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Any idea why this isnt playing in-game? Its was 29mins ling Ive since cut that down to 3 minutes, but still dosen't play.
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I frankly would have been p***ed off if they would have changed the level geometry in the Tomb Raider remasters. Especially considering the controls and movements were made with fixed units in mind. They had a hard time implementing the modern controls because of that. There are some things which are not possible with the modern controls. I'm a bit split regarding the Thief Gold remaster though. I don't really think it is as necessary as the Tomb Raider remasters, for example. TFix works fine. For Tomb Raider, the fact alone that you are not restricted to 30 FPS like in the original games was a huge advantage of the remasters, not to talk about the graphical improvements, widescreen support, and a lot of bug fixes. You pretty much have that with Thief Gold and TFix already. In the Steam forums, they mentioned the advantage of having new people getting into Thief, but, I don't think it will be that many.
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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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NPCs tracking player with their heads and torso - procedural animation
stgatilov replied to Arcturus's topic in The Dark Mod
The same happens if you execute "kill Streetwalker", and will probably happen on any map for any AI that is completely removed from the game. Your threads holds entity reference and uses it all the time, and when the entity dies we get this warning.- 12 replies
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Another procedural animation I've been playing with. There is already predefined "look at" event in the game. When I set up NPC to look at the path node it was a little buggy. Anyone tried to set up NPCs looking at player? They do seem to look up when they throw stones. tdm_ai_head_tracking_humanoid.script
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Google A.I. says there is no new campaign included, for what it's worth: https://share.google/aimode/vdfonEYYeNcKGbV5J I have no idea what Stephen Russell's involvement is about either though. I wondered about that as well. Hopefully they didn't add more babble to the original game...
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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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NTC should be used on everything next-gen, but it's up to the developers. You can use the old way of compressing textures alongside NTC in the same game, for example if there's some artifacts you're trying to avoid on a specific texture. Sony may also have a feature on its servers allowing the console to download only the set of textures/assets it needs. For example, a lower quality texture pack for the PS6 handheld vs. the PS6 console. NTC will work on RDNA2, Nvidia itself tested it, but it may be slow. And if you turned it off but the developer went big with it, maybe 24 GB VRAM fills up. I'm just speculating, we need to see some real world use to figure it out, and that will mostly be years from now.
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This topic is intended to give each other tips on how to make TDM work well on DIII4a on Android. Githubpage: https://github.com/glKarin/com.n0n3m4.diii4a Android Package https://github.com/glKarin/com.n0n3m4.diii4a/releases https://f-droid.org/packages/com.karin.idTech4Amm/ Installation: download tdm 2.12 full package from moddb, extract the "darkmod"-folder, create a folder on the storage of your device, give it the name "diii4a" move the "darkmod" folder to that folder. Download the apk from the releases page, install the apk, accept the storage permissions. Running the game: open the app, select the profile for TDM and hit the start game button. After this you get a black screen and wait some seconds (8 or 10) until the tdm menu appears. Video: https://www.youtube.com/watch?v=ysLQTV8PZ-Q
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I don't think NTC will be a problem. All signs point to Neural Texture Compression being frequently used by game developers targeting next-gen RDNA5-based consoles. This could include a PS6 handheld with a relatively weak (checks notes) 16 CUs RDNA5 @ 1.2-1.65 GHz, and 24 GB LPDDR5X. But RDNA5 will have massive AI performance gains over RDNA2/3/3.5. My gut tells me the 6060 will be fine for most things, as long as they give it 3 GB GDDR7 modules for 12 GB on 128-bit bus.
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This has been a recurring issue for me over the past year or so and I'm finally fed up enough with it to make a forum post about it. I've not been able to find anything else with either a forum or discord search, so I'm hoping I can get some troubleshooting assistance here. Sometimes, on larger maps with lots of custom assets and/or scripting, when I'm attempting to load a save file the game just... hangs. At like 1% loaded, in the loading screen. This happens to me a lot with Seeking Lady Leicester, but also has started happening to my most recent playthrough of The Lieutenant 2. Some relevant notes: - I am on the latest beta branch, but this has been happening to me since at least 2.13, so I don't think its a beta-specific bug. - I'm on Windows 10. - Starting a fresh run of the map does not ever reproduce this problem (I can reliably fresh-load a map even when I can't save-load it), and it doesn't happen until I close the game and reopen it (so, if I start a new mission and play a bit, I can reliably load save files if I get caught or whatever. Its not until I save after a long gaming session and try to pick up where I left off later that I occasionally hit this bug). - Usually I get around this issue with a complete reinstall of TDM? But my most recent reinstall didn't do it for my playthrough of Lieutenant 2. - Once this happens to me, there's no way for me to close the game or go back to the main menu. I have to alt+F4 or Task Manager kill TDM. - When I'm loading a save or a new map and things are working correctly, I am unable to open the dev console during the load. However, when I get stuck in this bad state, the dev console is openable. I've attached a screenshot of the contents of the dev console just in case its illuminating, although there are no scary looking errors or warning text that I can see. If we want me to try any commands when I get into this state I'd be happy to poke around. Let me know if this explanation makes sense, or if there's anything I should try or any debug info I should poke around the game's folder for.
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FM author resources (Objects, Textures, Sounds) on Thief Guild
Bergante replied to Marzec's topic in The Dark Mod
Wow, this is amazing and will be fantastic! From time to time I look for new missions on ladyjo1 or ttlg.de (most others actually don't seem to be interested in offering new missions) so this will be a wonderful address to look for overlooked topics. (It will be interesting to see whether the renaming will make it difficult to recognize whether a mission is already with me or not) As far as I have looked at it, they are currently only listed (following your link). If you download them from there: do you then have to sort them manually? (into your own folders) or maybe does "AngelLoader" recognize where they belong? The discussion with Konrad gave the impression that they are sorted according to game and release year. In addition, it is not yet stated for the resources/objects which game they belong to (maybe this doesn’t matter for T1, TG, or T2, but certainly for TDM/DarkRadiant). Do you know if this will be done in the future? Thanks for the information (quick into favourites) P.S.: Could you please tell Konrad - For newer missions, it will be important to know whether the new T2Fix_1.28 is needed ( ? do older missions now work with T2Fix_1.28 - or are 2 installations still required ? ) -
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Hello, I hope I'm in the right forum today, and I apologize if I'm not. I've been playing FM IRIS for the past three days without any technical issues and am about halfway through the game. Since yesterday, the game has started crashing in a specific situation. Always at the same spot. Once I managed to skip that part, the game continued running. After I shut down my computer yesterday and booted it up again today, when tdm starts up—after the loading bar finishes—the screen goes black and returns to the Windows desktop. No error message. If I completely restart the game, everything works perfectly. The mod is fantastic, but I’ve spent a lot of time on it now and don’t know if it will crash again after three days if I start playing it again. Does anyone have any idea what might be causing this? I couldn’t find any clues in the FAQ. The tdm version is 2.12/64 #10651 Thank you very much DESKTOP-USer.txt
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I dont have any experiences controlling tdm using a gamepad on this app. I use the display touch buttons and during the missions i only walk around a bit. But have you tried combining the joypad settings on the settings tab "controls" and gamepad settings ingame? (On that menutab, it reads that gamepad must be configured in-game.)
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Ray-marching shaders are very heavy on GPU and IMO totally impractical for games. Depending on the resolution they can eat more frame time than the entire game without them.
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Well yeah I think this is an issue that might be in mission You Only Fly Thrice where I believe the lightning is done this way. On my privious pc this made the game a slideshow in moments after a lighning strike. But it might depend on the complexity.
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Physics and particle engines are slowly being implemented inside "Geometry Nodes".
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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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To whom this may concern, I am attempting to update the dark mod. I recently downloaded an updated installer and put it in my tdm folder. I run the installer, it takes me to browse game location, the file location is correct, i click next, it runs a bunch of stuff and then says, Error no candidates to choose url from (version release214). At the top it says my game version since last down load is 211a.
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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
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I recall that body awareness was considered at the very beginning, and was rejected. It feels like one of those cases where and idea might sounds cool, but doing it now would go against the original design of the game.
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CRawBuffer is a small class that I wrote as my first contribution to TheDarkMod around 15 years ago It is only used for saving/loading the game, so I assume you got the crash during that moment? But seriously speaking, I'm not very confident we can catch this. I had some sporadic crashed in memory allocation routines on my PC, but I never managed to track them down. If there is something wrong, it can crash / not crash depending on TDM version and maybe even Windows update... And somehow I doubt it has anything to do with GPU drivers, GPU is not used during game save/load. As a first step, you can try to record a crashdump. There is one detail though: since don't get a real crash. If you see the special blue screen, then you get a "fatal error". If you set cvar "com_error_crash 1" in game console, then all fatal errors would convert into instant crashes, and in this case you can record a proper crash dump. This cvar is internal, it does not persist on game restart. If you need some time to reproduce the bug, then you can add the line "com_error_crash 1" into autoexec.cfg in the directory with TheDarkMod.x64. You can execute "com_error_crash" in-game to check if it got the proper value.
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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