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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.
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I'm sad I have not noticed this thread earlier I wonder from where I should start reading... The current approach with distance culling is: mapper either uses prebuilt LOD model which switches to simplified version, or sets hide_distance to make object hide when it is far. Both features were implemented purely in game code at the time when rendering engine was closed. I absolutely agree that it would be better for the engine to handle it automatically without mapper effort, but I don't see how it is possible, it needs manual tweaking on case-by-case basis. Simplified mesh can look indistinguishable from far enough, but hiding a mesh almost always looks bad IMO. And something like a global cvar will exactly do this: hide lots of stuff. Unless you plan to generate LODs automatically? I personally hate how this hiding/poping looks, so I prefer to simply disable even LODs in game settings, luckily the game is lightweight enough to tank it. I believe the perfect "solidness" is the strong point of Doom 3 engine, especially compared to modern engines. And yes, the engine does traverse distant 5-pixel portals. Because if you stop doing that, player will notice these 5 pixels toggling while he moves towards/away from them.
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So some of us only became aware recently that MK passed 6 months ago. This from MK's blog - https://www.furaffinity.net/user/mircea/ "My name is Taoki, also known as Mircea Kitsune. I was born in 1989 and live in Bucharest in Romania. I'm a computer nerd, interested in gaming and everything open-source... currently a contributor to several FOSS game engines as well as a 3D animator. Since 2014 I've taken a stronger interest in science... particularly quantum physics, biohacking, and consciousness. In a couple of days I'll be going on my yearly trip to the seaside. I have not been active here lately: Chances are I'm not going to from here on. I'm still around daily to view and favourite posts, maybe comment on submissions I really like. When that too stops it will mean one of two things; Either the internet has gone away for good or my body has..." For more info, another post from someone that knew MK - https://www.furaffinity.net/journal/11241933 List of FMs that MK made - - Gem of Souls - https://www.thedarkmod.com/missiondetails/?internalName=gem_of_souls - Scroll of Remembrance - https://www.thedarkmod.com/missiondetails/?internalName=scroll - Year of the Rat - https://www.thedarkmod.com/missiondetails/?internalName=yearofrat
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Demo out now: https://store.steampowered.com/app/5111940/The_Citadel_Project__Demo/ Mostly familiar gameplay mechanic and good atmosphere, however, I did not make it far into the demo, as my rig is simply too weak for the game.
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Welcome to the Snatcher's Workshop. Come on in, we may have something for you today. Feel free to look around. We trade everything here. --------------------------------------------------------------------------- We realize new ideas and take existing ideas for a spin. For fun. Somewhere in this post you will find a download with mods. Good care was put to make all mods as little intrusive as possible to make them compatible with as many missions as possible. This set of mods will never break your game but some features won't be available in a handful of missions (the reasons are known). Feel free to report here what works and what doesn't. TDM Modpack 5.1 Compatible with The Dark Mod 2.13 or later (2.14 or later recommended) A lightweight, stable, non-intrusive, mission-friendly Modpack for The Dark Mod that includes many enhancements and a new set of tools and abilities for our protagonist: peek through doors, blow and ignite candles, whistle to distract enemies, mark your location, an invisibility-speed combo and more. Mods included in the pack do not alter your game or any of the missions in any relevant way. The pack includes enhancements to the core game and additions that can be used in missions but at the same time respects the vision of the mission creators. It is up to you to make use of any of the new tools and abilities or not. Please note that sometimes authors include in their missions their own versions of core files and as a result, some mods are not available in some missions. All missions will play fine regardless. Release posts: v5 series: v5.0 | v5.1 v4 series: v4.0 | v4.2 | v4.5 | v4.6 v3 series: v3.0 | v3.2 | v3.3 | v3.4 | v3.5 | v3.6 | v3.8 v2 series: v2.0 | v2.2 | v2.4 | v2.5 | v2.6 | v2.7 | v2.8 v1 series: v1.0 | v1.2 | v1.4 | v1.6 | v1.8 What's included in the pack? -:- APP: GENERIC MOD ENABLER -:- Credits: JoneSoft License: Free for unlimited time for Home users and non-profit organizations. Description: A portable, freely distributable Mod enabler/disabler. This application is required to run mods safely and it is included in the pack. At the heart of the Modpack resides JSGME (JoneSoft Generic Mod Enabler), an application that allows players to enable and disable mods with one click. JSGME has been around for more than a decade and it is to be fully trusted. Refer to the install instructions section at the bottom for full details. -:- MOD: CORE ESSENTIALS -:- A pack that includes a variety of mods from the best modders of TDM: ~ FAST DOORS Credits: Idea and programming by Obsttorte. Treatment by snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn, The Imperial Sword, Volta 3: Gemcutter and a handful of lesser missions. Description: Being chased? In a rush? No problem: doors open and close faster when running. Topic: Slam doors open while running ~ QUIET DOORS Credits: An idea by SeriousToni (Sneak & Destroy mission). Mod by snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn, The Imperial Sword, Volta 3: Gemcutter and a handful of lesser missions. Description: A vast number of doors play more subtle, sneaky sounds for a quieter, stealthier experience. This applies to doors that come with default sounds but only when manipulated by the player. Topic: Decrease volume of open/close door sounds triggered by player ~ LOOT ANIMATIONS Credits: Original idea by Goldwell (Noble Affairs mission). Programming by Obsttorte. Treatment by snatcher and wesp5. Availability: All missions except You Only Fly Thrice and a bunch of missions that come with their own implementation (tdm_frobactions.script). Description: Moves the loot towards the player before putting it in the inventory, underlining the impression of actually taking it. This mod comes with a subtle new loot sound that goes along nicely with the animation. ~ DYNAMIC INVENTORY Credits: snatcher. Availability: All missions. Description: When picking up loot this mod displays the loot info in the inventory and shortly after reverts back to the last non-loot item selected. The mod in addition, remembers the last item selected when shouldering and unshouldering a body. ~ SMART CONTAINERS Credits: Obsttorte (source code updates), Dragofer (similar attempts), snatcher. Availability: All missions. Description: To facilitate looting, the bottom of many containers (chests, jewellery boxes, etc...) gets automatically disabled at the beginning of the mission and only the lid remains frobable. ~ STEALTH MONITOR Credits: kcghost, Dragofer, snatcher. Availability: All missions. Description: Display some stats (Suspicions / Searches / Sightings) and the Stealth Score during a mission. Just bring up the "Loot" inventory icon and press "Use" (or setup a dedicated key). ~ STEALTH ALERT Credits: snatcher. Availability: All missions. Description: Completing a mission without being seen is something that can be done with some practice and patience. This mod will play an alerting chime whenever you are seen so that you don't have to monitor the Stealth stats all the time. ~ BLINKING ITEMS Credits: snatcher. Availability: All missions. Requisites: Console command r_newFrob must be 0, which is the game default. Description: Items within frob distance that go into the inventory (plus static readables) emit a subtle blink. This pulse can help you identify some valuable items that otherwise are difficult to detect. Topic: New Frob Shader ~ SMART OBJECTS Credits: snatcher, Dragofer. Availability: All missions. Description: Display actor and object names whenever you grab an entity with a name. In addition, objects (except AI entities) do not make or propagate sounds on impact while being manipulated. Topics: No impact sounds while holding an object / Nameless objects... a missed opportunity ~ ALT FOOTSTEPS Credits: SeriousToni. Availability: All missions except Hazard Pay, Noble Affairs, Shadows of Northdale ACT I and ACT II, Snowed Inn, Volta 2: Cauldron and a handful of lesser missions. Description: Alternative sounds of walk/run/land footsteps on water and landing sounds on squeaky wood for our protagonist. Topic: New Footstep sounds ~ MISCELLANEOUS Alternative high mantle sound for our protagonist. Removed two anticlimactic player dying sounds Revamped and extended "Mission Complete" audio theme. Standardization of frob distances for some doors. Decreased brightness of the Objectives, the Inventory and stock newspapers. Player weapons are a tad visually visible in the dark (to player only) -:- MOD: PLAYER SKILLS -:- A new "Skills" category is added to the inventory on mission load and the category includes the below abilities: ~ SKILL: PEEK Credits: Dragofer, snatcher, wesp5 Availability: All missions. Description: When the item is selected the player can peek through any regular door. Select the item in the inventory and "Use" it on a door. Topic: Peek through (almost) every door ~ SKILL: BLOW / IGNITE Credits: Dragofer, wesp5, Obsttorte, snatcher. Availability: All missions. Description: When the item is selected the player can blow out and light up candles and oil lamps. Select the item in the inventory and "Use" it on small flame sources. Topic: Extinguish small lights with a blow ~ SKILL: WHISTLE Credits: snatcher. Availability: All missions. Description: When the item is selected the player can whistle and draw the attention of nearby AI. The more you whistle, the more attention it draws. Select the item in the inventory and just "Use" it. Keep a safe distance. ~ SKILL: ALCHEMY Credits: OrbWeaver, MirceaKitsune, datiswous, wesp5, snatcher. Availability: All missions. Description: When the item is selected the player can alter the properties of broadhead arrows by applying different reagents. Select the item in the inventory and "Use" it repeatedly to cycle through the different arrow types. Topic: Alchemy to alter arrow properties? Arrow types: Shadow arrow compound or "Darkdust": Widely believed to be a myth, little to nothing is known about anti-light matter. Where did our protagonist get his formula from? When this substance is subject to strain the particles implode and the residual component absorbs light until it dissipates completely. Flare arrow compound or "Starlight": A recipe based on luminescent mushrooms and other exotic herbs. The resulting powder produces, for limited time, a dim but steady blue-ish glow when mixed with the right reactive. A high concentration of the active mixture can cause a burning sensation to the eyes. ~ SKILL: LOOP Credits: snatcher. Availability: All missions. Description: When the item is selected the player can teleport between two points. You can activate the loop any time and use it to quickly travel back to a safe location, to explore two different areas in parallel or to ambush AI. If the loop fails keep trying, you should be able to get to your destination eventually. If your path forward is blocked you can break the loop by pressing the "use" key for 10 seconds, just make sure you are on the correct side of the loop... ~ SKILL: PENUMBRA Credits: VanishedOne (speed potion), kingsal (invisibility potion), snatcher (alchemy). Availability: All missions. Description: When the item is selected the player can avoid light sources and run faster than usual for limited time. Health consumed will gradually be restored. Penumbra doesn't muffle the noise you make and it doesn't work when in contact with water. THE PATH TO UMBRA: How to become one with the shadows Did you know? You can set key bindings for the skills by clicking on the Modpack banner in the Main screen: -:- MOD: ADVANCED BOW -:- Credits: snatcher. Availability: Most missions (a few missions do things differently but you should never notice). Description: Nock and draw arrows at a faster rate. Extended radius of gas arrow effect. Chance to retrieve rope arrows when missing a shot. -:- MOD: CLASSIC BLACKJACK -:- Credits: Obsttorte, snatcher. Availability: All missions except A House of Locked Secrets. Description: A straightforward approach to blackjacking with new rules and mechanics inspired by the original Thief games. Never miss a KO again! - No indicator required. "Classic Blackjack" rules: Some AI are KO-immune and cannot be KOed: * Undead, creatures... * Guards wearing heavy helmets (to respect TDM vision) * Other: set by mission authors for the plot, in example The rest of AI can be KOed, just aim for the head: * Civilians: Can always be knocked out from any direction * Combatants: Can always be knocked out (including when fleeing) from any direction except when in high alert state (normally in combat mode) As reference, you can find in the Wiki the set of rules of the non-modded TDM: https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay#Blackjacking -:- MOD: FLASH GRENADE -:- Credits: snatcher, kingsal. Availability: All missions except Displacement, Hazard Pay and Moongate Ruckus. Description: Flashbombs are clumsy and loud but as effective as ever. Instead of throwing Flashbombs like a cannonball we now toss them. Instead of exploding on impact Flashbombs now have a fuse. The chances of blinding have been greatly increased. -:- MOD: FRAGILE BOTTLES -:- Credits: Idea by MirceaKitsune, snatcher. Availability: All missions except Displacement (custom bottles but no custom broken fragments) and few items in A Reputation to Uphold and Shadows of Northdale ACT I & ACT II. Description: No stealth game is complete without some good bottle smashing! There are hundreds and hundreds of bottles in our mission catalogue: head to your nearest tavern or kitchen, grab a bottle and throw it to distract AI, extinguish fires... -:- MOD: HEALING BOOST -:- Credits: snatcher. Availability: Most missions (a few missions do things differently but you should never notice). Description: Food and Health Potions provide an extra recovery boost. Here is a table with the new health points (player max health is 100): 24 -> 50: Health potion 06 -> 20: Cheese Wheel 06 -> 10: Fish Mackerel 03 -> 10: Bluefish 03 -> 10: Bread 03 -> 10: Cake 03 -> 10: Cheese Wedge 03 -> 05: Muffin 01 -> 05: Apple 01 -> 05: Pear 01 -> 05: Carrot 01 -> 05: Turnip -:- MOD: INVENTORY PANELS -:- Credits: snatcher. Availability: All missions. Description: More compact. Items can be sorted. Adjust ambient volume, brightness, gamma and saturation directly from the Inventory grid. -:- MOD: LIGHT STONES -:- Credits: Idea by Zerg Rush, snatcher. Availability: All missions. Requisites: Lightgem enabled in Gameplay > General settings. Description: Splits the Light Gem into smaller stones with unique light detection levels. -:- MOD: PREMIUM LANTERN -:- Credits: snatcher. Availability: All missions except Flakebridge Monastery, Hazard pay, Moongate Ruckus, Snowed Inn, Vota 1, 2 & 3. Description: The mod replaces the light of the player lantern with a less intense, forward facing version. In addition, the lantern icon is always displayed when the lantern is on. Also, on and off sounds have been added. -:- MOD: RING HELPER -:- Credits: snatcher. Availability: All missions but the ring is dimmer when using the x-ray glasses or other overlays. Requisites: Frob Helper enabled in Gameplay > General settings. Description: The mod replaces the white dot pointer (Frob Helper) with an advanced ring-shaped aimer. The main difference is that the helper is now available for all objects you can interact with, large or small. Topic: Frob Helper discussion Options in Gameplay > General > Show Frob Helper: Always: Pointer and Ring Hover: Instant Ring Fade In: Ring delayed by one second Fade In Fast: Ring delayed by half second No: Off -:- MOD: SHADOW MARK -:- Credits: snatcher, Obsttorte. Availability: All missions. Description: Our protagonist's lucky deck! When the item is selected the player can drop and throw playing cards to mark a location. Cards can be retrieved. AI will not normally mind a single card lying around but cards can sometimes be noticed. Topic: Find more details in this post -:- MOD: SHOCK MINE -:- Credits: wesp5, snatcher. Availability: All missions. Description: This mod replaces the Flashmines with portable contraptions originally intended to store energy that have been altered to deliver a non-lethal electric shock to those who step on them. Remember: mines can be disarmed with the lockpicks! -:- MOD: SIMPLE SUBTITLES -:- Credits: Geep, stgatilov, snatcher. Availability: All missions. Description: A minimalist, imperfect approach to subtitles (you can set the scope of the subs in the audio settings). Topics: Subtitles - Possibilities Beyond 2.11 / English Subtitles for AI Barks Go to the audio settings and set the scope you prefer: Story: Story only On: Story and general speech (Give it a try!) Off: Disable subtitles Features of the mod: Background replaced with a font outline. Audio source widget replaced with a text transparency based on distance (volume) to the source. Yellow font color for story subs for best contrast, light grey font color for anything else. Non-story subs limited to a single instance, so that players aren't bothered too much with non-relevant subs (barks). --------------------------------------------------------------------------- DOWNLOADS / INSTALL / UNINSTALL So, how do I install and play with all this? Quite easy, but pay attention. I don't want you to break your game so we will be using a "Mod Enabler". A Mod Enabler allows you to enable and disable mods at will, with a few clicks. Before moving forward you must know a couple of things: The moment you enable a mod, previous saves will not work. If you want to load previous saves then you will have to disable the mod. If you play a mission with mods, the saves will only work when that exact set of mods are enabled. This above is important in case you deem your current saves precious. Consider yourself informed. DOWNLOADS You can download the TDM Modpack from Mod DB: INSTALL INSTRUCTIONS Download the zip, unzip it, and move contents to your TDM root folder: Folder "MODS" File "JSGME.exe" Go to your TDM root folder and double click on JSGME.exe (yellow icon). The first time you launch JSGME, it will ask for the "Mods Folder Name". Leave "MODS" and click OK. Now to your left you will find a list of mods available. To your right you will find a list of mods currently enabled. To enable a mod, select a mod on the left, and click on the arrow pointing to the right. To disable a mod, select a mod on the right, and click on the arrow pointing to the left. Go and enable the mods you want: UNINSTALL INSTRUCTIONS Quit the game (to unblock files) Go to your TDM root folder and double click on JSGME.ese (yellow icon) Disable all mods found on the right Close JSGME Delete the following: Folder "MODS" File "JSGME.exe" File "JSGME.ini" --------------------------------------------------------------------------- I hope you enjoy the mods. No coin? then leave a like for pirate's sake!
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Author note: It's hard to believe it's already been a year since Act 1 came out! Well during this mission the player will be following Corbin into the Grimwood district to followup on a lead from last night (Act 1) .. the mysterious tablet! This mission is my first time including full EFX support as well as a HD briefing video file, additionally a new script has been added crafted by the talented Obsttorte which has loot flying towards the player when you pick it up. On a level design front I have tried to change things up a bit by really catering towards a number of play styles, this mission can be completely ghosted or you can use the tools at your disposal to wreak havoc on the citizens of Northdale. For the first time I have tried to create more sandbox environments which don't offer clear answers handed directly to you, so if you're having trouble figuring something out try a different method. This mission takes between 1 - 2 hours to finish depending on the difficulty you play on and how thoroughly you explore. I hope you enjoy your night in Northdale! - Goldwell Voice actors Fen Phoenix Goldwell Random_taffer Yandros Beta testers Amadeus Boiler's Hiss Cambridge Spy Chakkman Crowind Epifire Kingsal SquadaFroinx Custom Assets Andreas Rocha DrK Epifire Grayman Kingsal MalachiAD Obsttorte Sotha Springheel SquadaFroinx Purgator With special thanks to Epifire for creating a large collection of custom models, Grayman for helping out with coding, Kingsal for drawing the ingame map and Moonbo for his script revision on the briefing video. Available via in-game downloader MIRROR File Size: 417 mb EDIT: If you are having performance issues please consult this post by Nbohr1more which may address your issue http://forums.thedarkmod.com/topic/19936-fan-mission-shadows-of-northdale-act-ii-by-goldwell-20190320/page-2?do=findComment&comment=436271
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Take a look: You know what drew my attention? Around 1:10 he says something similar to "it's mission based but at the same time it's very sandbox in nature. Every mission you are given a huge map to explore and no particular path is forced". Does that ring any bells? Looks like a nice game
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ok got gemrb to play it mostly ok but there are a few snags. resolutions above 1024x768 messes up the UI (i was told the widescreen patch would fix that but it says the game is not supported lol). problem is that while the world does support resolutions higher than this the UI does not and needs seperate scaling. the UI does have a setting for fullscreen but no way to tell if it is on or off... same with other settings (can modify the game ini file but that should not be a nessesity when the UI has buttons for the same thing). current version of gemrb looks for videos in the language folder ??? eg. lang\en_US\videos but the folder is located in the root of the game with the enhanced version. (i guess the original game had videos with different locales located there). so still some work to go before it can be considered a good replacement.
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@CyPuckI would start with confirming you are on the full release version of 2.14 - many of these assets were added to the core game towards the end of the beta period and then subsequently removed from the mission archive, which a likely explanation for why it cannot locate the model (if it’s neither in the base game, or the mission archive)
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so i read up on what modern engines do with hardware occlusion culling nowadays and it is pretty interresting. they now use a two pass cull where it compares the difference between the two and if theres a difference between the two it allows the renderer to draw it despite it being culled previously. this somewhat helps alleviate the 1 frame skew that has been plaguing hardware occlusion culling. it can still be triggered if you rotate the camera really fast 90 degrees but it is much less visibly distracting. the funny thing is this only uses image data from the depth buffer (Hieraical Z or Hi-Z for short instaed of pre rendering the entire scene) this saves quite some muscle as depth buffer data only renders the geometry in greyscale. intel has a library for this technique which is also used in unreal 5 and many other top notch game engines. amazingly this is a good deal faster than standard 1 pass occlusion culling. i wonder if a line buffer would have even better speed ? hmmm.
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Fan Mission: Scroll of Remembrance, by MirceaKitsune (03/11/2020)
chakkman replied to MirceaKitsune's topic in Fan Missions
ThiefGuild has some tags: https://www.thiefguild.com/fanmissions/?advanced_search=&series=&collection=&table=&page=&works=&work_lists=&sort_by=newest&search=&games=5&released_from=all&released_to=all&genre=all&original_games=fms Not sure how complete or accurate those are, after all either the author or users add the tags to the missions. -
idtech 4 "can" do large outdoor maps, lights are the biggest problem for performance as plastering a map with 100's of lightsources will utterly smash performance due to all the calculations it has to do. one of the reasons many engines used pre baked lightsources. carmack usually newer wrote more code in then what the game it was made for needed, relying on engine modders or game studios that wanted to use it to add the missing pieces like say fence textures (for vegetation) and whatever else a modder needed for his or hers idea of a game. this works for DOOM as there is no vegetation on mars but it would look rather out of place on earth. sure you could maps with (faked vegetation) but i dont think it would look good. sadly idtech 4 newer really got that popular and only a few games ever got made based on it. prey. wolfenstein 2009. enemy territory quake wars. quake 4. as for mods the list is somewhat bigger but still a lot lower than most of the other idtech engines. the built in mapping tools were well how shall i put it... not very good. which may have been a reason it was not adopted by many. darkradiant is way better than the built in map editor but a few of the built in tools are still needed i think ?. also the change to C++ may have put off a lot of otherwise gifted engine modders who were used to working in C like previous idtech engines were coded in. C++ is great but there are a lot more pitfalls you need to be vary of compared to C. C = follow these rules. rigid but less error prone. C++ = my rules!. uh why did my PC bsod ?.
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"When the leaves change and the air is still, there is a quiet." -Lady Blackbriar -=| DISPLACEMENT |=- BY AMADEUS & WELLINGTONCRAB = DOWNLOAD = <( | )> -REQUIRES TDM 2.14- -JOIN THE BETA NOW- "Seek not the prideful sin that is perfection The Builder's light shines through all flaws. It is His wisdom to recognize a thing is done Before it is ever truly finished." -St. Edgar's Sermon of Rust LAMPFIRE HILLS... They say the woods around here give the tourists bad dreams, but I don't mind. I like it here. I feel like a piece of me belongs here. ... That it fits. DISPLACEMENT is a medium-sized traditional manor mission with a highly variable playtime. *2.14 provides a number of improvements to gameplay, performance, and stability. It is strongly encouraged to play on the latest 2.14 beta release. Join in testing now!* *Mods such as the “Unofficial Patch” and “TDM Modpack” are not supported by this mission and should be used at your own risk* https://www.thiefguild.com/fanmissions/97429/displacement CREDITS: ADDITIONAL MUSIC: -AIRSHIP BALLET -GIGAGOOGA ADDITIONAL SCRIPTING: -DRAGOFER -OBSTORTTE -FROST SALAMANDER -KINGSAL ADDITIONAL ASSETS: -KINGSAL -TDASH -SKACKY -BIKERDUDE -GOLDWELL -EPIFIRE -STRUNK -SHANNEN ART -POLYHAVEN -TEXTURES.COM -SKETCHFAB CULTURAL HERITAGE CC0 COMMUNITY -LOISTE INTERACTIVE -COLINFIZGIG -CDMIR BETA TESTERS: -KINGSAL -GOLDWELL -MAT99 -FROST SALAMANDER -MIKE A -STGATILOV -STIFU -MARBLEMAN -DETEEFF -THEBIGH FURTHER ACKNOWLEDGMENTS: -STIFU FOR HIS EFFORT IN FIXING THE NOTORIOUS STUCK AI AND ARROW CRASH BUGS. -STGATILOV WHO MADE A NUMBER OF 2.14 OPTIMIZATIONS AND BUG FIXES. -KINGSAL FOR PROVIDING SOME OF THE MAIN MENU GUI ASSETS -PURAH FOR ORIGINATING THE SETTING OF LAMPFIRE HILLS, REIMAGINED HERE, IN HIS THIEF FMS. -GUY-ON THE COUCH AND JAM61 FOR THEIR SILENT HILL COMMUNITY MAPS WHICH HEAVILY INSPIRED THE LAMPFIRE HILLS REGION MAP. -SPECIAL THANKS TO LOISTE INTERACTIVE FOR ALLOWING US TO USE ASSETS FROM THEIR GAME "INFRA." SOME ADDIITONAL DETAILED LICENSING INFORMATION: SOME NOTES ON PERFORMANCE: NOTE TO MAPPERS: MOST OF THE NEW ASSETS IN THE MISSION ARE INCLUDED IN 2.14
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Agree with this sentiment 100 percent. Just come ask for help on these forums before asking chatgpt there are tons of knowledgeable folks here, especially those who know how materials work
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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
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one bummer with gemrb is that it does not support lua scripting so you cannot use the infinity enhancer with the engine meaning no or only non lua based mods. the upside is we have the source code so this could be added if wanted (not sure how much work it sould take though). it also uses a non standard way of loading since the engine can run a plethora of infinity engine games (the originals) so it can be used both from the gamedir (if you only have one infinity game) and outside it (if you have several). the engine seems to use python scripting instead of lua which considering it started of as an attempt to make a linux version of the infinity game engine for running them natively makes a whole lot of sense. linux itself makes heavy use of python.
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Fan Mission: Displacement By Amadeus & WellingtonCrab (02/01/26)
CyPuck replied to Wellingtoncrab's topic in Fan Missions
When loading the game I get a game error shutdown, "id_Movable 'ATDM_Moveable_Loot_Goblet_Golden01_1': cannot load collision model Models/Darkmod/Loot/Loot_Golden_Goblet01.ASE". I am running DarkMod 2.14 but not sure if it is the beta version. Any suggestions? -
@JavaGod For the record: I did not consider your posts as criticism of my work. I simply thought, you pointed (rightly) to things which needed improvement. All good. As I have to take care of an elderly family member as well, I can fully understand your RL challenges. I wish you and your family the very best. Apart from that, it would be great if you could join the other devs to improve the game. Btw, if you want to address me in a post, just put a "@" in front of my name; then I will get a notification that you have mentioned me in a post.
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a lot of years since i last played it, i remember it could be a lot tougher than expected for a game like this (odd control scheme notwithstanding). there was a dreamcast and PS2 version as well, and someone ported it to the Wii also. gog released a version of it in 2008 but i have no idea how it runs on modern windows, last time i tried it was on windows 7 with the original non gog version and it ran way to fast. oppsed to other games at the time it was humerous and quirky . not at all what one would expect from bioware.
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Just tried the new Heroes of Might and Magic: Olden Era. I really dislike the art. Looks like it's from a game app. Really generic. Also I find the town build screen too busy.
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Hello I currently tried to update the game to release version 214 but after a, by the way, very slow downloading process of about 15 minutes, I repeatedly get an error message about the hash value, when the game start to install. I tried installing with default settings as well as custom select the release 214. Both tries gives the same error messge. Could someone possibly help me with this ? Is there a way to download the complete installer manually somewhere, and run the installation process offline then ? Further the installer tells that it "was run as admin what is strongly discouraged" even though I didn't started it as admin and can't even stop it from doing so by itself. But that behavior was always like this, as I remember it right, and don't ever seemed to be a problem in the past. Greetings martin
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currently revisiting baldurs gate 1 and 2. bg1 was a bit irritating i rememberered, party members seldomly said anything and it could be a drag to in some maps to finish a quest due to one monster hiding all the way back in the lowest mines. bg2 improved much but i allways found it kinda odd that you could barely walk 2 cm without running into some npc wanting to join up making a mess of changing party members all the time (who sometimes got annoyed by it and left the game with the gear i gave them). otherwise fun game, though a little brutal when you are low level. in real life i have an appointment with a neurologist the 27 this month due to complications after i broke my back some 16 years ago (loss of sensation like being wrapped in cellofane). i unfortunatly have extensive nerve damage due to how long it took for them to find out my back was broken.
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yeap groan... allways the working man who gets shafted. alan wake and control mostly because it still caters to a not to major audience. i also like the twin peaks similarities . not doing to well atleast after the massive failures with anthem etc. thats for sure. also a lot of the original talent left some of them are now working on exodus so i look forward to that atleast. ah the opensource infinity engine clone yeah i know it. sadly it does not yet handle baldurs gate 1/2 enhanced edition but work is ongoing on it as far as i could see. does load the game but the ui is messed up and it spews lots of errors. id love to see someone use it to make a refurb of the baldurs gate series where you can actually scroll in on your character without them looking like an ugly blob . as for when the gaming industry started feeling a bit to corporate hmm might have started even earlier than the PS3 but atleast its as good a time slice as any. atleast back then we still got the occasional pearl among all the rotten clams . to bad the stink spreads...
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I don't know who has what skillset, as I am still pretty green on the forums. However, I do know that shader development does require some voodoo black magic! I understand the fundamentals of shaders, but understanding the basic how and why is very, very different from creating them.