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  1. In the interim, I believe we have Tels old SEED maps like this Pond map in SVN: http://forums.thedarkmod.com/topic/12107-announcement-seed-system/page-6?do=findComment&comment=247177 (Please ignore my noob comments in that thread ...)
  2. Reminds me of when I made a banner with a view to a Mechanist-like-but-secular-futurist-techno-utopian theme: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-265?hl=%2Blovecraft+%2Btiles+%2Bbathroom&do=findComment&comment=380117
  3. 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!
  4. 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
  5. Years back, there was some discussion on this over at the TTLG forums: Let's imagine: Garrett's death Garrett's end ? In that second discussion thread, I summed up some of my thoughts thusly: I still believe in that sort of conclusion. He didn't die, necessarily. He just thieved away into the sunset, like any good legend. fett of TTLG offered this more cynical variant involving Brother Murus: EZ-52 went for a more meta-fictional option:
  6. I have two posts on Blender forums about it: https://blenderartists.org/t/material-name-character-limit-63/1146620 And this one on what appears to be the official request forum (or maybe a sort of sinkhole where the Blender devs can filter out all these pesky user requests, or their version of hell banning): https://blender.community/c/rightclickselect/hGcbbc/ That would be a good idea. When I see a long name has been found, I find the material definition in DR and copy it to a new one with a shorter name which I'll then use normally.
  7. Flakebridge Monastery In this mission you will visit a Builder outpost to steal some valuable books. It is the first in what I hope will be a series about Selis Woderose. I would like to take the opportunity to thank my beta testers: Aprilsister, Bikerdude, Chiron, lost_soul, and prjames. As well as Fidcal for his starting map, and Melan for his texture pack. Known bugs: A small number may appear at the bottom left corner of your screen when the mission loads. Press sheath weapon to make it disappear. As already mentioned this is the first mission in a series. When you have completed it you may know what you'll be going after in the next mission. You may even know where! Enjoy! And please use spoiler tags where appropriate. A couple of screens: (thanks lowenz) http://2.bp.blogspot...0/shot00001.jpg http://3.bp.blogspot...0/shot00003.jpg
  8. 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.
  9. Hello Dark Mod team and community, long time listener, first time caller here... I recently ran into a problem with TDM 2.06 when I upgraded my Radeon drivers to 18.12.2. I can't remember what driver version I had before that (I don't upgrade too often) but I was able to run GLSL and soft shadows with the same hardware I have now, but the upgrade broke these shaders. Besides rolling back my drivers, I can work-around this problem by entering "r_useGLSL 0". I held off on reporting this problem because 19.1.1 was getting ready to release and I was hoping the new drivers would fix this, but sadly they have not. The way the shaders glitch out is interesting, walls are only lit by half and usually along a diagonal line or a curve that doesn't match the light that should be cast by the source and meshes are sometimes cut into quarters or lit in . Sometimes things aren't lit at all despite being directly in view of a light source, and look like their normals have been flipped inside-out or something. Normal maps and speculars are also not working. Besides being ugly, you can't always see where pools of light are being cast until you step into them and your light gem tells you you're visible, which inhibits gameplay. In every other respect, the game seems normal, but broken lighting in a Thief game is a problem, so I'm playing 2.06 in "2.05 mode" for the moment. Here are some examples: - from "Sir Talbot's Collateral" with GLSL on (broken) and same scene with GLSL off (old lighting working correctly) - "Heart of Lone Salvation", GLSL on and GLSL off (please pardon the missing book on the table) I'm using an AMD Radeon R9 390 Series, 8 gb of GDDR5 VRAM Intel Core i7 2600K at 3.4 GHz Windows 7 Home Premium 64 bit 16 GB of DDR3 physical memory On the Dark Mod wiki there's mention of creating a game profile with Surface Format Optimization turned off, but that did not alleviate the problem. Have you guys seen this before? I think the developer Stgatilov had a similar graphical problem and reported it here: http://forums.thedarkmod.com/topic/19752-tdm-205-weird-graphics-on-nvidia/ But his problem was on 2.05 and with Nvidia hardware, not AMD/ATI.
  10. Didn't see this until just today - a 6Gb mod for Thief 2 that adds a bunch of nice effects on actions, replaces some textures, generally improves and lushes out the environments, and covers the screen in goo. Other parts, it simply renders the low poly architecture in HD, where some of the texture might seem a little under-scaled now are barely noticeable unless looking at that stuff. https://www.moddb.com/mods/thief-2-hd-texture-mod/news/thief-2-hd-mod-v10-is-out Was at ttlg a while, but I read about it at steam discussions while posting about TDM v2.07 release. It does make many of the T2 levels feel like a load of new maps, and I've been a little turned around in a few places as they are unrecognisable due to the update. After searching here, there was no mention on the forums - so here's the trailer with some comparisons and a link to the massive download. I couldn't find a torrent.
  11. A quick test suggests http://wiki.thedarkmod.com/index.php?title=Doors#Slanted_or_Tilted_Doors may be adaptable for func_rotating. I did have a ghost I could walk through and shoot through at one point, and http://forums.thedarkmod.com/topic/9082-newbie-darkradiant-questions/page-314?do=findComment&comment=414284 lists everything I tried. Unfortunately I seem not to have kept a record of the winning formula.
  12. Wonder if it is related to this - the menu is kinda similar. http://forums.thedarkmod.com/topic/19871-207-bug-maximized-window-bug/ /* As a side note to Freyk - the first time I tried to update 2.06 to 2.07, the updater didn't mention that a bunch of the files were locked, as I had DR open. This resulted in an initialisation error when trying to run tdm.exes (for 2.06 [32&64], not 2.07 as expected). I only noticed when I deleted the contents of tdm folder and win10 reported the files could not be modified as open in dr. The dates of the files were a mix from last year and today, where some had not been updated - There wasn't a mention of this in the updater or the logs, that I could see. */
  13. Like this: http://forums.thedarkmod.com/topic/15322-ultima-underworld-to-dark-mod-map-conversion-sample/
  14. We didn't make the holidays (such a busy time of year) so here's a New Year's gift, an unusual little mission. Window of Opportunity Recover an item for a regretful trader out in a wilderness setting, and discover more! Available within the in-game mission downloader or: Download: http://www.thedarkmo...ndetails/?id=79 Alternative: https://drive.google...WTMzQXZtMVFBSG8 Some unorthodox gameplay on regular/ghost difficulties. (Arachnophobes might prefer short mode...) Please expect to need your lantern in regular and ghost modes! Short ("easy") mode is a smaller map, so if you are looking for areas others reference below, or 100% of the loot, you'll need to play on another mode. I wanted to create my first mission before I became influenced by too many others' ideas, and limited myself to what has been done before. As such, this mission is not set in a city/town, and has some features that are likely to be provocative. There's a section some really like, which others don't, either way I kept it short to not last too long. That being said, I hope you do find it fun! :-) Special thanks to those who provided valuable testing and feedback: Goldwell, Kyyrma, plotzzz, 161803398874989, PPoe & Bikerdude (who also contributed a sound). (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] If you are having trouble finding the main objective, here's what to pay attention to in the mission for hints: There is a spot it's possible to get stuck on the ground in the corner by the cliff/rockfall where there's a rope laying on the ground, please take care if you poke around there!
  15. 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.
  16. http://forums.thedarkmod.com/topic/12713-abandoned-works/page-1 http://forums.thedarkmod.com/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__255748
  17. You're right. Just like it's common sense and common courtesy that you don't modify someone's map without their permission. Unfortunately that hasn't been enough to keep it from happening. In fact, this issue with Bikerdude taking liberties with other people’s work has been going on for so long now that we could pretty much just have this this whole conversation by quoting what has already been said in previous threads: demagogue, on 20 Jul 2018 - 05:13 AM, said: We have a generally laid back and collegial culture that's great and all, but it's good to push some clear rules in the sharing of maps learned by long experience Judith, on 20 Jul 2018 - 04:45 AM, said: Obviously, the community wouldn't tolerate maps being stolen. The real problem is people leaving the mod without making all the things they could have made, or stuff they had in progress. Bikerdude, on 13 Jun 2017 - 4:10 PM, said: The end result was both SirTaff and SteveL pretty much stopped posting in the forums, so as a result of me not learning from my mistakes the community lost a mapper and coder. Springheel, on 17 Jul 2018 - 7:29 PM, said: Multiple people have spoken directly to Bikerdude for years now, both in private and in public, trying to communicate a simple message--don't change other people's work without their permission--yet it continues to happen. Each time it happens again the frustration grows. What happens next time? Amadeus, on 30 Nov 2018 - 9:11 PM, said: I found that I had walked into a shitstorm of drama. Melan was pissed, and rightfully so of course, and he spoke his piece. But I felt fucking awful, I felt like an accessory to a crime because I had unknowingly volunteered to beta test corrupted fruit. Goldwell, on 01 Dec 2018 - 10:38 AM, said: It's quite interesting having spent some time away from the forums (due to his bullshit) and coming back seeing the same situation. STiFU, on 02 Dec 2018 - 6:55 PM, said: I have become almost inactive around here, because everytime I log in, it's the same $%!§. brethren, on 03 Dec 2018 - 02:23 AM, said: I do believe his intentions were good, and I think sometimes he just doesn't think of the ramifications of what he's doing Bikerdude, on 04 May 2018 - 1:30 PM, said: this is the third time I have fucked up and it not fair on the rest of the team to say " he only meant well". And here we are again. I'm sick of hearing about people going inactive over these occurrences. Since "common sense and common courtesy" aren't doing the job, let's establish some rules. Does anyone disagree with either of these, for starters? 1. No one shall make modifications to someone's released map unless one of the following conditions are met: 1.1 The original author grants permission for the modifications. 1.2 The mission readme specifically grants permission for the type of modifications 1.3 The TDM team, in lieu of an author who cannot be reached, grants permission for modifications that are required to keep the map working as originally intended. 2. No one shall copy and paste someone's released map unless one of the following conditions are met. In all cases, credit should be given to the original author in the mission Notes section. 2.1 The original author grants permission for the copy/paste. 2.2 The mission readme specifically grants permission for copying/pasting 2.3 The copy/pasted section is modified to the point that it does not resemble the original--this can be judged by before and after screenshots posted during beta-testing. 2.4 The section is too small to be recognized, such as a single archway, a patch, or a collection of crates. 2.5 The action is for learning purposes only, and not to be released publicly.
  18. We've talked about these types of issues repeatedly. In fact, I found a post back in May that was referring to exactly the same issue that started off this discussion. http://forums.thedarkmod.com/topic/19415-mission-modding-topics/ http://forums.thedarkmod.com/topic/18924-securing-assets/ The overall conclusion has always been that we're a community of mature individuals who behave like adults, so we don't need to make hard and fast rules. But that's clearly not working anymore. There is no team member who is "in charge" and never has been. Decisions are typically made by team consensus behind the scenes, with admins/department leads having slightly more say. However, there are precious few of those still active and even fewer who want to get involved with more Bikerdude drama again. We have always relied on the community act in an adult manner, and in general they come through. But if we can't even agree on whether blatant copying and pasting map sections without any attempt to get permission is a "bad thing", then maybe clear rules are needed. I'm just sorry that a brand-new mapper's mission has been tainted by behaviour they had nothing to do with.
  19. My wife once said, "forums ruin families", back when markus persson was still markus persson and trying to get attention for his dwarf fortress lego game. I don't think she meant family in the literal sense, but I think she had a very public falling out with her mum on a cake decorating forum over a recipe for earl grey cupcakes some time in 2007. This thread is unravelling in all directions - are people arguing for the sake of it now? Cos I want in on that. No - it isn't. Facebook is great and we should all bow before big brother and attempt alliteration at all adjuncts.
  20. Wiki: Systematic Method for Adding Pathfinding to Uneven Terrain During some recent browsing of the forums I came across not one but two members posting about the difficulty of applying monsterclip to uneven terrain. I realised I could share my approach to making such terrain passable for AI, which Ive first used for the beach segment of One Step Too Far. ​ Concept​ This will create a grid of monsterclip floor brushes. The top surface of each brush is raised or lowered to match the height of the terrain at that location. Steps are added wherever theres a great difference in height between two adjacent brushes. The map boundary is traced by brushes created on an 8-unit grid.​ ​ ​ 1. Preparing the grid​ Start by making a large monsterclip brush that covers your whole terrain. Its height should span from the bottom of the map area to above even the sky, so that itll be easy to click on from above.​ ​ Go to your preferences and ensure your clipper tool does not use caulk. Switch into top-down view and use the clipper tool to cut this brush up into blocks so that you get a grid. A good size would be 192x192 units per block, but you could use smaller or larger blocks if your terrain is highly uneven (i.e. boulder landscape) or quite flat, respectively.​ ​ ​ Delete any blocks that do not touch your terrain. If you have a structure with worldspawn brushes within the terrain, like my mansion here, then enable the filter for entities and use the clipper to remove those parts of the monsterclip brushes that overlap with the house. ​ ​ 2. Using the grid​ Disable the filter for entities, set your DarkRadiant grid size to 8, go into side-view to select the protruding tops of all your monsterclip brushes, hit v to swap to vertices mode and lower all the top vertices just enough that the highest point of your terrain is still covered in monsterclip. ​ ​ ​ Now use the resize tool to lower the top surface of each block so that it intersects with your terrain. This doesnt have to be very exact because you get around 30 units tolerance in both vertical directions. If you see that a brush is completely covered by impassable entities you can delete it.​ ​ ​ ​ 3. Making steps between the blocks​ Some blocks may be considerably higher than their neighbouring blocks, so that steps must be added. Not all AI can handle 16-unit steps, so itd be best to use 8-unit steps for this method.​ ​ Start by hiding everything except monsterclip: enable the filter for monsterclip, select & hide your whole map, then disable the filter for monsterclip. Now use the camera view to identify where steps are needed and add them as shown.​ ​ ​ ​ ​ 4. Monsterclipping the perimeter​ Unhide your map and create a tall brush that spans from your lowest block surface to the top of the map area, which you then delete again. This will inform DarkRadiant how tall you want brushes to be that you create while youre in top-down view.​ ​ Switch to top-down view and trace your terrains boundary, i.e. trees, rocks, walls with monsterclip brushes on an 8x8 grid. Use the camera view to ensure that these objects are completely behind monsterclip: AI can get stuck on any pieces that might stick out, such as branches. Objects on the terrain such as rocks and trees can be monsterclipped normally.​ ​ Remember that AIs need over 32x32 units of space, so you should fill up any alcoves that are 32 units or smaller.​ ​ ​ ​ Testing​ If youd like to test this you can have an AI chase you row-by-row, then column-by-column while you fly backwards with noclip enabled. The AI should always follow you in a straight line.​ ​ ​ Result​ This has applied highly quadrangular monsterclip to an organic environment that should fit well to TDMs 32x32 unit pathfinding system. As the approach is systematic, all areas should be covered correctly. This may be initially more labour-intensive than doing the monsterclip by eye, but in the making of One Step Too Far I kept finding small pockets all over the place where the pathfinding hitched before making the switch. ​ ​ ​
  21. No access to beta testing forums of things like messaging functionality is okay IMO. That ensures situations like taking over other people's WIP maps or layouts won't happen that easily.
  22. As stated before, Bikderdude requested to be banned himself, so this is definitely not a case of overzealous moderators. And as also stated before, he still has reading access and is in contact with a couple of forum members through other means. So I believe, that if/when he feels ready, he himself can and will approach the moderators of the forums to lift the ban. Up until that time, it is most likely best to give him the time and space he needs. It is not necessary to discuss lifting the ban, if he himself has no interest that it is done.
  23. Everyone has read access to all public forums except Betatesting (that may have historic reasons) as they are visible and readable when not logged in.
  24. DarkRadiant 2.6.0 is ready for download. This feature release is further improving on the Model Exporting capabilities and introduces smaller features like a mapping time stopwatch and the ability to define favourites in the Media Browser, making it more convenient to work with a large number of materials. On top of that, this build offers a number of fixes and improvement for various parts of the editor. It's recommended to prefer this version over any previous release. Windows and Mac Downloads are available on github: https://github.com/codereader/DarkRadiant/releases/tag/2.6.0 and of course linked from the website https://www.darkradiant.net Thanks go out to all who helped testing this release! 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 InstructionsFeature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker.Changes since 2.5.0 Add a stopwatch tracking your mapping timeMake The Model Exporter Respect The "skin" Spawnarg On ExportExport patches and lights/func_statics to OBJFixed: Particle Editor Doesn't Save Colour/Fade ColourFixed DR not remembering location of child windows when placed on any non-primary monitorFixed: Re-exporting .ase models screws up their normalsFixed: Export Selected as .LWO Model: Exported models loose smooth shading after export.Fixed: DR shouldn't write *.darkradiant files when creating a prefabFixed: CSG Make Room operator does not fill the room on 3-edge prism caseFixed: DR doesn't show readable background image changesFixed syntax error in OBJ export scriptFixed: Grid size number format in status bar is showing unnecessary post-comma zerosFixed: Undo after changing func_static entity classname results in lost child primitivesFixed: Changing entity class from the spawnargs moves it to the Active LayerThe list of changes can be found on the our bugtracker changelog. Have fun mapping!
  25. I'll reiterate the whole open-source angle thusly: Why make your own illegal rebuild of a commercially available tractor, when you can join a big international fan/hobbyist project and build your own open-source clone of that tractor, at a fraction of the price ? While I don't doubt TDM development has also cost something financially, compared to what LGS or even the modern day Square Enix had to invest in the Thief IP development-wise, TDM has cost mostly "peanuts" financially. That, and the majority of the cost being people's time, willingness, dilligence and creativity. All legal considerations aside, time and manpower and willpower would indeed be the main concerns. I'm convinced outside of us long-term fans or newcomer retro gaming fans, there aren't a lot of people who'd go gaga over an idTech 4 (i.e. older engine) remake of a 1998 and 2000 stealth game with some rather intellectual, non-mass-appeal elements. Thief's following, while fairly big, has always been more of a cult following. You'd be amazed at how many people casually omit the series whenever talking about influential and groundbreaking 90s gaming greats. There is interest, but not big enough interest. Why should the offer be of exquisitely high quality and many thousands of man-hours put into something that maybe even most of the Thief fanbase wouldn't embrace avidly ? There's just no point. If someone wants old-school Thief in a more modern and more flexible engine, TDM is already here, free of charge to download, play and contribute to. I'll admit that I do find the opening post author's demands towards the TDM development team to be somewhat rude. You guys have been working on this project, on and off, for nearly fifteen years now. For someone to barge into these forums and start making demands á la "right, you guys now remake Thief 1 and 2, I have a fool-proof business plan that I thought about for maybe a total of 2 minutes" is, at least to me, rude to all the people who've contributed to the improvement and success of this awesome freeware project since its beginnings. When TDM began, the goal was clear: This is not about remaking Thief. This is freeware stuff that's meant to recreate and improve upon the stealth-and-exploration gameplay pioneered by Thief. (I read as much in TTLG threads, already well before I also joined this forum, and this forum's earliest threads are also very clear that TDM was never about courting commercial gaming.) We should stick to that. Just like switching engines now, on a whim, would now be ludicrous, getting entangled in commercially, creatively and legally questionable remakes of any kind would be equally pointless. Precisely. I feel the community here, while full of talent, is still rather short of manpower.
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