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  1. edit: TL;DR: I've tweaked the .lwo exporter to preserve autosmooth angle Ahem. When I started writing this post a couple of days ago, it was supposed to be a "please help me, models won't smooth" kind of thing, but as I started taking screenshots and such for a comprehensive view of the problem, the question morphed into a "is there a hack to get .lwo's to export the way .ase's do", then to "how to get the same surface smoothing from Blender as you can get from Lightwave" and eventually to "does anyone around know python and blender enough to fix the export plugin". But then I fixed the addon myself, so it was almost as if there's no point to the thread. However, while googling around for a solution I stumbled upon a whole bunch of incomplete (1,2) or outright wrong (1,2) information, and whenever the question came up the issue was never really resolved completely. That might be because the problem isn't obvious, since a lot of exported models will actually end up correctly smoothed on export, leading one to believe wrong shading in rare cases is due to modeling mistakes / bad shadowmesh / etc. Point is, having the definitive .lwo smoothing post seems useful. Identifying the problem: Here's the mesh. I add an 'edge split' modifier (I use sharp edges while modeling the low poly, so I can uncheck the 'edge angle' option). I can now apply the modifier(s) and export to .ase (triple the mesh either in export options or in modifiers beforehand). The .ase looks alright in-game: Now I'll export it to .lwo using this script. Depending on export options, here are the results: If I also check "remove doubles", I'll lose all of the split (sharp) edges: (recalculating normals on export can be unpredictable as well, so clean up the model beforehand instead) Right about this point I start searching for a solution online, stumble upon this and try the renderbump hack. However, all it seems to do is weld all of the vertices back together at runtime and attempt to smooth the whole surface, similarly to "remove duplicates", but with no upper threshold. (to anyone possibly reading this in the future: don't forget to revert your changes to the materials!) Source of the problem: At this point I still wasn't sure if it's even possible to get .lwo's identical to .ase's, so I installed Lightwave. Naturally, it took some time to eventually stumble upon Surface Editor (F5), and the "smoothing threshold" contained therein. But then I just had to crank it up to 180 and export to "LWO2". That fixes everything in-game: So the issue is trivial, I just have to find a way to somehow pass on a smoothing angle through the exporter. However, the "auto smooth" option on the object data tab doesn't seem to affect anything regardless of angle. Long story short, after some hex-comparison magic, I home in on SMAN block in the exporter script: So what it actually does is set your smoothing angle to either 90°, 86°(??), or 0°, depending on whether you've chosen "idtech compatible", "smoothed", or neither. The solution: Now, I don't know Python and I don't know Blender scripting, so I can't say with full certainty that I didn't break anything. But I did cobble together a version of the script that seems to do the job. Here it is, mirror / do whatever you want with it. If your mesh has autosmooth enabled, and you've checked "idtech" or "smoothed" on export, your chosen autosmooth angle will now transfer to the surface in .lwo: I took the liberty of changing the default export options to what seems to suit TDM the best, you can just open the script in notepad and edit them to your taste. Wrapping up, there are still some mysteries I didn't solve, such as "idtech compatible" models taking up only half the size of models exported otherwise (including from Lightwave itself), there doesn't seem to be any visible difference in-game, at least in TDM. That "1.5 radian" in the code still makes me scratch my head. And I still don't know if the 4-8x size savings over .ase matter for in-game memory at all (but at least I know I won't have to edit the *BITMAPs manually anymore). Even after all this, the .ase still has just slightly better shading, but since the outputs of the exporter and Lightwave itself are now identical, seems safe to say it's as good as it gets.
  2. https://github.com/Inkub0/dude DUDE is a fork of dhewm3 (itself the GPL source port of DOOM 3) that modernizes the renderer while keeping the classic DOOM 3 look and gameplay faithful. The stock renderer's ARB assembly shaders are translated to a shared GLSL source tree serving two new backends — OpenGL 3.3 core and Vulkan (1.4, with hardware ray tracing where available) — selectable via the r_graphicsAPI cvar, with the original ARB renderer kept intact as the faithful reference. All visual enhancements are opt-in, driven by in-game quality presets whose floor is the unmodified classic look. Renderers: Legacy OpenGL/ARB path (opengl, the default) — untouched, the faithful reference. OpenGL 3.3 core — the stock look re-expressed in GLSL, plus the enhancement suite. Vulkan 1.4 — same enhancement suite, plus Vulkan-only features below. VMA-managed memory, persistent scene buffers, GPU timestamps (r_vkGpuTime). Opt-in enhancement suite (GL3 + Vulkan; presets Potato → Nightmare in the classic System menu, "Potato" = unmodified classic rendering) Shadow maps: cube shadows with rotated-Vogel PCF, sun/parallel-light shadow maps (stencil shadows remain the fallback and the faithful default). HDR pipeline, SSAO, PBR (GGX) with screen-space reflections, parallax occlusion mapping, soft particles, baked per-material AO maps. Anti-aliasing: SMAA 1x / FXAA, and AMD FSR2 in Native-AA mode (motion vectors + jittered projection) on Vulkan. Smaller touches: depth-of-field on weapon reload, self-lit pickup glow, emissive GUI surfaces casting light, smoke-in-darkness blending, hi-res GUI font atlases. I am sure RTX is pretty hard to implement/port to existing TDM project, but what about PBR ?
  3. i do but most of my games are pretty old iso / floppy dumps from my own collection. got around 11 games on steam, 20 on gog, 2 on ubisoft, and one on the EA launcher. also got 3 on blizzard (diablo 2 3 and 4). but most of my other games takes me sifting through my collection for the image to load up in lutris or whatever other emulator i need to get them running, and currently i have more than a thousand games installed so ugh... EDIT: most are not actually installed atleast not in the version of windows my gamer runs. these are previous installs i have worked on over the years to make them run on later versions of windows. many games dont even need all the registry key madness so if you have your games on a seperate drive as mine they will still work in later installations without having to reinstall them. there are a few exceptions like some lithtech games. the witcher 1 also needs to be reinstalled witcher 2 also kinda needs it though it will run without but the launcher wont work. witcher 3 runs fine without it. pretty much any idtech game also runs without reinstalling. my games span multiple 2 tb nvme and ssd drives (about 5). and its the only machine i have that does not have a single mechanical harddrive. atm im using my rtx 3070 on it but i might go back to my 2080 ti even though it does not support pcie 4 and rebar as the 8gb vram on the 3070 is to much of a hazzle in some of the newer titles like indiana jones and the great circle cyberpunk 2077 and alan wake 2. oldest game installed on it atm is darkstone.
  4. It seems a driver problem, not really strange for me. I don't think that it is really a TDM problem. In other Forums I see a lot of different issues with Logitech Mices and drivers, myself I had also problems with Logitech Mices. Nerer had again Problems buying specifically gaming mices with cable, these are way more robust and stable for obvious reasons. Maybe changing the Mouse will solve the problem. Currently I use the Rival 3 Gen 2 from Steel Series since several Years, very precise and responsive, apart with a good price (some Years ago I paid ~€30, now it costs somewhat more as I saw in its Homepage.
  5. For the people eager to play with the latest state of development, two things are provided: regular dev builds source code SVN repository Development builds are created once per a few weeks from the current trunk. They can be obtained via tdm_installer. Just run the installer, check "Get Custom Version" on the first page, then select proper version in "dev" folder on the second page. Name of any dev version looks like devXXXXX-YYYY, where XXXXX and YYYY are SVN revision numbers from which the build was created. The topmost version in the list is usually the most recent one. Note: unless otherwise specified, savegames are incompatible between any two versions of TDM! Programmers can obtain source code from SVN repository. Trunk can be checked out from here: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/ SVN root is: https://svn.thedarkmod.com/publicsvn/darkmod_src Build instructions are provided inside repository. Note that while you can build executable from the SVN repository, TDM installation of compatible version is required to run it. Official TDM releases are compatible with source code archives provided on the website, and also with corresponding release tags in SVN. A dev build is compatible with SVN trunk of revision YYYY, where YYYY is the second number in its version (as described above). If you only want to experiment with the latest trunk, using the latest dev build gives you the maximum chance of success. P.S. Needless to say, all of this comes with no support. Although we would be glad if you catch and report bugs before the next beta phase starts
  6. Okay, I've been playing around with this a bit and it looks like getHead() and getWeaponEntity() are not returning what I expect. If I go in-game and enter ListEntities in the console, I find out that Benny's head and sword are called Benny_head and CMeleeWeapon_atdm:moveable_longsword_9 respectively. void alphadjust( float x ) { entity Sword = $Benny.getWeaponEntity(); //what does this actually return? entity Head = $Benny.getHead(); //what does this actually return? $Benny.setShaderParm( 3, x ); //works perfectly $Sword.setShaderParm( 3, x ); //does nothing $Head.setShaderParm( 3, x ); //does nothing $Benny_head.setShaderParm( 3, x ); //works perfectly //$CMeleeWeapon_atdm:moveable_longsword_9.setShaderParm( 3, x ); //won't work because variable names can't contain a colon return; } And in any case I'd prefer not to have to rely on knowing beforehand what the name of the entity is going to be, because later versions of TDM might change it and break my mission; and names containing an entity ID number definitely will change during mapping.
  7. toying with the windows version of wined3d, been some years since i last tried it and back then it was not working to well performance wise but now it does seem to have catched up somewhat. there is still some performance degredation but it is much better now. tried it with dark corners of the earth and it runs well but has the same problem as standard d3d has where the game crashes if using alt + tab. one peculiarity the game is a good deal darker with wined3d than with standard d3d9 or the dxvk variant but it is also a lot more detailed so i dont mind as it fits in with the atmosphere. if the alt + tab issue could be fixed i would use it instead of dxvk. it is a bit strange though with the different looks as wined3d is just a wrapper for opengl as dxvk is a wrapper for vulkan ?. also works fine with blood 2. EDIT: works with blood 2 if you preconfigure resolution with windows own directx, for some reason wine hangs on enumerating resolutions with this game (lithtech's engine has allways been a bit weird).
  8. I'm trying to get burn-away to work like it did in Doom3. Basically, I've given Benny a skin that's his usual outfit but with an irregular, clumpy alpha channel over the top of it. I also made similar skins for his head and sword. These have things like { blend diffusemap map models/md5/chars/benny/benny_body_d alphatest parm3 } in the material definition so that by varying shaderParm3 in-game I can get Benny to look like he's dissolving into clumps of ash, like the imps did in Doom3 when you killed them. Works perfectly for all the materials on his body, but not his head or weapon. void alphadjust( float x ) { entity Sword = $Benny.getWeaponEntity(); entity Head = $Benny.getHead(); $Benny.setShaderParm( 3, x ); //works perfectly $Sword.setShaderParm( 3, x ); //does nothing $Head.setShaderParm( 3, x ); //does nothing $Sword.remove(); //does nothing $Sword.unbind(); //does nothing return; }
  9. hi, im struggling probably missed something while playing the game im in the museum, found maybury idol location but its blocked by a "magic" door, how can i pass through them? im aware that there probably is an item that allows u to get through, but what is it and how can i get it? thanks
  10. I all of a sudden run in to my mouse just wanders to the bottom right when I launch the Dark Mod. I tried updating my Logitech driver, I installed a fresh install of the Dark Mod. Nothing seems to help. I checked the troubleshooting FAQ but couldn't see anything. I am at a lose, anyone else run in to this? This only happens in this game.
  11. forgot to mention the tool used to limit cores on game executables. its called imagecfg.exe easily findable with google. the format for patching is imagecfg -u game.exe this sets the game executable to uniprocessor mode = 1 core. then use imagecfg -a 0x01 game.exe to lock it to core 0 or imagecfg -a 0x01 0x02 0x03 0x04 game.exe to set affinity to cores 0 to 3 (overrides uniprocessor mode). the change is permanent so backup your original game.exe dark corners runs quite ok using only one core though so just use the -u switch.
  12. my only stint with a flight simulator was with one of the first from microsoft. sadly while i had no problem lifting off or even flying the model landing it was another matter (got everyone myself included killed) . i was pretty mortified as i allways wanted to be a pilot so i newer touched it again. but yeah it can be both boring and gratifying to work with, if you can pull it off. had some game ideas i wished i had the skills to make (sadly im no artist in regards to making game content) and even development soon exceeded my coding skills so it newer really came together. allways been a fan of mythos related games though good ones are few and far between, and idtech 4 with some modifications could probably make an excellent game engine for those kind of games. it would have to be modified for a more open world experience atleast (something like the stem engine from the evil within which was based on idtech 4). one i would have liked to recreate was dark corners of the earth, and i would have loved to make one based on the mountains of madness. many critisized that dark coreners of the earth had weapons in some maps which is kinda ok if you think of it as mainly a survival / horror game. but tbf it does not really ruin the game like many believe. think of it this way what use is a revolver against a shaggoth ? or even a starspawn of cthulhu (yep you will meet both in this game). the was a game based on the mountains of madness which looked really impressive (Edge of Nowhere), but it was VR only grrrr.
  13. the dev of the dcotepatch actually managed to recreate the script engine source code from the debug files on the cd. you can also modify running speed and jump height with the patch as well as sanity thresholds to make it a little less painfull to play. i use an old tool to patch the game executable to limit cores to 4 since it has problems with todays multicore processors (also needed with the gog version if you have a cpu with more than 4 cores) the gog version is limited to 60 fps cause unlimited breaks multiple sequences like attack of the fishmen so you cannot escape when they break down the door to your room. there was an old bug with shaders that caused raindrops to look like diamonds on ATI/AMD cards. this was also fixed by the gog version as well as the invisible sorcerer bug in dangerous voyage. if you encounter stuttering while moving it is caused by mouse polling acting up (many old games from back then had the same problem on modern machines "F.E.A.R feks.). there is a directinput wrapper on the pc gaming wiki that fixes this though it is for F.E.A.R it works fine with this game as well. alt tabbing crashes the game, use dgvoodoo2 or dxvk to allow it. the game also looks kinda bad on widescreen this can be fixed by using this https://github.com/ThirteenAG/WidescreenFixesPack/releases/tag/callofcthulhu for other bugs that might crop up see https://www.pcgamingwiki.com/wiki/Call_of_Cthulhu:_Dark_Corners_of_the_Earth there is also a HD pack for it though it uses an old version of sweetfx (reshade nowadays) works quite fine though the upscaled textures themself do not up the looks by that much (probably because upscaling filters back then were rather poor "no AI"). if you want to try your hand at upscaling the games texture use this -> https://dcotetools.sucklead.com/p/xbdsplit.html be sure to backup all files just in case. the game uses dds format so they will have to be converted beforehand if using upscayl as it does not support dds format. afterwards you will have to convert the upscaled images back so be sure to note which dds format the game uses.
  14. yeah lovecraft can be a bit hard to adapt in a game but can be really good if you capture the elements correctly. intro starts of as more of a sneaking and gathering information sequence, then things heat up in attack of the fishmen with a lot of running and gunning. at the marsh plant it becomes a mix between action sneaking and puzzle solving as well as survival untill you nail the younger marsh brother. at the esoteric order it goes into more sneaking puzzle solving and occasional action while gathering more information. this is where you get the knife which might actually be the most effective weapon in the game, but it requires stealth. you also team tag with another game character. and yeah the game can be pretty brutal to survive in, maybe something to look into in a remake. game saves are dependent on signs which are used as save points. while the idea is cool (bit like the save gems in daikatana or the consoles in dead space) it does ruin things a bit cause there arent many of them and autosaves only work by chapter. if you struggle in some parts, use dcotepatch to enable developer mode and use noclip or yuck god mode. the game was rushed due to the developer going bankrupt (one guy had to finish it up) so it is pretty unpolished gameplay wise.
  15. Game broken. When I tried to load the game I got back to the options screen and the game will not load. All that effort for nothing. So close to escaping from there.
  16. 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.
  17. The pivot view, with all the languages together, does have its uses, but it is harder to see the bigger picture. So for a layout of rows in a page, consider the previous example, but with lots of languages: // row 7: "#str_02933" "Uncap FPS" ... 15 more languages for this line "#str_menu_uncap_fps_tooltip" "Sync game modeling to rendering\nRequired for FPS higher than 60" ... 15 more languages for this line // row 8: You'd only be able to see the specs for a few rows at time on your screen, so harder to get a sense of the page as a whole. Less so if you limited a file to only 2 languages (english presumably as a comment/reference & the target language).
  18. I see we have independently noticed this problem. I have proposed named strings for these instead of numbered strings in https://forums.thedarkmod.com/index.php?/topic/23204-proposed-i18n-improvements-for-tdm-215/ Would you be willing to change your patch to use those names? I'm translating those strings into the 16 languages now. I'll look to your translations for the German versions.
  19. hmm several things like its amazingly stable when you look away from the current problem with kernel updates breaking nvidia gfx (hope it gets sorted soon). i also like the interface on the KDE variant of solus. and so far i had no problems getting any game to run on it. it does use flatpak but it is not forced unless the app in question has no port to they're current kernel or runtimes. so far the onlly user app i have that uses flatpak is kodi and it works just fine so no complaints in that regard. i had it on all but one of my pc's but untill the nvidia situation is resolved im going to try out the nightlies of bazzite with the fix for scaling. the only pc i currently run windows on is my main gaming machine and it is mostly due to it having so many titles that it would take me months to setup on nix . at some point im going to do it though but currently been busy with the house building a new terasse and fixing the walls on my garage which were rotten (previous owner had not reapplied wood protection in decades).
  20. My new mission, A Night in Altham, is available. We are already up to version 2! @Dave the Tafferfound an problem that deserves a fix, so here is version 2: https://www.dropbox.com/scl/fi/y4r1dmziuq6clh2im3qz1/altham2.pk4?rlkey=m3cv5v6v70lxbc9xha61nuxoj&dl=1. I will ask @nbohr1more to update the databases. A special thanks to JackFarmer for several pieces of custom ambient music. They "complete" the mission, providing a unique feel to its locations. Also thanks to the many beta testers (jaxa, Shadow, wesp5, Cambridge Spy, thebigh, datiswous, Mezla, MirceaKitsune, Melchior, Acolytesix, TheUnbeholden, prjames, Bergante). Thanks to @peter_spy for his beautiful Builder Compound assets. This is a large mission, so be ready to take some time. I recommend that you do named saves occasionally (I actually implemented auto-saves for this mission, but it was causing crashes on Linux, so I removed it). This mission has a lot of keys, so it implements a key management mechanism. Keys are removed from the game when no longer needed. This includes when you use a key to open a door, or if you pick a door/lock that also uses a key. Most keys are automatically removed, but there are a couple that aren't (for example, if they open up more than one door). In a certain area, this mission uses the Keyhole Peek feature of TDM. Typically, this is when you lean forward (F key) into a door keyhole and you can see into the next room. But in this case you don't lean into a keyhole. It's a hole of another kind. It's an unconventional use of something that isn't used a lot in TDM; hopefully the mission context will make it clear when to use it. The mission does not use Keyhole Peek for regular doors. Be aware, there is a known problem on Linux, where the peek feature can cause a crash. Peeking is not required for mission completion. This has been tested on TDM 2.11a and the current dev build of 2.12 (dev16854-10518). Scary things warning: Difficulty settings make a difference. Things that are affected by the difficulty level: Enjoy!
  21. Build Time: About 2 yrsThanks: To the Dark Mod team and comminuty at large for helping to get this mission completed, and for putting up with all my questions.Story and Readables: Melan, Sotha, Moonbo, Baal and Bikerdude.Additional Sounds: GoldwellBriefing Video: Crowind, SlyfoxxBeta testers: Oldjim, Lowenz, AluminumHaste, nbohr1more, Goldwell, Cookie, Tr00pertj, Grayman, Arcturus, Ungoliant, skacky, Goldchocobo.Additional Resource: Bikerdude & Dram (fire-flies)Info: TDM 2.03 is required for this mission - running the mission on older version/s will result in an 'Get Next Entity' errorThe mission available via the in-game downloader.Repeat after me, "Read and explore, Read and explore"Misc: We have used LOD on a lot of objects in the outside area's to cater for people with low end machines, when in game go the video settings>advanced>Object details and then adjust to suit your system.Feedback:
  22. my bad yeah was idtech 5 probably the rbdoom3 engine would be better as that one is atleast partially based on it. still it would probably need some modifications to support large open areas. dark corners is pretty good story wise though it suffers from some rather annoying bugs (also old). to play it on win 10/11 you should get the gog version, but it has major problems with resolutions above 1080p. you can enable developer mode for testing with dcotepatch as the game can be pretty brutal in some maps. might also benefit from using a vulkan wrapper like dxvk on some setups as the game does not like alt tabbing at all (crashes hard) but dxvk can be setup to allow it. virtual reality can be fun but needs a pretty beefy gfx card. i do have a VR set but it is playstation only. sadly edge of nowhere is xbox only but can possibly stream it to a windows 11 machine in xbox mode. just be carefull with VR and dont try to lean on fences in game like i did . and yeah gamedev is really hard especially when you have no formal education in coding (learned most of what i could from the quake community). when idtech started using C++ i was pretty lost. though i did end up learning a bit, im far from being able to use it to its fullest. and the move to using hardware shaders pretty much put the cork in for me as i had little prior knowledge working with it.
  23. In the meantime, I'm working through a partial restructuring of existing all.lang content, to better reflect UI layouts. Got the Settings mostly done. I wanted to create a reasonable convention to indicated that a particular string, used in multiple places, is only defined once as usual but used in other places. For the latter, I decided that "//&" might serve to indicate: this #str_ is used/referenced here, but defined elsewhere in the [language] block. For instance, the choice for this Setting... // row 7: "#str_02933" "Uncap FPS" //& "#str_07217" "Off;On" "#str_menu_uncap_fps_tooltip" "Sync game modeling to rendering\nRequired for FPS higher than 60" In a translated block, I expect that reference's content would be left in English, but the translator could update it to the target language if desired. It's still just a comment.
  24. Arden

    Free games

    Luanti 5.17 is out. Luanti is a voxel game engine. Games and mods can be downloaded via the Content tab. https://www.luanti.org https://github.com/luanti-org/luanti Games and Mods: https://content.luanti.org/ Changelog: https://docs.luanti.org/about/changelog/ https://github.com/luanti-org/luanti
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