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  1. Hello, I play The Dark Mod and I really love it (also loved the original Thief series). Great work! I help building up a security-tool that checks your system for installed applications and that reports wich of your applications have known vulnerabilities. The tool also tells you when there are new versions of your installed applications available. So it is more than a simple update-manager. The tool is called VulnDetect and it is an replacement for Secunia PSI. And I help keeping the database up-to-date and by adding new apps to the database. I am also the community moderator in the VulnDetect forums. I added The Dark Mod to the database. But we have a problem getting the correct version information from the EXE file. The version number of The Dark Mod is 2.06. From the EXE-File I can read the following information: File name and path: E:\The Dark Mod\TheDarkModx64.exe Product Name: The Dark Mod Internal Name: The Dark Mod Original Filename: TheDarkMod.exe File Description: The Dark Mod Company: Broken Glass Studios Legal Copyright: Copyright (C) 2004 id Software, Copyright (C) 2004-2012 Broken Glass Studios Legal Trademarks: Comments: File Version String: 1, 0, 9, 0 File Version: Product Version String: 1, 0, 0, 1 Product Version: So is there a way where I can get the version number 2.06? Maybe from an other file or from the registry? Thank you for your help! Best regards OLLI
  2. If you aren't just using a blue-tinted ambient light for it, I'm guessing a parallel light is what you're after. (Or maybe multiple ones in practice, since they're reputed to have trouble with light volumes' covering multiple visleafs (visleaves?). An ambient cubic light might also suit moonlight but I don't know whether anyone's tried...) This may be of interest, though: http://forums.thedarkmod.com/topic/16046-dynamic-moonlight/
  3. green and blue flames are totally able to be made by natural means. But I get what you are saying. I've asked for this same ability for DR before, remember what you said about it? http://forums.thedarkmod.com/topic/3499-wishlist-for-darkradiant/page-26?hl=%2Bcable+%2Bsystem&do=findComment&comment=418958
  4. How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
  5. Yes, we did some work on this: (Internal thread) http://forums.thedarkmod.com/topic/19139-nonsmooth-graphics-due-to-bumpmapping/ Bug tracker: http://bugs.thedarkmod.com/view.php?id=4825 There are at least two few factors in play here. 1) If a model does not have vertex smoothing, then lighting will harshly change at face intersections 2) Self-Shadows are derived from the shadow mesh and thus are often limited in vertex resolution Humus solved this sort of problem by using a horizon map to make it appear that the normal map is contributing to the shadow: http://www.humus.name/index.php?page=3D&ID=38 He claimed the performance impact wasn't "horribly expensive" but requires a "3D texture of considerable size"...
  6. 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.
  7. The last footage I would like to showcase is from within the Thief3 Editor where I am dynamically moving a pointlight-light-source around so the algorithm can be observed in detail... especially pay attention to the low poly bucket in the center foreground of the scene and how the selfshadow casting is always offset proportionally to the distance and position of the light source ensuring that none of the objects ever experience any kind of "Stencil Shadow Popping In and Out" but instead the SelfShadows smoothly slide along the objects geometry surface... I am very curious to find out whether someone from TDM's Engine Development team might have an idea how the Thief3 engine manages to prevent "Stencil Shadow Polygon Popping" without severely affecting the SelfShadow volumes/sizes within the player's view proximity... I play both games/engines in VR and having something close to Thief3's solution would be amazing as that game is still my supreme immersive VR experience and finding a way to port that to idtech4 would be a dream. Thanks for you attention. [ I had to split this thread into 2 initial posts as it seems these forums limit the maximum number of linked youtube videos to "5" per post ]
  8. Oh ... then I clearly must be mistaking you with the LDAsh back from those forums being one of the few but ferocious supporters of those forum's biggest troll... Surely it must be another user just accidentally bearing the same nickname and couldn't possibly be you ... could it ?
  9. We are expected to tread on egg-shells around people who take criticism of projects and turn it into personal attacks and even explicit threats of violence... that won't turn out good for anyone. I was going to write a chunk of text, but I will leave it to simple logic - is it more likely that toxic stalkers are hot on his trail and following him around with ready-made sockpuppet accounts, or that he is dragging around this personality and flamewars ignite where he goes. These could be reasons why he is still looking very lonely all by himself here. http://forums.thedarkmod.com/topic/14015-idtech-coop-medievalfantasystealth-universe-projects/?p=437135 This is the best advice he can receive and only he can take it. We can't constantly sit and try to carefully spoon it into his frothing maw.
  10. Have you tried the 2.07 hotfix http://forums.thedarkmod.com/topic/19935-beta-testing-207-hotfix/
  11. This is not about consumerism, it's what happens when you post your stuff on the web, especially on a platform that enables interaction and feedback. If you don't like feedback, e.g. post your YT videos with comments blocked, or don't post on public forums. Demanding that feedback should be always be "cool and encouraging" is childish. If you take criticism as personal attack, or need constant patting on the back, then you're too insecure to take feedback anyway. I often bounce my ideas and WIPs off different people, some of them awfully opinionated (more than me, as hard as it is to believe), and I am still able to filter out the "noise" (aka the stuff irrelevant to me, as I typically know what I like) to pick out things that can be useful and worth iterating upon. And even those opinionated types have valid points sometimes.
  12. Yes, that's generally the case. On rare exception, mappers sometimes "ask for ideas": http://forums.thedarkmod.com/topic/13674-wip-fm-the-elixir/?do=findComment&comment=283045 ...but it is more common that mappers will have their own ideas that they even "know how to implement" but do not have the time and energy to start working on them (or continue working on them) and will instead choose smaller, more feasible projects for fun. Even with the simple concept in "The Elixir", the mission turned out to be much smaller than the "Lord Edmund Entertains" idea I had originally envisioned. Still, it's cool to have at least one of my story ideas out there. There are similar "make it for me" threads over at AtariAge forums where players ask Homebrew and Rom hackers to somehow make Atari 2600 games for them based on their concept designs. They are predictably filled with requests that go well beyond what a 2600 can do. So many have been offered that they have made guidelines in the forums like: You should include concept art. You must be willing to attempt Batari Basic coding and Sprite editing.
  13. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  14. 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.
  15. tried that to run TDM on android in this topic:http://forums.thedarkmod.com/topic/16672-trying-to-run-tdm-on-android/?hl= maybe possible with d3 and a very old version of tdm. read this topic for some pointers, d3 on the pi: https://www.raspberrypi.org/forums/viewtopic.php?t=99624 (check also a video in the spoiler) or try steam link on your pi. https://steamcommunity.com/app/353380/discussions/0/1743353164093954254/ and http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/ video in the spoiler
  16. dmap is a command in TDM's own console, not DR's (there used to be a semi-implemented dmap in DR but it was removed some time ago). Prefabs are collections of brushes, patches and/or entities, so you can resize the brushes and patches, and use the scaling tool on the entities with models (after ungrouping if the prefab's been imported as a group). If this is a lamp with an LWO or ASE model, you can use the scaling tool (one of the buttons on the left of the main window, with the tooltip Model Scaler). Someone else will have to help with the crash problem; in the past greebo has fixed crashes when I sent him crash dumps, but according to http://forums.thedarkmod.com/topic/19955-darkradiant/?do=findComment&comment=436732 he might be unavailable, in which case probably OrbWeaver is your best hope.
  17. Hello, everyone! I've done some searches in the forums, and looked in the troubleshooting on the wiki, but there's a problem that's been in Dark Mod for the past version or two that's now prevalent enough for me to log in and report. Not sure if it's an issue with the Dark Mod itself or just one model of light that someone developed and is using in more and more missions, but it's driving me nuts. In several missions, electric lights are used and the tone the game has them emanate...well, I'm supposing it's supposed to be a soft hum, but instead it's a piercingly loud sine wave kind of tone, like you'd hear if you were taking a hearing aid test. It's literally deafening compared to the sounds in the rest of the game, and as more and more levels use this light, it's really cutting down on the levels I want to play. Since no other users seem to be reporting this, I'm wondering if it's because of my particular audio configuration. I am using EAX (through Creative ALchemy) on Windows 10 on a current Sound Blaster card, so I'm wondering if somehow the EAX processing is making the sound so damn loud. The latest mission that seems to have this sound is "In The Black." I'm including a screenshot of one of the lamps in question. This one is in kind of an odd spot on an internal balcony railing, and I can hear it buzzing from well down the hall in another room. There are other rooms that have several of these lamps as well. Is there any kind of tweaking I can do in the .pk4 files to silence this model of lamp until the issue is resolved? I really want to be able to play these missions without being deafened. I'm up for any kind of troubleshooting, or if you'd like me to make a recording from a USB mic of how loud the tone is compared to other sounds in the game to hear exactly what I'm experiencing.
  18. 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.
  19. Hello Neon, Somebody also mentioned something similar here: http://forums.thedarkmod.com/topic/19951-fan-mission-marsh-of-rahena-by-erh-201945/page-3?do=findComment&comment=436947 Check post #73.
  20. 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.
  21. 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.
  22. 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?
  23. 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.
  24. Found it here: http://forums.thedarkmod.com/topic/19919-problem-with-207-some-level-unplayable/?hl=%2Bmissing+%2Bsound&do=findComment&comment=435482
  25. As per Duzenko's request here: http://forums.thedarkmod.com/topic/19650-glsl-custom-shaders-a-mapper-wanted/page-2?do=findComment&comment=427749 Currently we can't use bloom with lights as efficiently as in other engines. Blend add mode, along with emissive texture does not allow the light to be bigger than actual bounds of a model, even with high bloom intensity settings. Example: Now in other non-PBR engines like UDK, you have Emissive slot in your material definition, and you can use that texture with multiply operation to achieve this effect: In TDM, you have to fake this effect with transparent particle, which takes more time to make, adds resources and needs more processing power. It would be great to have this effect only through post processing, as in image above.
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