graphics, and artists do tons of research and use tools like photogrammetry to faithfully recreate historic locales. Yet the gameplay is sort of open-world Prince of Persia with tons of busywork. And yet we have games like Thief, Dishonored, or Mark of the Ninja. Not striving for realism, supernatural even, but with interesting gameplay. All have been critically praised, and are cult classics at this point. We all have our pet peeves, and we're passionate about different things, but not being able to distance yourself from your preferences, or trying to picture them as objective is self-deception. In TDM, water arrow douses a torch, if aimed correctly – that's an objective thing.
  16. What I've been trying to say is that details such as this add to the whole, much like you exemplified with the pipes or the ceiling architecture or even the electrical wiring other people were discussing in this same thread. They might not be individually noticed but in the end they will contribute towards consistency and help flesh out the looks of a mission. If this was not the case mappers would have not equally spent hours analyzing real life buildings to use as references for their missions. All I am doing is suggesting another one of these details to be added to consideration, the same way that if a plumber joined the forums and provided pictures of ancient sewers and explained how they worked, mappers would certainly appreciate the feedback, because it would allow them to map sewer sections in greater detail, and less arbitrarily. Now most people might not notice the details on these hypothetical sewers, but the same way buildings inspired by real architecture will feel better and more consistent, the same applies to interiors, objects, and other elements seemingly non-discernible to the average player. I've only learned about the whole torch issue myself fairly recently, hence why I decided to share it. However, I was also aware this would be challenging a common Thief-inherited trope, so I felt I had to make a better case.
  17. Fantastic screenshots everyone! And welcome to the forums krrg! Here are a few of my own from Shadows of Northdale Act 3
  18. Hi all, me again Now that I've learned how to take screenies on DM (thanks to Aluminumhaste) I wanted to post one that I took but I got an error saying that the image ext that I used was not allowed in these forums, It was .jpg so I changed it to .png and I got the same error again. They're on Photobucket.
  19. Then this discussion is largely irrelevant. You're not talking about level design but aesthetics, since oil lamps and torches are functionally interchangeable. Both are doused with water arrows. If those were actually torches on the first floor of Briarwood Manor, then yeah, like 2-3 people on the forums would complain about that's unrealistic. The rest would be too busy having fun with the map.
  20. Bad news, it's on hiatus: https://www.polygon.com/2018/2/16/17020296/system-shock-remake-kickstarter-hiatus-delayed https://kotaku.com/kickstarted-system-shock-remaster-got-too-big-put-on-h-1823082070 https://wccftech.com/system-shock-remake-hiatus/ https://www.kickstarter.com/projects/1598858095/system-shock/posts/2115044
  21. I'm wondering if anyone ever checks new posts in the Fan Missions Forums? I've posted 4 questions asking for help for 4 different missions that I can't finish because I"m stuck, and I don't get any help. I posted a question this morning so I don't expect an answer right away for that one. Its frustrating because I would like to finish them. I've read through the posts for each mission and I'm not getting anything from them. If there's someone who could help me I'd really appreciate it. Thanks I guess I'm spoiled from the TTLG forums.
  22. Thank you very much, I've already downloaded it ! I'll see what I can do. Yes, come to think of it, the voice sounded a bit different to your's. I might add this to Andros' resume in the voice actors article on the wiki. What tags would you and the others recommend for the official trailer ? I'd like to give it at least the same tags as you have on your own channel. ---- Minor update: The trailer has been uploaded to our channel and set as the introduction video. Every unsubscribed person will see it.
  23. OneOfEightDevils is a forum member: http://forums.thedarkmod.com/user/10522-oneofthe8devilz/ We have discussed his project and possible cooperation a few times before. http://forums.thedarkmod.com/topic/14015-idtech-coop-medievalfantasystealth-universe-projects/ It seems that he prefers Thief: Deadly Shadows and would like his project to be akin to it but with more combat options. He didn't seem to be interested in any of our AI designs, Lightgem, or other TDM specific features. To my knowledge, he did not even ask to use any of our assets. As for this demo, I think Judith is right. I vaguely recall that he converted the model and animations from TDS to Doom 3? He's done that type of thing in a few cases, I think he even took the Doom Marine model from Doom 3 and rebuilt the high-poly model by extrapolation of the low-poly and normal map. Though, many of his experiments are with commercially created models in other games he cannot legally share most of those examples.
  24. Very true, both the forums and the bug tracker's active contributors know each other so they can additionally see where to pay attention. Right now both allow casual users to use them, it's ok.
  25. I think you misunderstood that a little. It's not about the delay between reporting an issue and the dev response time. It's about pinpointing the cause of the issue yourself, as much as you can, so dev investigation takes as little time as possible. If you don't have time or knowledge to do this, you can casually do this via forums, and someone will deal with it, sooner or later. If you want to use the bugtracker, you'll be more helpful if you do some digging yourself. Bugtracker also serves as a knowledge base, so devs can look how a problem was solved in the past. It's a more useful resource when issues are concise and to the point.
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