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  1. 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
  2. I'm personally for change a few more things if you touch the game anyways. 100% the same game with just updated graphics would make me ask why I shouldn't just use something like taffer patcher and newdark.
  3. Hm unless we don't have a passionate person here currently for knowing how to do animations I fear this new rig may be lost in time soon. I really wish you could find the time to transfer it into enhancements of the base game yourself.
  4. Sixty years ago the famous deLisle family fell into ruin. The last heir of their house believes an ancient heirloom will restore their fortunes. Retrieving it should be worth braving a haunted house for... Get it from the in-game mission downloader.
  5. What would be most interesting for me is how well the announced fan mission editor is adopted by FM authors. If there are technical advantages, I can well imagine that people will switch. In general though, I'm not so sure if we really needed this remaster. Yes, it looks great and all, but, if there's one game from the stone age which is still held up by the community, then it's Thief .
  6. little dark but this is how system shock 2 looks with hwtl. ill try to upload some shots from further in game (this shot is from right at the start). i have toyed a bit with variables to get a good balance between eyecandy and performance. bloom was way over the top so i lowered it considerably. hwtl lights set to 4 shader_quality to 1 and vis_hw_light to 1. it is best to patch the game with ss2tool beforehand and then overwrite the newdark version it installs with the hwtl version (you dont need both exe's just rename the ss2_hwtl.exe to ss2.exe and delete the other one). move the mods/hwtl folder from the newdark_hwtl.zip to the games dmm folder then open the mod manager "ss2bmm.exe" and activate the hwtl mod then hit apply. you will probably have a better time with some of the community patches and enhancements, these can be installed with the mod manager as well. here are my cam.cfg settings ; hey, which game is this game shock ; general configs include_user_cfg user.cfg editor_include_dromed_cfg dromed.cfg ; game specific paths/configs dark_include_install_cfg darkinst.cfg shock_include_install_cfg install.cfg ; set trait cache to include concretes trait_cache_flags 2 ; HWTL section. hwtl_enable 1 ; HWTL quality presets. ; low (potato) ;env_enable 2 ;env_obj_size 0.3 ;hwtl_lights 2 ;vis_hw_light 1 ;env_size 128 ;sm_size 256 ;shader_quality 0 ;shadow_enable 1 ;shadow_obj_size 0.08 ; medium (best balance) env_enable 1 env_obj_size 0.2 hwtl_lights 4 vis_hw_light 1 env_size 256 sm_size 512 shader_quality 1 shadow_enable 1 shadow_obj_size 0.04 ; high (very heavy) ;env_enable 1 ;env_obj_size 0.1 ;hwtl_lights 6 ;vis_hw_light 1 ;env_size 512 ;sm_size 1024 ;shader_quality 2 ;shadow_enable 1 ;shadow_obj_size 0.02 ; MISC improvements. sfx_vol_music -1000 game_screen_size 3840 2160 sfx_channels 24 always_play_introfogging 1 enhanced_sky 1 render_weather 1 fogging 1 master_volume 0 sfx_device 1 game_screen_flags 45 game_hardware 1 game_screen_depth 32 reverse_stereo 0 sfx_vol_2d 0 gamma 0.8500000238 sfx_vol_3d 0 game_full_screen 1 skip_intro if you like my bloom settings set them like this in cam_ext.cfg ; enable postprocessing (bloom) postprocess 1 ; bloom intensity factor, default is 5 bloomscale 1.3 ; bloom/"glow" radius defined as percentage of the screen's diagonal, default is 2 (the larger values ; require more GPU processing) bloom_range 1.7 ; bloom saturation, 0 completely desaturated, 1 is fully colored, default is 0.7 ;bloom_saturation 0.7 ; min value required (for R, G and B) in order for a pixel to be included in bloom processing, default is 0.6 ; (with a low value a lot of surfaces will glow, with a high value only the really bright surfaces will glow) ; for SS2 you might want to consider increasing this slightly, as the game is generally brighter bloom_threshold 0.8 "
  7. Hi team, I've come back to the FreeBSD native port that I was working on and have some patches that I would like to upstream. What is the best way to submit patches for consideration? Is there a public tracker/email list, or is it best to post patches somewhere here on the forums? Thanks!
  8. heh yeah when the old game can be made to look like this it kinda comes down to new content and how good it will be. dont mind new content but it has to fit with the style or it becomes a bit futile.
  9. 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
  10. OK, so this is bothersome. Take any of the books or scrolls GUIs and the DarkRadiant readables editor will either show that they can fit text that is a line over or under what actually shows in-game. As an example, "guis/readables/books/book_hand_jd_hand.gui" will fit, in the preview, an extra line at the bottom that won't show up when I test inside the map. Now what I've noticed is that the GUIs in the preview and those in-game have a different aspect ratio. I play on a 16:10 resolution. Is it that the GUIs get stretched rather than centered, could that be the cause? So, in the end, is it really a problem on DR's side or on TDM's? This kind of mismatch is dangerous because you can type out text lines in-editor and have them get cut short for players even if you see them yourself (provided resolution stretching really is the issue). Imagine it's some mission critical information that's in the readable and you have yourself a soft-lock.
  11. to early to tell i think, though with the resurgence of it that might actually become a possiblity . as for the hwtl release, use the cam.cfg settings i posted. the higher settings look a bit nicer but also slows the game to a crawl. atleast untill someone releases a patch for game file support so the performance hit gets minimized.
  12. okay 1 testbed is done , time to post to ttlg , here is the link : https://www.ttlg.com/forums/showthread.php?t=153456&page=2&p=2542791&viewfull=1#post2542791 originally windows 7 isnt recommended but i decided to go down the path i have no dx9 gpu left ( and the hwtl document itself doesnt recommend dx9 era gpu) The remaining test results from other PCs and laptops will follow
  13. this is also an issue with book_calig_carolingia. The preview in the editor does not match what appears in-game.
  14. I wish the devs/publisher would release an SDK and or mission editor for this game..
  15. just for giggles i enabled the highest setting to see the impact it would have on performance and ouch... looks stunningly good but my rtx 3070 only manages single frame fps and not much better with the new 9070 xt. as far as i can see the lighting and other stuff can be controlled by game files, right now it is on all the time which is insanely performance heavy. lets see if the modders come up with something cool for this . wooh 3 fps but it sure looks purty.
  16. I think it is actually quite weird that we don't have a thread on graphics technology, yet. So, I would like to encourage you to share awesome new demos, talks, articles or papers about graphics technology here. I recently came accross this brilliant analysis of the rendering pipeline of "Rise of the Tomb Raider". I would love to see something like that for Doom Eternal, but so far, I could only find this rather superficial (but nevertheless interesting) review by Digital Foundry. Epic revealed Unreal Engine 5 today, which looks absolutely stunning. That Nanite-Technology will probably save game developers quite a bit of time. I do wonder, 'though, how the actually do it? Do they dynamically generate LOD-models? Also, does their Lumen technology require RTX?
  17. looks liek entirely a new game, almost. 100 % fresh truthfully I'm curious about the performance when running something like this (hwtl), especially on the RX 6500 XT 4GB, GTX 1650, RTX 2050, or RTX 3050 4GB. Because with certain settings maxed out, you can really feel a drop in performance. some people have already reported this talking about hardware accessibility for broad audience.... for integrated GPU, i have no intel iris testbed . For older intel IGPU I already know which HWTL settings to tweak to keep the frame rate above 30–40 fps (especially in Thief)
  18. From my point of view, DH2 is better than DH1 (especially when it comes to level design) and I do not really recall significant differences in gameplay and game mechanics. Moreover, it includes four of my all time favorite missions. I really recommend you to give this game a try.
  19. I have committed my changes to SVN, now SVN works on the UTF-8 system. It reads all language strings from all.utf8lang file, and only reads old-style {language}.lang files for missions if the equivalent new-style files are not available. The core .lang / .map files are present yet, but will hopefully be deleted. In the end, I had to manually add some characters to utf8map to suppress warnings. They were not handled by the old engine: I simply remapped them all to the question mark. It seems that the majority of them come from language names, and I don't care if they look broken or have question marks. I have already stated my position about language names. At the current moment, .utf8lang uses the same format as .lang, but this is temporary. As I said before, this must be changed in order to not lock us into compatibility trap. The format should be a sequence of "commands", each command starting with a keyword saying which command it is. And global state should be kept to minimum (e.g. current language seems acceptable). In addition to the current "#str_{name}" placeholders, I'd like to add two more types of replacements for missions. 1) Plain-text replacements, i.e. replace "Not enough drive space to save the game." with "Não há espaço para salvar o jogo.", as I suggested before. This approach provides zero inconvenience for the mapper, but it rather unreliable. It becomes especially bad for short strings. This kind of replacements is not cheap to perform, but I think I know how to do it efficiently. The first version will do it with bruteforce algorithm, we don't have any plain-text replacements yet anyway. 2) Full-text + ID replacements, i.e. replace "Not enough drive space to save the game.#id_nospacesave#" with "Não há espaço para salvar o jogo.#id_nospacesave#". The #id_...# placeholders are stripped from the text by the engine even if translation does not exist. If translation exists, then the engine verifies the context around the placeholder and does not apply it in case of mismatch. This approach gives mild inconvenience to the mapper, since he can clearly see the original text but has to tolerance this annoying tag at the end. The mapper can even edit the text without touching the placeholder: the obsolete translations will stop working automatically. I have a feeling that plain-text replacements won't be enough for the missions, and hope that such extra "tags" can be used here and there to make it more reliable.
  20. seems there is a new version of newdark out https://www.ttlg.com/forums/showthread.php?t=153456 version 1.29 the hwtl version supports shadowmaps postprocessing effects (bloom etc) and other nifty stuff. this one done by le corbeau himself. the hwtl version gets rather spooky with dynamic shadowmaps on . EDIT: ah just noticed it was posted earlier lol.
  21. 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.
  22. got a few old dx9 gpu's left if you want to hear results from them. ATI X1900 or nvidia quadro fx1800. i even have a matrox G450 but i suspect that one would croak rather spectacularily if i tried the hwtl version on it . a bit more modern but i also have two geforce 560 ti i run in sli in my retro gamer. these are however dx 10/11 cards (no vulkan support). transform and lighting is as old as the first geforce card but i suspect it would fail rather badly at running this . system shock 2 runs at about 45 fps on my rtx 3070 so even a relatively new card has problems getting good fps with all the bells and whistles on. i suspect that it needs some modifications to game files before it will run without the horrible frame pacing it currently suffers. might also fix the problem it currently has with no dynamic shadows due to most lightmaps being static. that said i managed to make it look rather good now with some modifications to the default values for the lights bloom parallax ssao etc. i disabled shadows completely (no reason to have it on when they dont work).
  23. Looks like at least some other Frenchies have access to it: https://www.ttlg.com/forums/showthread.php?t=152974
  24. Oh, that was new to me: Very early on in this video, they mention that (maybe around 2010?) they had been very close to develop the next Thief game. By the Master Builder, I like Dishonored (although I did not like the royal allegiance stuff), but somehow I have the feeling, these lads would have created an amazing Thief game.
  25. "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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