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Found 5380 results

  1. @Hagatha, Welcome to the game and the forums!
  2. 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.
  3. 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.
  4. 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
  5. 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.
  6. Thought this might interest some of you here - there's a PnP RPG on Kickstarter right now called Project Dark that's supposedly able to closely emulate stealth games. Other things of note: - Card-based mechanics in combination with dice - Optimised for 1-2 player-characters Also based on a brief exchange, it seems the developer's a fan of PC stealth games like Thief. Project looks pretty cool overall, and although I haven't played any games that use cards for conflict resolution, the pitch has me intrigued, if only because running a game set in the Thief world sounds awesome. Too bad existing backers won't get a copy of the rules until March Edit - oh yeah, link here:
  7. 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.
  8. UPDATE 26/6 ver 1.02 Fixed Bernhard's book Fixed some missing text in readables (Can you believe it's more?! ) Fixed black wall in barn, second floor. Tweaked some tension meter scripting. UPDATE 22/6 ver 1.01 Added popup message that tells the player that the maze isn't opened yet. Couldn't find the reason for the book bug so I've put this particular book in the world instead of adding to the inventory via a script... Hello! It's time for me to release my entry to the Seasons Contest, 2011. This map was built roughly between 1/4 - 19/6, A special thanks to my friend Ziggun and Ash that have helped me work out the story and write the readables. Also a thanks to my friend Henrik Swenson that has produced some of the sound effects. And also a big thank you to all team members and people developing this brilliant mod! And also a big thank you to the various guys and gals that helpt testing this mission and found some crashing bugs and helped me through the tempest Dear Sir I send you this letter as a request for aid in a delicate matter. My name is Oscar Powell, and I assure you that the rumors of my death were greatly exaggerated. I am, in fact, merely in hiding after the unfortunate incident that took the life of my father. You come highly recommended, and I trust in your complete discretion in what I am about to tell you. The incident that claimed my father and nearly myself was no accident - it was a clumpy attempt at an assassination. A band of pagan brutes assaulted the summer home, seeking to claim my life and that of my beloved father. And given the recent death of my beloved brother Bernhard, I now know where to point the accusing finger. My sister Alma, thrice-cursed be her name, must have hired them to rid herself of us. I have no doubts to her ambition to claim the family holdings, nor do I know her soul to contain any compassion. But the law is blind, they say, and I am but one man in hiding. But with proof I could challenge her and bring her to justice. Which is where you come in, as I am told you are without peer in bringing light to the ugliest of truths. So I ask of you to go the Powell summer home, where my beloved father and brother met their end, and find out the truth. With this letter you will find a ticket to the Powell hedge maze, which will give you an excellent chance to enter the estate. Use any means necessary and leave no stone unturned in this and you shall be richly rewarded when I am restored to my rightful place as owner of the Powell holdings. Yours humbly, Oscar Powell Important information! Because this is quite different mission from the rest, there are a few things to be aware of when playing. 1. You are in essence a thief, but has chosen the approach of a private eye. This mission has lot of emphasis on story and most of the story is told through readables. As with most missions, the mission is enjoyable without reading all readables and most of them can sometimes be skipped. But in order to get the full experience from this mission, I recommend the player to read all the readables. 2. This is a daylight mission and this means that you aren't directly cosidered a villain unless you show socially unacceptable behaviour such as stealing, walking in flower beds or going where you don't belong. (Note that on expert difficulty the mission begins with you breaking inside the main house and thus start in a high tension area). You will have a tension meter that goes up when you do something socially unacceptable. If anyone sees you during this state, the tension will go up on red and you will forever be considered a villain and will be chased. On expert difficulty this will result in instant failure. One another aspect on the daylight theme is that this mission is set on a farmland and to simulate these lands I have chosen a quite open map layout. This is contrary to all recommendations for the IdTech 4 engine and as a result, performace may be lacking in some places. I have tried my best to keep a good balance between good looking exterior parts versus good performance. 3. This shouldn't have to be something to point out, but I've got to known that some players have some issues against "violence-control" in missions. My personal gameplay puts lots of emphasis on stealth and sneaking. Therefore I consider detection a failure and almost never kill anyone besides animals/undead. Violence is sparse in this mission and you're not allowed to kill anyone (that doesn't pose any immediate threat to you) on any of the difficulties. KO:s are perfectly allright although limited. Enjoy! http://www.mindplace...tails.php?id=45 Not updated yet... http://www.MegaShare.com/3359042 ver 1.01 http://www.MegaShare.com/3368609 ver 1.02 Remember to use spoiler tags where appropriate! (This may fail and therefore I do not recommend anyone to read any further unless they've played the mission!)
  9. Hi all, While playing Dishonered 2 this afternoon, I once again noticed that many apartments in the game are quite similar and when I thought about it, it occured to me that there actually are rooms that are present in each and every household. At the same time each type of room has some furniture that is very common for each room. So I thought, it might be a good idea to make a list of rooms that are usually present in different households, as well as furniture that is commonly present in each type of room. Of course, the quality of furniture and size of the room is strongly dependent on the wealth of the inhabitants, but I thought it might help some mappers to have some kind of list to turn to, when creating a new household, so they can easily see, if they forgot something or can get ideas on what to put into some of the rooms. I have started the list with these points (I put them in spoiler tags, as the list tends to get quite long). If you think this is a good idea, I would like to extend on the list and later on transfer it to the Wiki. Households Low income/poor: Very few rooms, mostly functionalShould include kitchen and bedroomMerchants/Craftsmen: Also few rooms, apart fromkitchen andbedroom a workshop and/or aroom for selling should be includedTavern/Inn: Kitchen,storage room,taproom,bedroom for guests and owners,bathroom (optional, may be exchanged with basins in guests' rooms)Nobels: Kitchen seperate from eating room,several bedrooms (depending on family size: seperate rooms for adilts and each child, additional bedrooms for guests possible),at least one bathroom (toilet inside or seperate),separate office/library, sitting roomRooms Kitchen: stoveworking spacecupboard for cutlery and dishestable and chairs/stoolsStorage Room: shelves and hooks for food stuffbottles (various)barrels (especially in taverns)various containers (boxes etc)Bathroom: bathtubbasin for washingcupboard for bathing suppliesBedroom: bed(s)nightstandcupboard for clothingLiving Room: tablearmchairsbookshelve(s)lamps or similar for lightother leisure time stuff (instruments, knitting needles, board games, stuff like that)Office / Study: desk with chairbookshelve(s) Workshop: tools of the tradeworkbenchstoolTaproom: several tables with chairsopen fireplace with armchairs (optional)bar
  10. There's a new oldschool RPG project on Kickstarter. It's made by a german RPG veteran, Guido Henkel, known for Realms of Arkania and propably not as famous outside of germany. If you've never heard of these old games, Legends of Grimrock is a good reference point. Here are the key features according to the kicksterter page: Single player, first person Party-based play (four player-, plus two non-player characters) Six races and eight classes to choose from Over 34 unique character traits, plus base attributes Party characters interact with each other Turn-based combat Indoor and outdoor environments Complex puzzles and evolving quests Combine items to build weapons and traps Interactive game world Recipe-based crafting and enchanting Involving, adaptive storyline with many key players and twists Factions for intriguing political set-ups Tons of monsters to battle Dialogues—yes, you will be in awe at our cool and intelligent dialogue system Cheese toast I backed it. Is anyone here interested in this kind of game?
  11. 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.
  12. Any Help? ok. But I dont have any experience on this one. Please let us know which sollution worked for you. Error: "ALSA lib conf.c:3523:(snd_config_hooks_call) Cannot open shared library libasound_module_conf_pulse.so" People say install package "libasound2-plugins:i386", but your running the x86 binary. Some topics on tdm and wiki (if you havent read them) tdm wiki: http://wiki.thedarkmod.com/index.php?title=FAQ#The_sound_lags_behind_the_picture http://forums.thedarkmod.com/topic/17414-how-to-configure-the-sound-system-on-linux http://forums.thedarkmod.com/topic/18577-no-sound-on-ubuntu-1604/?hl=alsa http://forums.thedarkmod.com/topic/17187-solved-no-audio-on-ubuntu-1404 tdm Search function with subject alsa: http://forums.thedarkmod.com/index.php?app=core&module=search&do=search&search_term=alsa&search_app=forums Some sollutions to be found here: https://www.google.com/search?q=doom+3+alsa People say use the "oss" sound driver. https://forums.gentoo.org/viewtopic-t-506390-start-0-postdays-0-postorder-asc-highlight-.html?sid=50f951228fd392b1d1a3f82935fe67c1 http://zerowing.idsoftware.com/linux/doom/Doom3FrontPage/#head-bbf251e26f02e635b5df3b186f54ac0ae8bafe17
  13. 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.
  14. Looking at this adventure, my first desire is... to nuke the whole list of "ways to install on Linux" from the wiki ! The core problem is that the list of options is hugely excessive (and thus probably partly broken). Also, it is not clear which ways are "officially supported" and which are just alternatives for the adventurous people. The officially supported way is the same on Linux and Windows. It is as simple as: 1) Download the TDM updater from TDM website (choose Linux 64-bit version if you have 64-bit Linux) to the directory where you want TDM to be installed. 2) Run the updater. Don't forget --noselfupdate parameter if you are using 64-bit Linux updater (this nuisance will get fixed by 2.08, I hope). 3) If it installs well, play and enjoy. If it does not, go to forums and report. Of course, there are various details like 1) chmod updater executable 2) permissions in TDM directory. TDM 2.06 and 2.07 also complains about missing OpenAL package (hope to fix it by 2.08). But I guess most of the people can solve them using common computer knowledge, googling and asking on forums. For non-tech-savvy Windows users, we also started offering Freyk's GUI installer, so that they don't get problems by trying to install TDM into "Program Files", for instance. Linux users should be tech-savvy by definition, at least this is my opinion. All the rest like playing on Wine, playing on PlayOnLinux/PlayOnMac, various packages and such stuff are unofficial (playing on Mac also is). While it is great to have this information on wiki, it should be clear that this is not what a newcomer wants to try. I think I will take this article (which is directly linked to the main page), and try to slightly restructure it to accent what is "normal installation" and what is "adventurous installation". EDIT: in fact, the instructions I posted above are present both on the Downloads page on website and in the linked wiki article...
  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. Yes but why force TB if you use Adaptive Sync? Or you mean "these are different solutions for the same problem....." ? There's another recent challenger to monitor Sync management, S-Sync via RTSS: https://forums.blurbusters.com/viewtopic.php?f=2&t=4173 https://forums.guru3d.com/threads/requesting-scanline-sync-tutorial.423722/#post-5602543 Scanline sync is, as far as I'm aware, user controllable tearline steering, which means it isn't technically a form of V-SYNC at all, but a V-SYNC OFF method that mimics the look of traditional V-SYNC, but without the lag.
  18. Fantastic screenshots everyone! And welcome to the forums krrg! Here are a few of my own from Shadows of Northdale Act 3
  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. 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.
  21. 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.
  22. Oh no, I don't mean to discourage anyone from testing, but there's a huge difference between any feedback and quality feedback – and that's dev's time. This is even more important in non-professional environment, since everyone here does it in their free time, so any effort not to waste it is very, very appreciated. Bugtracker is more for developers, so they can easily move through a logically structured documentation about problems and their causes. If you don't have time to contribute towards that, it's fine, you can always mention your problems casually in the forums, and at some point someone else will document it properly
  23. Personally I think this is the worst idea ever. The Reason forums has LOADS of info and knowledge, built up through years and years. I'm really sad to see it go away, and I can't understand why they've made this decision. https://www.propellerheads.se/forum/showthread.php?p=1579099#poststop
  24. Thomas Porter is back in a TDM FM called... The Phrase Book by Sotha Release notes: If you find something called "softened lead ball" do note that it will not KO AI in TDM 1.07. Once 1.08 comes with its new features, the ball should work. While waiting for 1.08, the ball might still work as a distraction. The mission uses heavily RITs, so guard activity should be more interesting and challenging. The mission randomizes the location of few critical objects upon map start, so that coupled with the AI RIT behavior the mission should be more replayable than any other missions TDM has seen thus far. Please use spoiler tags. I do not recommend you read further as someone always fails to use spoiler tags. Download: There was a bug in the initial release. New version is here: Use the ingame downloader to get it. Fixes: Increased font size to make briefing easier to read. Fixed a stupid unpickable door issue. ENJOY!
  25. 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: 1.0.0.1 Product Version String: 1, 0, 0, 1 Product Version: 1.0.0.1 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
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