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Found 5366 results

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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
  6. 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...
  7. Select the text, and use the Special BBCode button. Specify the "Spoiler" BBcode. That wraps the text in spoiler tags. Or you can do it manually, by adding [ spoiler] at the start of the text, and [ /spoiler] at the end (except, don't add the space after the open bracket; I did that so that you could see it in the message).
  8. 1- Zoom the 2D views toward the mouse location. I couldn't find any option for this in the settings, so I'm assuming this isn't in DR at all. This would make zooming in and out much easier. 2- A search feature on model/skins/texture/etc browsers. I noticed that in some cases if you press Space a text field appears, and it seems like that's some form of search thingy, but doesn't seem to work very reliably. This would make things much easier to find, regardless of how they are organized in the folders. You could always just search for it. Find "by name" might be enough for most purposes, and would be golden in itself, as far as I'm concerned. Although if more could be suggested about this, I'd say it would be something like how Hammer categorizes things with tags that allow for search filters (can also use material keywords for filtering textures). 3- Simplified wireframe on models (optionally just a bounding box). So that models wouldn't turn the 2D views into incomprehensible messes so quickly, but it would also help more easily seeing where model boundaries are exactly, for positioning/alignment purposes and such. Also one more, that I forgot: 4- Add an acceleration factor to the camera movement speed. Since there's no quick way to change it back and forth between fast and slow (have to press P, click camera, change speed, click ok, every time) this would make it easier to do small adjustments to camera position while still keeping the speed high enough to taste, and so that if you kept the movement key pressed you still quickly fly away to that far place you want. This is how it works in Hammer. I think its acceleration factor must be pretty high, so that small taps barely move the camera, but a continuous press almost instantly accelerates you to max speed.
  9. 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
  10. Oh, right, spoiler tags. Here is the content of mylog.txt after I start TDM with the start argument:
  11. Thanks for the logs. (please keep this topic clean, by placing the content of the logs between spoiler-tags.) like this. Cant see any error messages in the logs, thats with the problem to do with it. So, whats the content of mylog.txt, after you start tdm with the following startargument? +gfxinfo +condump mylog.txt +quit
  12. Thanks for testing. This help us too, to help other players in the future on their first-run. Some on the internet say, to also install the vcrun2015 component. Please install it and check it reaction. A black screen with sound is a video problem. You can solve this by change things in the tdm config file or run tdm with start-arguments. Run TDM windowed mode and low screen resolution: make a backup of the file "darkmod.cfg" (by make a copy of it) Then open the file with a texteditor, change the following values and save the file. r_customHeight 600 r_customWidth 800 r_fullscreen 0 If this works on your system, then you can change the video settings from the tdm main menu. If not, we need some logs. Create in playonmac a shortcut to the tdm executable and fill in some start arguments. (Configure button > select dark mod container > General tab > "Make a shortcut from this virtual drive" button)", select the dark mod exe inside the darkmod folder) After you created the shortcut in playonmac, hit the configure button again, select the darkmod container, then the darkmod exe shortcut and select tab "general" and where you can enter arguments in the "Arguments" input. we need to see how tdm loads. please create a log for us. using the start arguments: +gfxinfo +condump mylog.txt +quitThis generates a textfile inside the tdm folder and automaticly close tdm. We want to see the content of that file. (in spoiler-forum tags, please) If changeing the values for low resolution and windowed moded in the darkmod doesnt work Then use start arguments: +set r_customHeight 600 +set r_customWidth 800 +set r_fullscreen 0(or change these values in the darkmod.cfg file,) If this works on your system, then you can change the video settings from the tdm main menu. Folow the following tdm wiki article: http://wiki.thedarkmod.com/index.php?title=Debugging_TDM_systemerrors
  13. 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.
  14. 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!
  15. 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/
  16. 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
  17. 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
  18. A couple of days ago Larian Studios launched a kickstarter for their new game "Divinity: Original Sin". It's an rpg that (among other things): - is party based (with optional multiplayer) - has turn based combat - is played from a top down perspective - focuses on an interactive game world - comes with an editor I have only played one of their older games: "Divine Divinity". It was a very good rpg with a big open world, a lot of quests and different playstyles that unfortunately became hack and slash towards the end because the developer ran out of money and time. The new one is already far in development and looks very promising but they need additional funding to polish it up.
  19. 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
  20. 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!
  21. 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
  22. 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"...
  23. Hi guys, everyone who loved the Homeworld games as well as "Nexus: The Jupiter Incident", will love to hear that a Kickstarter campaign was started today for Nexus 2: The Gods Awaken. You will find a video with a presentation of the capaign here. Anyone who has no idea what kind of game Nexus: The Jupiter Incident really was, please have a look at the trailer here. Also, there are several Let's Play's on YouTube. Here is , and one without, focusing completely on gameplay. Nexus 1 still looks breathtakingly beautiful, and I can only recommend it to anyone who is even remotely into space RTS. It is available on GOG.com for 10 US-Dollars, DRM-free of course. Together with the Kickstarter presentation, it clearly shows what to expect from its successor. I hope you guys will like the project and pledge much.
  24. 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 ]
  25. Is there a limit to kickstarter threads? LA Game Space Anyway, this project sounds weird and... weird. I think it's worth watching at least Pen Ward's message about the project (the creator of Adventure Time!), I'm a huge fan of his and the video is funny and cute: http://youtu.be/ypc0RA3w6RM
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