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  1. I'm trying to install the game via the installer, but the download always times out and thus stops. PROGRESS 35.80% : Downloading "http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4"... [curl-res] ret:28 http:206 Warning: Timeout for request with 6 segments of total size 4207551 on URL http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 554-4527 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out465.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 8973-11629 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out466.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 12547-14792 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out467.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 18858-21897 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out468.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 28077-552364 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out469.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 552365-1076652 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out470.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 1076653-1600940 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out471.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 1600941-2125228 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out472.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 2125229-2649516 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out473.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 2649517-3173804 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out474.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 3173805-3698092 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out475.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 3698093-4222380 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out476.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 4222381-4223110 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out477.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_carpet01.pk4 -r 0-181088 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out478.bin PROGRESS 35.89% : Downloading "http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_carpet01.pk4"... [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4 -r 0-3206616 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out479.bin PROGRESS 35.90% : Downloading "http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4"... [curl-res] ret:28 http:206 Warning: Timeout for request with 7 segments of total size 3207317 on URL http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4 [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4 -r 0-386666 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out480.bin [curl-res] ret:28 http:0 Warning: Timeout for request with 1 segments of total size 386767 on URL http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4 [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4 -r 0-32767 -Y 1000 -y 10 --connect-timeout 30 -A "tdm_installer/1.13" -o out481.bin [curl-res] ret:28 http:0 Warning: Timeout for request with 1 segments of total size 32776 on URL http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4 [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4 -r 0-4095 -Y 1000 -y 10 --connect-timeout 30 -A "tdm_installer/1.13" -o out482.bin [curl-res] ret:28 http:0 Warning: Timeout for request with 1 segments of total size 4097 on URL http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4 [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4 -r 0-4095 -Y 1000 -y 60 --connect-timeout 60 -A "tdm_installer/1.13" -o out483.bin [curl-res] ret:28 http:0 Warning: Timeout for request with 1 segments of total size 4097 on URL http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4 ERROR: Repeated timeout on URL http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4 Warning: Showing error message: Repeated timeout on URL http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4 It always stops here or at a cobblestone texture file. Is there maybe an other mirror or has anyone got any other ideas? I'm running the newest version of the installer (v1.13) and I'm on Linux Mint 22.2
  2. 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
  3. RUNE is a game I want to try, I'm surprised it has a mod for yet another obscure game itself...What the hell? It's funny really, you make a mod based on an obscure game, for an obscure game. Still, hope to try it some day, it may be good, hopefully RUNE by itself is too.
  4. This looks really cool, amazing work in my opinion: https://www.moddb.com/mods/thieves-guild I'm surprised that it flew completely under the radar. I hadn't heard about it until today - just by coincidence I saw it on the TTLG Discord. From the footage available I would say, a Thief game similar to Deadly Shadows created with the original Unreal Engine. Apparently, the base game is available on GOG, however, I cannot find it there. Plus, according to ProtonDB not fully functional on Linux systems. EDIT: Here is a game play trailer from 8+ years ago (the development of the game took quite some time), there seem to be RPG elements as well: Edit 2: This seems to be a project our forum member @Jetrellis heavily involved in. Congratulations on the release! You have been working 10+ years on this? Truly a superhuman effort!
  5. Well, this is just sad...I was not able to play any Thief or TDM whatsoever, why? Too busy the past 2 months, this month I'm not as busy BUT it's also very heaty in my place.

    I can't play Thief when it's not at least 15c or lower, the game demands to be played when it's cold for...Well, may sound stupid but I'll just say it, for that "immersion".

    It's kinda like playing Quake during Summer, which unless it's the Summer Jam mod, I don't think it's as fun.

  6. "When the leaves change and the air is still, there is a quiet." -Lady Blackbriar -=| DISPLACEMENT |=- BY AMADEUS & WELLINGTONCRAB = DOWNLOAD = <( | )> -PLAYS BEST ON 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 THE 2.14 BETA RELEASE.
  7. Hello all, I get TDM errors about not being able to creating a GL window, and then it quits. I've checked the Mesa drivers and get the rotating cube kmscube to verify that all is up to date. Has anyone else actually managed to get this running on a pi 5 8GB? Many thanks, [BOX64] Using native(wrapped) libX11-xcb.so.1 Initializing OpenGL display Borderless fullscreen - using current video mode for monitor 0: 1920 x 1080 [BOX64] Using native(wrapped) libGLX.so.0 Failed creating window Retrying OpenGL initialization in safe mode Initializing OpenGL display Failed creating window --------- Game Map Shutdown ---------- --------- Game Map Shutdown done ----- idRenderSystem::Shutdown() [BOX64] 282970|Ask to run at NULL, will segfault signal caught: Segmentation fault si_code 1 Was in fatal error shutdown: Unable to initialize OpenGL Trying to exit gracefully..
  8. This pinned thread's purpose is to collect links to all the discussion threads for new features to be added in 2.14: https://forums.thedarkmod.com/index.php?/topic/23080-214-new-and-updated-assets/ https://forums.thedarkmod.com/index.php?/topic/23072-214-mirrors-and-remotes-resolution-and-optimizations/ https://forums.thedarkmod.com/index.php?/topic/23070-214-tdm-version-macros-and-x-ray-breaking-change/ https://forums.thedarkmod.com/index.php?/topic/23071-214-in-game-screenshot-as-menu-background/ https://forums.thedarkmod.com/index.php?/topic/23073-214-interactible-projected-decals/ https://forums.thedarkmod.com/index.php?/topic/23074-214-new-smoke-generation-system/ https://forums.thedarkmod.com/index.php?/topic/23088-214-beta-ko-non-elite-ai-after-flash/ https://forums.thedarkmod.com/index.php?/topic/23087-214-beta-frob-changes-additions/ https://forums.thedarkmod.com/index.php?/topic/22736-font-localization/page/2/#findComment-503417 Maybe: https://forums.thedarkmod.com/index.php?/topic/23104-script-debugger/ As well as older Feature Collection Threads: [2.13] Feature Discussion Threads [2.12] Feature discussion threads [2.11] Feature discussion threads [2.10] Feature discussion threads
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  9. Hidden Hands: Vitalic Fever Filename : hhvf.pk4 Date of release: 20/07/2019 Latest Version: 5 (21/04/2025) Version 5 - changes: - fixed defective ambient light - added subtitles (thanks to @datiswous) - added compressed briefing video (thanks to @datiswous - fixed/replace (defective) textures - added a few new models and items - added new title & loading screen - ...made a few tasks a little easier - dmap with 2.13 Hidden Hands Series: I. Initation - II. Vitalic Fever Jack Farmer: mapping & drafts Amadeus: alpha testing, geometry fixes, performance checks, drafts for gameplay and objectives, revision of all readables, dialogues & narrator texts Grayman: AI fixes, gameplay fixes, trap fixes Duzenko: alpha testing, performance checks and improvement tips Beta Testers: - Joebarnin - Cambridge Spy - Boiler's Hiss (aka "The architect's darling") - Jedi_Wannabe (aka "The man of many voices") - Amadeus (aka "The Writer") Voice actors: Malasdair Narrator Jedi_Wannabe All four guards chatting about the guests, chickens, inventions and unusual job interviews New Horizon The educated Builder Goldchocobo The naive Builder Special thanks to: - Springheel, Sotha, and Fidcal for the tutorials. - VanishedOne, Stumpy, Destined, Grayman, Joebarnin and ERH+ for patiently answering my questions solving all the in-game problems. - PsymH (aka "Stringer Bell") for connecting me with the right guys on TTLG for additional voice acting. - Goldwell for teaching me how to integrate a custom video in a fms and helping me with troubleshooting during the integration of one of the Builder's voices. - all voice actors & beta testers for their great support. - all others not mentioned here who answered my questions in the Newbie thread or via PM. Contributors from the Inventor's Guild: - Destined wrote a new definition for the "spidsey-babsies", enabling those beasts to move through tunnels. - Grayman wrote a script enabling Halfrid to hold the quill only when it is needed. He also fixed several other AI problems with respect to path finding, damages and interaction with light switches. Pilfered items: - Portal sky with hills and trees originally developed and arranged by Sotha for "Thomas Porter: The Transaction". - Frobbox booster re-created from a map originally developed by Grayman All new ambient music and sound effects written, performed and mixed by Jack Farmer. Briefing video by SirSmokeAlot Pictures Version 5 - changes: - fixed defective ambient light - added subtitles (thanks to @datiswous) - added compressed briefing video (thanks to @datiswous - fixed/replace (defective) textures - added a few new models and items - added new title & loading screen - ...made a few tasks a little easier - dmap with 2.13
  10. apologies, running darkmod puts this out now.. BOX64] Using native(wrapped) libX11-xcb.so.1 Initializing OpenGL display Borderless fullscreen - using current video mode for monitor 0: 1024 x 768 [BOX64] Using native(wrapped) libGLX.so.0 Failed creating window Retrying OpenGL initialization in safe mode Initializing OpenGL display Failed creating window --------- Game Map Shutdown ---------- --------- Game Map Shutdown done ----- idRenderSystem::Shutdown() [BOX64] 449357|Ask to run at NULL, will segfault signal caught: Segmentation fault si_code 1 Was in fatal error shutdown: Unable to initialize OpenGL Trying to exit gracefully.. About to exit with code 0
  11. Hopefully, this feature returns for 2.14! There is a special engine-builtin image called _menuLastGameFrame, and every time player switches from the game into the main menu, the latest game screenshot is saved into it. Note that screenshot does not contains HUD, game console, subtitles, readables, etc. This image can be used in materials displayed in in-game main menu. In the simplest case you can just use textures/common/menuLastGameFrame --- this is core material which uses the image as is. If you want some custom postprocessing on top of it, you are welcome to create a custom material. Then you define a custom menu background in mainmenu_background_custom.gui: windowDef BackgroundGameFrame { rect 0, 0, 640, 480 background "textures/common/menuLastGameFrame" BACKGROUND_DEFAULT_BEHAVIOR(BackgroundGameFrame) } And configure the menu backgrounds to use only this one (mainmenu_custom_defs.gui /// In-game menu (game being played). /// Unlike "EXTRAMENU", the left half of the screen is well visible in these states. #define MM_BACKGROUNDS_MAINMENU_INGAME BackgroundGameFrame /// Extra screens of default menu (game NOT started): objectives, etc. /// Almost the whole screen is occluded by parchments in these states. #define MM_BACKGROUNDS_EXTRAMENU_INGAME BackgroundGameFrame This is tracked as https://bugs.thedarkmod.com/view.php?id=6608#c17097
  12. Should there be some cutscene at the end? I found all the relics and Curio´s items, then went to sit in the chair in the red room, and that was it (still played and finished v1 on 2.13, because I was pretty far along). Anyways, time to say huge thank you to both of the creators and all the lovely people who were helping to test this mission - this has to be the most unique mission I have played so far on Dark mod - the (New) weird combination of aesthetically pleasing leveldesign and unclear story, sooo many options of entering and finding out unique "quests" and safe opening combinations is unheard/seen/played of. People in forums say its combination of Dishonored and Bioshock, I would add a hint of Dark Souls in the story area, mixed with Twin Peaks, and you start to get an idea. Although I am playing fanmissions from the very beginning of the mod´s existence, I felt completely lost here and I enjoyed that. I also didn´t know how to solve many of the combinations until I got a hint - overwhelmed by all the entry options and connectedness of the space(s) to the beauty of individual set pieces (I felt like a tourist, taking screenshots of almost everything). And the music! My goodness, that beautiful non-cacophonic chill music just begged me to stay and listen. I immediately recommended this mission in another forums where I am active, so hopefully people will get to play it. Well done, everyone, this is a threat. PS: Can I politely ask you to get together with Bikerdude, Kingsal, Sotha, Melan, Goldwell and anybody else who´s willing and put together an official campaign, please? Pretty please?
  13. You can set spawnargs on the AI. For walking, running, I used these two to speed up skeletons in A Night In Altham: anim_rate_walk anim_rate_run_charge There are other spawnargs, here are a couple of examples (you may have to search through the game files): anim_rate_search anim_rate_run For fighting, take a look at these (from tdm_ai_melee_sets.def). I have never played with these. // default (fast) attack and parry anim speeds: "anim_rate_melee_attack_rl" "1.2" "anim_rate_melee_attack_lr" "1.15" "anim_rate_melee_attack_over" "1.1" "anim_rate_melee_attack_thrust" "1.2" "anim_rate_melee_parry_rl" "1.1" "anim_rate_melee_parry_lr" "1.1" "anim_rate_melee_parry_over" "1.1" "anim_rate_melee_parry_thrust" "1.1" Edit - oops, I just noticed that you played with anim_rate_* spawnargs. Weird, the walk/run ones worked for me.
  14. Hey guys, Haven't played in a while. Another question. In episode 1, I got to the painting opened it up, but couldn't grab the painting. I opened the glass door... Is there something wrong with her nose? Thought there may be a diamond or some thing, I can't do anything with it. It's just a grey spot. Another question, when I now just downloaded episode 3, does that incorparate to the old one from 2024 or do I have to start all over again?can you tell me which buttons to use to the next level with the last Vengince of this year 2026? I don't wanna do 1 again that was so confusing.
  15. Klatremus - If you're asking – are you trying to play a kleptomaniac Norwegian style SupremeGhost game? thanks for announcing the speed-run challenge Are you going to try the Sequoia challenge ? P.s.: Edit @Amadeus & @Wellingtoncrab a point for the GILDED DAGGER in the weapon store one can buy it if you have 150G -> costs only 75G but to my disapointment it´s useless - as thief i prefer Dagger instead of Sword and hoped to get a special Weapon - but NO - i don´t get a Dagger as Weapon - not as Item . I feel betrayed ! If you both wanted to fool the Player - please sell it as an Item to inventar ! the way it is now i feel betrayed by the store owner and therefore doublecrossed by you
  16. I recently found this 2022 album of environmental sound ambience (no music) on Soundcloud, by an author going by the moniker of "Cyberwave Orchestra". It's likely not royalty-free and you have to buy it and such, but I think it might be useful for FM authors if they want a few more custom ambient soundscapes for their FMs. The tracks loop. Having listened to the album, I think the most useful for TDM FM purposes would be the sound ambience of outdoors nature ("Mountain Canyon", "From Dusk Till Dawn", "The Swamps at Night", the "Cursed Lands", "Cursed Lands 2" tracks), underground spaces ("Secret Cave 2"), maybe industrial ("The Great Mine" and "The Great Mine 2", I suppose), dungeon/prison spaces ("Dungeon of Sorrow", "Dungeon of Madness", "Chambers of Hell (No Boiling)", "Chambers of Hell 2") and some of the rural ambience (the "Fishing Village", "Fishing Village At Night" ambience tracks, "Summer Night Near The Village"). The tracks with more urban sound ambience aren't bad, but might not be quite what we need for most TDM mission night time town/city ambience. IMHO, they feel like mostly daytime ambience. The two "Port Town" and "Port Town (No Bells)" ambience tracks seem by far the best fit for town ambience of TDM. "Village on a Windy Day" could work for dusk and the early evening, but not night. "Onboard the Ship (No Voices)" might work for a ship docked in port at night time, but it might feel a bit loud to FM-builder tastes. I'd suggest lowering the volumes and doing similar tweaks.
  17. Hello everyone, The subject is quite clear I guess. If you want to beta test the mission the forum is here : https://forums.thedarkmod.com/index.php?/topic/23100-early-beta-lord-scrogianis-ledger
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  18. Hypothetically if Ray casting was used to bake efficiency into the brushwork itself it would make the penalty of a forward renderers lighting under id Tech 4 more agreeable. If Gemini AI is even half right this state of content efficiency would make id Tech 4 10-20 times more efficient per watt than Unreal Engine 5. For mobile platforms you are sitting on one of the best game engines on Earth. Of course I've yet to find a mapper that's willing to spend 3 to 4 years refactoring an entire commercial products slop. From the 13 objects overlapping in space, to decals hidden behind walls, entire rooms unused, brush faces behind other brushes. I'm the first. The ability to automate what I've done even just 90% would take the weaknesses of id Tech 4 and turn them into strengths. There is nothing faster than precomputation. If you can reverse engineer the flexibility of modern game engines without the per frame overhead it's going to curbstomp Unreal Engine 6 in raw efficiency. You also would be taking the former Chief Technical Officer of Metas core design and making it achieve what hasn't yet by industry. They probably would be knocking at your door with offers to commercialize or at minimum rush to replicate your work. They are all in in Alternate Reality Virtual Reality. Too bad their 5% GPU utilization offended one of their best employees. It's because thermal throttling boost behavior modern game engine inefficiencies and battery life. The Dark Mod could be a technology demonstrator that can do things modern game engines super can't. My texture pack 60GB+ (Prey 2006 Remake) is entirely custom. 5120x5120, 7168x7168, 9216x9216, 10,240x10240 and beyond. My texel resolution is extremely uniform and optimized at point blank mip map 0 for human vision. So it's literally a 2002 game engine beating id Tech 8 in asset resolution. Texture streaming doesn't like custom resolutions. Nor do development teams. It's just another way id Tech 4 is superior to modern game engines in a not abstract way. The general public is not aware of how inefficient modern game engines are or how much technical debt they tolerate. It's a more interesting topic to an engineer than a entertainment seeking random individual admittedly. There are inherent advantages to the older methods that are incredibly underappreciated. If I can motivate some of the software engineers to develop this capability that would be rather useful. Especially since it's already in part been done to bake shadows into Doom 3. Which in part defeat the purpose of unified lighting. But it's an existence proof. If you would like to see my 60GB file in its development state that can be arranged. But you also better have 24GBs of video memory. Most people will opt for lower resolution packs when generated by my Python scripts. The ability to hit per pixel 4k point blank is not just overkill. It's a measuring rubric.
  19. Got linux on all my pc's now except for my retro box which runs xp win2k and 98 se. But that one is nowhere near the internet. Disabled networking after i got all updates installed. Takes some getting used to especially since i have a frak ton of old game iso's so some mucking about was nessesary to get them up and running. The rest are on gog steam and one on the ea launcher. All work perfectly fine. I do miss things like the device manager. Doing driver updates from the console does get a bit tedious.
  20. You're an absolute madman for playing this game with the lightgem, compass, and crouch intent indicator turned off, but I like the hud fadeouts for item/arrow counts. The second screenshot, with the bow's chosen arrow visible on screen by physically being "in the world" and the bow being held at an angle while idle, also looks good to me! As part of this change, I would appreciate the draw/sheathe first person animations sped up much more than they currently are. The advantage of ui elements is that they're textures that can snap on or off in one frame, so cycling through them has a gamefeel component. Waiting for the drawing/sheathing is rather sluggish by comparison, and this will be exaggerated by the textures in the corners becoming less important for communicating the state of the game. I imagine that was deliberate on the part of the original designers/animators, but could be adjusted if y'all go all the way with this idea.
  21. Doom3 GPL contained most of the source of the script debugger that used to be part of Quake4. Harrie van Ginneken fixed it for dhewm3 by implementing the missing parts and we further improved it together (I maintain dhewm3). I ported that to TDM. It allows you to set breakpoints in script functions (by clicking to the left of the line number, where that red dot appears then), so when those lines are executed the game is paused and you can inspect variables in the debugger, or continue running the script line-wise (with those little buttons with the arrows at the top, or F11/F10/Shift-F11, see also the "Debug" menu. To continue running the game (until it hits the next breakpoint), click that ▶︎ button at the top. You can download a testbuild and read some more information at https://github.com/stgatilov/darkmod_src/pull/6 - it should work with the latest 2.14 Beta gamedata. Note that this is currently not officially part of The Dark Mod and I don't know when (or if) it will be merged. Might be after 2.14 if the changes are considered too risky or too much to review or whatever.
  22. Preface HUD-elements are often a technical necessity, to convey important information to the player that would otherwise not be available to them. A problem with such HUD-elements is that they don't belong to the virtual world. They make it painfully clear to the player that they are just playing a game, thereby reducing immersion. There are many genres, where you need to have such information available at all times, think fast-paced first person shooters, Mobas, or strategy games. However, especially for genres featuring free exploration, that information is simply not needed at all times. Some games (e.g. Dead Space or Metro series) have gone to extreme lengths to completely eliminate HUD elements by integrating all relevant information in the virtual world. While this is of course the most immersive approach, it is also the hardest to implement. A much easier solution is to rely on a dynamic HUD, where certain HUD elements are displayed depending on context. In recent years, I have become hyper focused on immersion. I can't stand a cluttered HUD ("sensory overload") or a map full of quest pointers ("feels like work"). I want to immerse myself in the world, not tick of pointers on a map. About a year ago, having played a ton of WoW in my youth, I played the alliance fraction on WoW Classic for the first time. Via interface addons, I had my UI completely disappear during exploration, but when I entered combat or clicked on an enemy, the UI would become visible. The minimap would generally only become visible during mouse-over. The same goes for non-combat-relevant action-bars. I paired that with a text-to-voice addon for the quest texts and some nice dynamic camera addons that would zoom in on characters when talking to them. Of course I also did not use any quest-GPS addons, so that I actually had to pay attention and search the world for the quests. It was super immersive and a glorious experience reminiscent of the 2004 release. So naturally, having played a lot of TDM recently, I am thinking about how we could improve our dynamic HUD in TDM for immersion-seekers. Current State of Dynamic HUD in TDM The HUD of TDM already has quite some dynamic elements Healthbar only shows if we are not at 100% health Breathbar only shows if we are not at 100% breath Weapon only shows if a weapon is selected and ammo text only shows if ammo is relevant to that weapon Inventory-Icon and -text only shows if an item is selected Pickup- and object-update texts are only displayed momentarily Ideas for More Dynamic HUD Elements in TDM So basically, with every HUD element, we should ask ourselves the following questions: Added information: Does this HUD element actually convey any information? Relevant when: In what situation is that information relevant? Let's start! (Please note that all proposals below shall be made optional under some "tdm_dynamic_hud"-cvar or something like that, so I am not planning to take anything away from anyone) I will update this list of ideas as we go. Weapon HUD Blackjack and Sword Added information: None. The player can see the 3d model of both weapons, so the HUD does not add any information. Relevant when: Never Proposal: Remove completely --> Very easy (already tested) Bow and arrows Added information: Arrow type and amount. Sadly, the 3d model does not show the type of arrow unless the bow is drawn. So, the icon and weapon text add information. Also, there is the ammo display. Relevant when: Player is equipping the bow Proposal: Investigate if we can alter the non-drawn bow model such that it already shows the arrow type. If that works nicely, remove arrowtype and arrow icon from HUD and potentially move the ammo display around and make it bigger. I would need support from a 3d modeler here! Proposal: Consider showing the arrow amount only briefly when the weapon is selected (and/or when the player presses "R"?) (and/or ammo amount changes) and then fade it out again. Healthbar Added information: Health Relevant when: Player is losing health. Player is likely going to loose health, e.g., when in combat or when breath bar is close to zero. Player is preparing to enter combat. Player has very low health Proposal: Briefly show after losing health; Show when equipping a weapon (possibly limit to sword?); show when breath is close to running out; show when health is below some threshold (like 20%) Breathbar: Already very dynamic. No action needed! Inventory HUD (Not the inventory grid) Compass Added information: direction Relevant when: When player equips it. Must not fade-out unless a different item is selected. Other items: Added information: Selected item Relevant when: Only during selection (or when player forgot which item is selected) or when the item can be used with the world Note: I had added the tdm_frob_item_selects_item to prevent items being selected when picking them up, thereby eliminating the respective HUD annoyance. However, I found that frequently, I wanted to use the picked up item right away (a readable, a key, etc.), so this approach is not working well. Proposal: Briefly show after selecting an item, then fade-out. Show item when it can be used on a world entity. For picking up items, consider selecting, but not showing them, so player can use them right away without HUD pop-in. When HUD is not shown, pressing next or prev item should not go to next / prev item, but just show the HUD element. Are there maybe other types of inventory items that need special treatment? Shouldering HUD Added information: Shouldering state Relevant when: Always when shouldering a body Proposal: It would be awesome if we could actually have the 3d model shouldered in view. Then we could get rid of the HUD, but of course, this would be very hard to achieve. Lightgem Added information: To some degree, visibility of player Relevant when: sneaking about or running to hide (so basically always) Discussion: It is actually debatable, how much information is really added, because the player can already tell how well illuminated they are just by looking at the environment. I would say minimalists simply disable the lightgem and all others keep it on all the time. Crouch-intent indicator Added information: Crouch-intent, i.e., while it is impossible to change crouched-state, the crouch-state that will be assumed once crouched-state is unlocked again. Current crouch state can be seen by looking at the 3d world. No indicator needed for that. Relevant when: Only while crouched-state is locked / cannot be changed. Proposal: Only show when crouched-state and crouch-intent differ? Any other UI elements I forgot? Another aspect of dynamic HUDs is HOW visibility is controlled. HUD elements might pop-in instantly or gradually fade in and out, like our FrobHelper. I would say, having HUD elements fade in and out looks generally more appealing, but I would need some advice on how to best control transparency. Should transparency be handled by the GUI scripting or dictated by the engine like in the case of the FrobHelper? What makes most sense here?
  23. @STiFUIm glad to see this is back on the menu! Looks really nice. A neutral grey or a very subtle "golden" hue for all frobable objects is the way to go. Colored shaders can get messy with different lighting scenarios, different loot object colors, always fighting players preferences, ect. Also object specific frob colors will open up a brand new communication channel that wasnt there before. Its just messy imo. I did some early prototypes for colors a long time ago, might be in the dev forums somewhere actually. Anyways, great to see it getting worked on. Thanks for doing it.
  24. Complaint From Players The player must pick up candles before extinguishing them, and then the player must remember to drop the candle. The player must drag a body before shouldering it (picking it up), and the player must remember to frob again to stop dragging the body. The player finds this annoying or easy to make mistakes. For players who ghost, some of them have the goal of returning objects back to their original positions. With the current "pick up, use item, and drop" system, the item might not return easily or at all to its original position. For example, a candlestick might bounce off its holder. (See player quotes at the bottom.) Bug Tracker https://bugs.thedarkmod.com/view.php?id=6316 Problems to Solve How can the "pick up" step be eliminated so that the player can directly use or interact with the item where it is in the game world? How can so much key pressing and mouse clicking be eliminated when the player wants to directly use an item? How can candles be extinguished and lanterns toggled off/on without first picking them up? How can bodies be shouldered without first dragging them? Solution Design Goals Make TDM easier for new players while also improving it for longtime players. Reduce tedious steps for common frob interactions. Make it intuitive so that menu settings are unnecessary. Do not introduce bugs or break the game. Terms frob -- the frob button action happens instantly. hold frob -- the frob button is held for 200ms before the action happens. (This can be changed via cvar: 200ms by default.) Proposed Solution Note: Some issues have been struckthrough to show changes since the patch has been updated. Change how frobbing works for bodies, candles, and lanterns. For bodies: Frob to shoulder (pick up) a body. Second frob to drop shouldered body, while allowing frob on doors, switches, etc. Hold frob (key down) to start drag, continue to hold frob (key down) to drag body, and then release frob (key up) to stop dragging body. Also, a body can be dragged immediately by holding frob and moving the mouse. For candles/lanterns: Frob to extinguish candles and toggle off/on lanterns. Hold frob to pick it up, and then frob again to drop. Frob to pick it up, and then frob again to drop. Hold frob to extinguish candles and toggle off/on lanterns. For food: Frob to pick it up, and then frob again to drop. Hold frob to eat food. For other items: No change. New cvar "tdm_frobhold_delay", default:"200" The frob hold delay (in ms) before drag or extinguish. Set to 0 for TDM v2.11 (and prior) behavior. Solution Benefits Bodies: New players will have less to learn to get started moving knocked out guards. With TDM v2.11 and earlier, some players have played several missions before realizing that they could shoulder a body instead of dragging it long distances. Frob to shoulder body matches Thief, so longtime Thief players will find it familiar. Second frob drops a shouldered body. Players still have the ability to both shoulder and drag bodies. Compatible with the new auto-search bodies feature. Dragging feels more natural -- just grab, hold, and drop with a single button press. There is no longer the need to press the button twice. Also, it's no longer possible to walk away from a body while unintentionally dragging it. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Candles: New players will have less to learn to get started extinguishing candles. With TDM v2.11 and earlier, some players didn't know they could extinguish candles by picking them up and using them. Instead, they resorted to throwing them to extinguish them or hiding them. Hold frob to extinguish a candle feels like "pinching" it out. Once a candle is picked up, players still have the ability to manipulate and use them the same way they are used to in TDM v2.11 and earlier. For players who ghost and have the goal of putting objects back to their original positions, they'll have an easier time and not have to deal with candles popping off their holders when trying to place them back carefully. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Solution Issues Bodies: Frob does not drop a shouldered body, so that might be unexpected for new players. This is also different than Thief where a second frob will drop a body. "Use Inv. Item" or "Drop Inv. Item" drops the body. This is the same as TDM v2.11 and earlier. This is the price to pay for being able to frob (open/close) doors while shouldering a body. Patch was updated to drop body on second frob, while allowing frob on doors, switches, etc. Candles: Picking up a candle or lantern requires a slight delay, because the player must hold the frob button. The player might unintentionally extinguish a candle while moving it if they hold down frob. The player will need to learn that holding frob will extinguish the candle. The player can change the delay period via the "tdm_frobhold_delay" cvar. Also, when the cvar is set to a delay of 0, the behavior matches TDM v2.11 and earlier, meaning the player would have to first "Frob/Interact" to pick up the candle and then press "Use Inv. Item" to extinguish it. Some players might unintentionally extinguish a candle when they are trying to move it or pick it up. They need to make sure to hold frob to initiate moving the candle. When a candle is unlit, it will highlight but do nothing on frob. That might confuse players. However, the player will likely learn after extinguishing several candles that an unlit candle still highlights. It makes sense that an already-extinguished candle cannot be extinguished on frob. The official "Training Mission" might need to have its instructions updated to correctly guide the player through candle manipulation training. Updating the training mission to include the hold frob to extinguish would probably be helpful. Similar Solutions In Fallout 4, frob uses an item and long-press frob picks it up. Goldwell's mission, "Accountant 2: New In Town", has candles that extinguish on frob without the need of picking them up first. Snatcher's TDM Modpack includes a "Blow / Ignite" item that allows the player to blow out candles Wesp5's Unofficial Patch provides a way to directly extinguish movable candles by frobbing. Demonstration Videos Note: The last two videos don't quite demonstrate the latest patch anymore. But the gist is the same. This feature proposal is best experienced in game, but some demonstration videos are better than nothing. The following videos show either a clear improvement or that the player is not slowed down with the change in controls. For example, "long-press" sounds long, but it really isn't. Video: Body Shouldering and Dragging The purpose of this video is to show that frob to shoulder a body is fast and long-press frob to drag a body is fast enough and accurate. Video: Long-Press Frob to Pick Up Candle The purpose of this video is to show how the long-press frob to pick up a candle isn't really much slower than regular frob. Video: Frob to Extinguish The purpose of this video -- if a bit contrived -- is to show the efficiency and precision of this proposed feature. The task in the video was for the player to as quickly and accurately as possible extinguish candles and put them back in their original positions. On the left, TDM v2.11 is shown. The player has to highlight each candle, press "Frob/Interact" to pick up, press "Use Inv. Item" to extinguish, make sure the candle is back in place, and finally press "Frob/Interact" to drop the candle. The result shows mistakes and candles getting misplaced. On the right, the proposed feature is shown. The player frobs to extinguish the candles. The result shows no mistakes and candles are kept in their original positions. Special Thanks @Wellingtoncrab was instrumental in improving this feature during its early stages. We had many discussions covering varying scenarios, pros, and cons, and how it would affect the gameplay and player experience. Originally, I had a completely different solution that added a special "use modifier" keybinding. He suggested the frob to use and long-press frob to pick up mechanics. I coded it up, gave it a try, and found it to be too good. Without his feedback and patience, this feature wouldn't be as good as it is. Thank you, @Wellingtoncrab! And, of note, @Wellingtoncrab hasn't been able to try it in game yet, because I'm using Linux and can't compile a Windows build for him. So, if this feature isn't good, that's my fault. Code Patch I'll post the code patch in another post below this one so that folks who compile TDM themselves can give this proposal a try in game. And, if you do, I look forward to your feedback! Player Complaints TTLG (2023-01-10) Player 1: TDM Forums (2021-03-13) Player 2: Player 3: TDM Forums (2023-06-17) Player 4: TDM Discord (2021-05-18) Player 5: TDM Discord (2023-02-14) Player 6: Player 7: Player 8:
  25. There are two ways to override cvars in a mission: mission.cfg file can set non-archived cvars (starting with 2.12). sys.setcvar in game script can override cvars (starting with 2.13 / dev17044-10746). Of course, there has never been any effort to classify cvars into public and private, no thinking of backwards compatibility of relying on cvars, etc. So overriding cvars should be considered a last resort feature. mission.cfg allows to statically override cvars on FM level. The change takes effect during all missions in a campaign and all briefings/debriefings/menus. However, you cannot adjust cvar value during gameplay, so only one constant literal value can be set. The implementation is simple: mission.cfg file is executed from your mission when TDM engine starts all non-archived cvars are reset to their defaults when TDM engine restarts (due to FM change) sys.setcvar allows to override cvars on gameplay level. These overrides behave like the variables in game scripts, i.e. they are saved/restored to savefile and reset on game start/end. You can adjust the same cvar several times with different values, and savefile will capture the override that is currently active. The minor downside is that these overrides automatically don't carry over between missions in campaign, and they cannot work in briefings/debriefings/menus. Note that sys.setcvar has been available for a long time already, but previously it had different meaning. Previously it set the cvar as if the player set it himself. So the values stuck between restarts, missions, FMs (even saved to darkmod.cfg for archived cvar). Now it always sets the "mission override" for cvar. You can test cvar mission overrides manually using two new console commands: setm {cvarname} {newvalue} --- set mission override for the cvar with given value unsetm {cvarname} --- drop mission override for the cvar It is not perfectly obvious what should happen if mission-overridden cvar is changed by user. Right now the main value of cvar is changed and mission override is broken/erased in this case. So be wary that user can mess with your overrides just like you can mess with his cvars. See also: 5453
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