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  1. 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
  2. This is now fixed in newest 2.14 dev version. It's not a huge game-breaking issue, so people can still use the campaign functionality with 2.13, but it's nice this has been fixed in 2.14.
  3. TDM 2.12 introduced a subtle rebalance to player footstep sound volumes. This was meant to be the first step towards an overhaul for all footstep sounds, both in volume levels and variety, since quite a few materials share sound files. 2.13 added "improved footstep sounds for broken glass and ice material surfaces" One year later, this project has completely stagnated; as a regular user that tried to chip in, I've seen the motivation fade out from the devs and mappers involved, or at least that's the impression I get from the radio silence in our group. So instead of letting it rot, I've made the early attempts to achieve this overhaul into a mod. Footstep Tweaks is a mod that bumps up the player and NPCs footstep sound volumes. TDM desperately needs noticeable and consistent volume levels. Your own footsteps are too quiet to recognize how much noise you are making, and NPCs don't give you enough room to hear them coming from afar. In other words, both should walk "unrealistically" loud to make sound stand out and serve as a game mechanic. The scope includes: Generally increase sound shader dB values for the player footsteps, keeping a close eye to the final propagation values, which determine how loud they will be perceived by the AI Generally increase sound shader dB values for NPC footsteps, particularly humanoids. They must be traceable sooner than TDM defaults, but not so much that they give off a false sense of closeness Fix sound files that clip (go beyond 0dB) or amplify files that are too quiet to represent the propagation values assigned to them Keep .sndshd files clean and organized, hopefully motivating TDM team to at least merge this part of the mod to the main game Take custom footstep sounds from fan missions in consideration for FM-specific versions of the mod. The custom sounds (always properly credited) might be also included as an optional addon with this mod. Copy the .pk4 file to TDM root folder to use the mod. (Inside the "Soundpacks" folder you will find alternative versions: "Volta footsteps mod" by Kingsal and "Thiefier Sounds" by Gin. Copy the respective .pk4 instead of the numbered one if you wish to use those sounds.) There are also optional tweaks that reduce motion sickness and enhance sound design and movement feel, which can be found in the "Optional" folder. Please take in mind that changing the movement speed affects gameplay balance. Special thanks to Daft Mugi and WellingtonCrab for carrying the brief but powerful efforts to start cleaning this up. Download: https://drive.proton.me/urls/HQ0FNXJVD8#1FcGthZViq8S If any dev is interested in starting and merging a stable implementation, I would suggest some considerations: Fix jumping stepvol modifiers, if they even exist. Right now the player perceives different ranges of noise when jumping, but AI always hears the loudest value possible... Make wiki documentation for every TDM material on how noisy their footsteps are for AIs. I've included all material final propagation values (as shown by the "tdm_spr_debug 1; con_noPrint 0" command) in a "Docs" folder. Inspect all entity .def files to detect missing sound material definitions Besides that, sound files are all over the place. I would propose this for both sfx .pk4s: tdm_sound_sfx01.pk4 Move all player climbing files from sound/sfx/movement/footsteps in tdm_sound_sfx02.pk4 to a sound/sfx/movement/climbing folder here. Move all humanoid rustle files from sound/sfx/movement/footsteps in tdm_sound_sfx02.pk4 to sound/sfx/movement/rustles here. (and any other rustle files that wander around the .pk4s) tdm_sound_sfx02.pk4 Move all used player footsteps in sound/sfx/movement/footsteps or sound/sfx/movement/footsteps/human to sound/sfx/movement/footsteps/player. (You would need file duplication for some files, since core player declarations currently shares many files with NPCs...) Move all used NPC footsteps in sound/sfx/movement/footsteps to sound/sfx/movement/footsteps/human. Check and delete unused variation files of materials (there are a lot). Changelog --v0.9.2-- - Included Volta footsteps mod compress, decompress and underwater sounds to all versions of the mod, amplifying compress & underwater files due to TDM underwater sound filter - Included Volta mod's NPC noble foosteps to all versions of the mod - Re-amplified some of Volta mod's footsteps files exported to the highest quality as to not introduce compression - Shortened SeriousToni's water jump file to avoid cut-offs when moving immediately after jumping - Shortened swim_walk02.ogg, the second burst sound in the file didn't mix well with the other two files - Created male and female NPC versions of the new squeakboard sounds. They won't be used currently because their .def files need definitions for this material --v0.9.1-- - Bundled all of "Collection of adjusted sounds" by Ujtudor, including Metal footsteps and Dirt crouch-creep footsteps. (the adjusted Dirt running files are unused core files and their quality clashes with Dirt core walking files) - Included some of the water footstep files from "Alternative Footstep Sound Package" mod by SeriousToni, deprecating TDM Modpack compatibility patch. - Included higher quality player underwater files from Kingsal's Fan Missions, credited to STiFU. - Created new, exclusive squeak board player footsteps from the wood files of the "Alternative Footstep Sound Package" mod by SeriousToni. - Commented out the first wood ladder file, uncommented the third and fourth and deleted the references to two wood guard files. - Alternative versions with "Volta footsteps mod" by Kingsal and "Thiefier Sounds" by Gin zipped with the main mod. --v0.9-- - All used, shared footsteps have their separate player and NPC version. - Renamed the female carpet files as "barefoot" and created higher-pitched versions of the carpet footsteps for females. - Increased all NPC maxDistance values. Now patrols should finally be heard coming down an alley instead of approaching like ghosts. --v0.6-- - Player and guard NPCs have their own, unique sound files for the most part (some materials are pending for testing); shared footsteps are now differentiated by a lower-pitched version for guards. Females don't need this treatment since they have their own set. - The weak-sounding guard stone and grass footsteps have been changed for the player's with a lower pitch. --v0.4-- - Player finally has its own sound shaders for all materials. - Player now has straw sounds, taken from the NPCs shaders. Tuned according to final propagation values. - Added TDM Modpack compatibility mod, tuning the included water sounds accordingly. --v0.3-- - Player footstep volumes tuned according to final propagation values. - Ice crouch-run and walk propagation modifiers fixed; propagation values were switched. - All swimming, dirt, foliage, gravel files and jump glass file amplified with Tenacity. They were too quiet to reach the proper volumes. - The player now uses the same carpet sounds as NPCs; they were old placeholders already used for barefoot footsteps. - Massive clean-up of the .sndshd files. - Added missing no_dup properties to shaders with multiple sound files. --v0.1-- - Initial release. Player and NPC footstep volumes have been increased, but need proper tuning. - Certain metal and water sound files have been declipped. Thanks to JoseJL for this.
  4. So I just read in a post about the black parade over at ttlg that someone was using a custom script to create a little challenge. You can only save your game for every 200 loot you gather. As many missions struggle to give loot a valuable sense of existence because it is only used as a mission goal (while not being part of a campaign where it would carry over), I personally found this a really good and refreshing idea. So, would this be possible in the dark mod too, either as a customizable game option or as a custom script j in a fan mission ? What are your thoughts on this idea in general ?
  5. I'm looking into it, no promises but maybe I can cobble together a proof of concept and get some other people on board. Mostly the benefit would be optimization and utilization of modern hardware. Modern engines have a lot more options to optimize large open spaces with high object counts. Currently mappers do a lot of extra work to get around this optimization problem using time consuming/outdated techniques that a modern engine can handle automatically, or by crippling their artistic vision to limit draw distances and object counts. Even with optimization, you can never really overcome engine limits without a massive performance hit. It would save experienced mappers quite a bit of time, and newbie mappers even more time and headaches, as they wouldn't need to pay as much attention to optimizing for engine limitations. There are some other fringe benefits, like access to more modern shading techniques. For example I recently hit a wall in trying to implement reshade for proper ground truth ambient occlusion and global illumination, as the Dark Mod's depth buffer includes some erroneous information around torches/fires. Having those shading techniques in engine would be quite an improvement, rather than hacking them in via reshade. Lighting in general should be a lot easier to program without tanking performance. I wholly disagree that TDM performs well enough. Claustrophobic mission design is the norm around here, with people who try to step outside these limitations encountering quite a performance train wreck if they don't know all the advanced tricks that Cryengine can handle much more efficiently. You can find examples of large open spaces with details, but these are the result of veteran mappers who know how to get the most out of very little, which just encourages gate keeping and fewer missions being made. There are plenty examples of TDM's pitiful default rendering of large areas, one in particular set on a bridge stands out...
  6. https://www.ttlg.com/forums/showthread.php?t=134733
  7. Hmm yeah newdark also works for both thief 1 and 2 and also the gold version it seems. https://www.ttlg.com/forums/showthread.php?t=141148 latest version seems to be from 2019.
  8. Recently upgraded from a Gtx 970 to a 1660 Super and got better framerates in pretty much every game, except this one. Not only does it not really run any better, antialiasing appears to be completely broken. Has anyone actually had any success maxing this game out at 1080 with anything short of a 4090?
  9. ============== -= IRIS =- ============== WELLINGTONCRAB TDM v 2.11 REQ Ver. 1.3 *For Maureen* -=- "Carry the light of the Builder, Brother. Unto its end." -Valediction of the Devoted "What year is this? Am I dreaming?" -Plea of the Thief Dear Iris, I am old and broken. When we were young it felt like the words came easily. Now I find the ink has long dried on the pen and I'm as wanting for words as coin in my purse. I can tell we are nearing the end of the tale; time enough for one more job before the curtain call... ============== -Installation- Requires minimum version of TDM 2.11 **Dev build dev17056-10800 (2.13) fixes several visual effects which have been broken in the mission since the release of 2.11. For that reason playing with that version or later is currently recommended** -Iris does not support mods or the Unofficial Patch- Download and place the following .pk4 into you FMs directory: Iris Download ============== *Thank you for playing. Iris is a large mission which can either take as quickly or as long as you are compelled to play. I hope someone out there enjoys it and this initial release is not completely busted - I tried the best I could!* *Iris both is and isn't what it seems. If commenting please use spoiler tags where appropriate. If you are not certain if it would be appropriate a good assumption would be to use a spoiler tag* *Support TDM by rating missions on Thief Guild: https://www.thiefguild.com/* ============== WITH LASTING GRATITUDE: OBSTORTTE - Whose gameplay scripts from his thread laid the foundation which made the mission seem like something I could even pull off at all. Also fantastic tutorial videos! DRAGOFER - Who built upon that foundation and made it shine even brighter! And whom also provided immeasurable quantities of help and encouragement the past couple years on the TDM discord. ORBWEAVER & GIGAGOOGA - For generously offering their ambient music up for use. EPIFIRE - Who lent me his fine trash and trash receptacle models. AMADEUS - Who was the first person who wasn't me to play the damn thing and provided his excellent editorial services to improving the readers experience playing TESTERS AND TROUBLESHOOTERS: AMADEUS * DATISWOUS * SPOOKS * ALUMINUMHASTE * JAXA * JACKFARMER * WESP5 * ATE0ATE * MADTAFFER * STGATILOV * DRAGOFER * KINGSAL * KLATREMUS - What can I possibly say? Playing this thing over and over again could not have been easy. Deepest thanks and all apologies. -=THANKS TO ALL ON THE TDM DISCORD AND FORUM=- ==SEE README.TXT FOR ADDITIONAL ATTRIBUTIONS & INFORMATION== HONORABLE MENTION: GOLDWELL - If I hadn't by chance stumbled into Northdale back in 2018/2019 I would probably still be trying to get this thing to work in TDS, which means it probably would not exist - though more details on that in readme. ============== Boring Technical Information: *Iris is a performance intensive mission and I recommend a GTX 1060 or equivalent. I find the performance similar to other demanding TDM missions on my machine, but mileage may vary and my apologies if this prevents anyone from enjoying the mission.* *Iris heavily modifies the behavior of AI in the game, how they relate/respond to each other and the player. So they may act even stranger than they do typically in TDM. Feedback on this is useful - as it can potentially be improved and expanded upon in future patches.* -=- This is my first release and it has been a long time coming! If I forgot anything please let me know! God Speed. 2.10 Features Used:
  10. Difficult question because for me it's a combination of different factors. The Dark engine is something that I've used for so long that it's hard for me to say objectively if it's easier or harder. I've also used the Unreal Engine for a very long time but I do find that the newest version is easy, intuitive, and it comes with a huge amount of support. I think of new mission ideas all the time, the difficult part for me is being able to recreate my ideas using game/engine mechanics.
  11. @JackFarmerHere is an example of model def modified so that it displays a t-pose (or "af-pose") in DR: Frankly - I don't why the display pose in DR isn't a t-pose as that is how models spawn in the game - so this would make things like binding items to ai precisely a whole lot easier - but that is a an aside. It does make me thing of another way though - which if you only need a model with a static pose - you could create said pose on an uncorrupted model in blender - then export the pose as an .md5anim, then make a model def inheriting the actual model you want and point the anim_idle at your new pose. Then when you place the model in DR it should be posed as you like and you can position and export the model.
  12. I just installed the cd-rom version of Thief 1 (not Gold) via Lutris (os: win98), it installed fine, but then did not work. Then I downloaded Tfix. Applied it to the directory and now it loads fine. Edit: Weird enough now the video's don't load anymore, so have to check that.. Edit2: This is fixed by simply copying all the movies from the cd-rom to the install folder. @JackFarmerI installed Thief 2 via Lutris now and encountered your problem, but got around it by removing the usb-cable of the portable dvd-drive an adding it again. It mounted correctly, but now it became the E:\ drive, but worked correctly and continued installation. Then I installed Tfix2 over it (without it it did not work). After closing the installer, Lutris Aborted, so I had to manually add the install again. But it works now. But anyway, I think you can just install it via the priviously mentioned tfix method. For tfix you have to navigate to the Thief install directory inside the wine c-drive. So for me that is: Games/thief2/drive_c/Thief2/ So Lutris installs all the files in thief2. Inside it there is a fake drive_c for wine and inside that via wine the game is installed into folder Thief2. When you use Tfix you have to navigate to that subfolder.
  13. If you still have the game's product code you can add it to steam and then you can install it via it's download. I think this is how I got Prey (2006) in Steam. I still have the discs for T1 (not Gold) and 2 so could give it a try.. What is actually better about the original Thief 1 in comparison to Gold?
  14. should be possible to copy of steams workarounds for use with lutris in case someone does not have the game on steam. otherwise using newdark might help since it is somewhat more modern so should atleast work well with proton or dxvk (system shock 2 on newdark runs well with dxvk atleast). only problem is if you prefer thiefs old 16 bit gfx mode since im not even sure if it is supported anymore on newdark (it is not supported with system shock 2 atleast it seems ?).
  15. On the upside this might make some people actually happy: https://forums.thedarkmod.com/index.php?/profile/34053-xolvix/&status=4090&type=status
  16. I started using Unexpected Keyboard for Android phone.

    It's pretty cool, because it has an actual Ctrl key, which you can use to do cut, copy and paste actions via x, c and v. pretty handy in the forums, to move quoted text around for example.

  17. i use solus on my developer machine. earlier i have dabbled in pretty much any unix distro out there even several BSD distros but those need to catch up to have any relevance in the desktop market. i settled for solus KDE because it is easy to use and rock solid most of the time. i also like the eopkg package handler quite a bit. I do game from time to time on it and it handles that well to with steam, id like to see some refinement to lutris though which while working ok can be a bit of a headache to figure out if you are not used to it. i still use windows on my main gamer but that is mostly because i have so many old games it would be absolute hell to get them all set up on solus . mint seems to be pretty popular to unfortunatly i had a few problems last time i used it.
  18. @datiswous No-kill objectives absolutely make sense in terms of the setting. No client wants a bloodbath on his hand, and bring much more heat on him than the actual heist. Loot objective are a base principle of the game, as you are a thief. What exactly do limited saves bring to the setting/gameplay, instead of being a restriction a player can pose on himself, in any game? And, again, it can already be done with manual saves. Asking for the game to pose the restriction is like asking to hold your hand. But, as you say, I'm pretty positive that it won't come anyway, as it makes no sense. A single mission for TDM has a save room, on the highest difficulty. Which is bad enough, when you're used to playing on the highest difficulty level, and don't want that kind of save system... The "solution" is to play on medium or easy, which obviously also changes all other objectives to a lower level (which is bad). I only can hope that this doesn't come into fashion, same with ghosting objectives, which only make sense in very rare cases as well (like in the "Casing the joint" mission in Thief II). Especially with the already much higher difficulty of TDM compared to the original Thief games (A.I. hears and sees MUCH better in TDM, and the blackjacking is quite a hit & miss), limited saves would be a huge PITA for me.
  19. There is a post over on TTLG: https://www.ttlg.com/forums/showthread.php?t=153145 Just re-checked, it was also just "an idea" and the scripts he posted mainly resolve around the enemy movement speed. I was so hooked up on that idea that I didn't remember this in the first place, sorry!
  20. Thanks everyone for your passionate feedback so far. The topic of save restrictions really brings out the “travelling circus” haha! Even with maybe a clown act or two! I appreciate all the perspectives! @kingsal Just to clarify, the idea was always meant as an optional feature. It was never something forced onto any player. The intent is not to punish or restrict, but to offer map authors and players another tool to curb quicksave and quickload habits if they choose to. So customization would be key part of this, whether you set the loot threshold, turn it off, or adjust it per mission. I completely hear those who feel any kind of restriction undermines player freedom in immersive games. That is why I believe this should be extra and opt-in only, not tied to standard difficulty or forced on anyone who does not want it. On the other hand, I think the proposal from @snatcher about rewarding restraint, such as stealth score bonuses for minimal saving and loading, is an alternative brilliant way to turn the concept into something encouraging rather than restrictive. That could motivate players to play differently without feeling confined. Anyways.. Let us keep the discussion creative and constructive. For next year’s circus, maybe we can add a small demo to show the crowd PS: Thanks a lot @datiswous for taking the time to search the forums again. I somehow wasn't aware that this topic came up already a few times, and the forum search itself often is not working so well. So thank you!
  21. When will they finally update their forums to a mobile friendly version..
  22. Seems quite interesting, maybe a bit rough around the edges. Available on Steam.
  23. It's already possible, out of the box. You can even save whenever and wherever you want. How great is that? If the FM author, or the developers of the mod do it for you, then it's a game sided limitation/restriction, and takes away freedom to play how you want. Which IMO is an essential feature of immersive sims like The Dark Mod, and takes away from what the gameplay should be in such games. I really hope neither FM authors nor the developers decide to implement saving restrictions for higher difficulties, or even build it in the game. It's a horrible idea. Like forced ghosting in missions.
  24. Installed this mission and now my game will not start at all, I get a blue screen page with all this in it... TDM 2.12/64 #10651 (1435:10651) win-x86_64 Feb 24 2024 17:13:42 3311 MHz Intel CPU with SSE & SSE2 & SSE3 & SSSE3 & SSE41 & AVX Winsock Initialized Found interface: {7E4AFCE4-2858-4AA4-9EC9-B91694C33FCD} Intel(R) 82579LM Gigabit Network Connection #2 - 0.0.0.0 NULL netmask - skipped Found interface: {2340C0DC-39A7-4482-8282-B77A8FDCFC8A} Realtek RTL8168C(P)/8111C(P) Family PCI-E Gigabit Ethernet NIC (NDIS 6.20) - 192.168.1.168/255.255.255.0 Found interface: {DEAB3071-3FD2-4C63-B353-E5E60D5C3C17} Bluetooth Device (Personal Area Network) #5 - 0.0.0.0 NULL netmask - skipped Sys_InitNetworking: adding loopback interface Found Intel CPU, features: SSE SSE2 SSE3 SSSE3 SSE41 AVX TDM using AVX for SIMD processing. Found 0 new missions and 0 packages. ------ Initializing File System ------ Current search path: [M] C:\All Games\TDM 2.10/fms/vr_vol1 [M] C:\All Games\TDM 2.10\fms\vr_vol1\vr_vol1.pk4 (167 files - 0xda24df0e) [C] C:\All Games\TDM 2.10/ [C] C:\All Games\TDM 2.10\tdm_textures_wood01.pk4 (382 files - 0x54c704d0) [C] C:\All Games\TDM 2.10\tdm_textures_window01.pk4 (399 files - 0x50a48869) [C] C:\All Games\TDM 2.10\tdm_textures_stone_sculpted01.pk4 (466 files - 0x90cfd856) [C] C:\All Games\TDM 2.10\tdm_textures_stone_natural01.pk4 (141 files - 0x4d0836ff) [C] C:\All Games\TDM 2.10\tdm_textures_stone_flat01.pk4 (302 files - 0x671a22d2) [C] C:\All Games\TDM 2.10\tdm_textures_stone_cobblestones01.pk4 (271 files - 0xc46ab14f) [C] C:\All Games\TDM 2.10\tdm_textures_stone_brick01.pk4 (527 files - 0x8ac69a5e) [C] C:\All Games\TDM 2.10\tdm_textures_sfx01.pk4 (69 files - 0x6589664a) [C] C:\All Games\TDM 2.10\tdm_textures_roof01.pk4 (69 files - 0x24547b7) [C] C:\All Games\TDM 2.10\tdm_textures_plaster01.pk4 (142 files - 0x9747529e) [C] C:\All Games\TDM 2.10\tdm_textures_paint_paper01.pk4 (67 files - 0xa4a95a09) [C] C:\All Games\TDM 2.10\tdm_textures_other01.pk4 (127 files - 0x36932451) [C] C:\All Games\TDM 2.10\tdm_textures_nature01.pk4 (292 files - 0x8baa85ff) [C] C:\All Games\TDM 2.10\tdm_textures_metal01.pk4 (509 files - 0x441d098f) [C] C:\All Games\TDM 2.10\tdm_textures_glass01.pk4 (51 files - 0x3f3721e) [C] C:\All Games\TDM 2.10\tdm_textures_fabric01.pk4 (43 files - 0x649daf73) [C] C:\All Games\TDM 2.10\tdm_textures_door01.pk4 (177 files - 0xb0130166) [C] C:\All Games\TDM 2.10\tdm_textures_decals01.pk4 (474 files - 0xe2ff12c6) [C] C:\All Games\TDM 2.10\tdm_textures_carpet01.pk4 (131 files - 0xb4446f55) [C] C:\All Games\TDM 2.10\tdm_textures_base01.pk4 (436 files - 0xbe13aef2) [C] C:\All Games\TDM 2.10\tdm_standalone.pk4 (4 files - 0xb3f36d20) [C] C:\All Games\TDM 2.10\tdm_sound_vocals_decls01.pk4 (341 files - 0x7ceaaf6d) [C] C:\All Games\TDM 2.10\tdm_sound_vocals07.pk4 (1111 files - 0x67d07bcc) [C] C:\All Games\TDM 2.10\tdm_sound_vocals06.pk4 (696 files - 0x44c85e78) [C] C:\All Games\TDM 2.10\tdm_sound_vocals05.pk4 (119 files - 0x6cf23214) [C] C:\All Games\TDM 2.10\tdm_sound_vocals04.pk4 (2869 files - 0xd7ec1256) [C] C:\All Games\TDM 2.10\tdm_sound_vocals03.pk4 (743 files - 0xb3f2e0f1) [C] C:\All Games\TDM 2.10\tdm_sound_vocals02.pk4 (1299 files - 0x5092940e) [C] C:\All Games\TDM 2.10\tdm_sound_vocals01.pk4 (82 files - 0xf4d326b2) [C] C:\All Games\TDM 2.10\tdm_sound_sfx02.pk4 (605 files - 0x31673482) [C] C:\All Games\TDM 2.10\tdm_sound_sfx01.pk4 (987 files - 0x1be1f1f2) [C] C:\All Games\TDM 2.10\tdm_sound_ambient_decls01.pk4 (8 files - 0x9404877c) [C] C:\All Games\TDM 2.10\tdm_sound_ambient03.pk4 (24 files - 0xd28ca9ec) [C] C:\All Games\TDM 2.10\tdm_sound_ambient02.pk4 (163 files - 0x84efad22) [C] C:\All Games\TDM 2.10\tdm_sound_ambient01.pk4 (220 files - 0xee228c81) [C] C:\All Games\TDM 2.10\tdm_prefabs01.pk4 (1018 files - 0xaf4d4650) [C] C:\All Games\TDM 2.10\tdm_player01.pk4 (127 files - 0xd983fc45) [C] C:\All Games\TDM 2.10\tdm_models_decls01.pk4 (101 files - 0x7acb73c6) [C] C:\All Games\TDM 2.10\tdm_models02.pk4 (2262 files - 0x357310a0) [C] C:\All Games\TDM 2.10\tdm_models01.pk4 (3357 files - 0xea32fa8c) [C] C:\All Games\TDM 2.10\tdm_gui_credits01.pk4 (49 files - 0xbff51863) [C] C:\All Games\TDM 2.10\tdm_gui01.pk4 (760 files - 0xbb24734e) [C] C:\All Games\TDM 2.10\tdm_fonts01.pk4 (696 files - 0x7c5027bf) [C] C:\All Games\TDM 2.10\tdm_env01.pk4 (176 files - 0x8bd4045b) [C] C:\All Games\TDM 2.10\tdm_defs01.pk4 (194 files - 0xde333662) [C] C:\All Games\TDM 2.10\tdm_base01.pk4 (208 files - 0xaf435101) [C] C:\All Games\TDM 2.10\tdm_ai_steambots01.pk4 (52 files - 0xc6279c12) [C] C:\All Games\TDM 2.10\tdm_ai_monsters_spiders01.pk4 (80 files - 0xc50c13ac) [C] C:\All Games\TDM 2.10\tdm_ai_humanoid_undead01.pk4 (55 files - 0x25e463ad) [C] C:\All Games\TDM 2.10\tdm_ai_humanoid_townsfolk01.pk4 (104 files - 0xa6f7c573) [C] C:\All Games\TDM 2.10\tdm_ai_humanoid_pagans01.pk4 (10 files - 0x566fb35a) [C] C:\All Games\TDM 2.10\tdm_ai_humanoid_nobles01.pk4 (51 files - 0x5ca54cab) [C] C:\All Games\TDM 2.10\tdm_ai_humanoid_mages01.pk4 (8 files - 0x5e7a666b) [C] C:\All Games\TDM 2.10\tdm_ai_humanoid_heads01.pk4 (100 files - 0x45ec787e) [C] C:\All Games\TDM 2.10\tdm_ai_humanoid_guards01.pk4 (379 files - 0xbc2cde8d) [C] C:\All Games\TDM 2.10\tdm_ai_humanoid_females01.pk4 (172 files - 0xc7de4598) [C] C:\All Games\TDM 2.10\tdm_ai_humanoid_builders01.pk4 (91 files - 0x6dea9b57) [C] C:\All Games\TDM 2.10\tdm_ai_humanoid_beasts02.pk4 (229 files - 0x886c9a98) [C] C:\All Games\TDM 2.10\tdm_ai_humanoid_beasts01.pk4 (23 files - 0xba9da54c) [C] C:\All Games\TDM 2.10\tdm_ai_base01.pk4 (9 files - 0x1de319e8) [C] C:\All Games\TDM 2.10\tdm_ai_animals01.pk4 (82 files - 0x91388f45) File System Initialized. -------------------------------------- Couldn't open journal files ----- Initializing Decls ----- ------------------------------ I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1334 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. execing default.cfg Gamepad modifier button assigned to 6 execing Darkmod.cfg execing DarkmodKeybinds.cfg execing DarkmodPadbinds.cfg Gamepad modifier button assigned to 6 Couldn't exec mission.cfg - file does not exist. Couldn't exec autoexec.cfg - file does not exist. I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1334 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. ----- Initializing OpenAL ----- Setup OpenAL device and context OpenAL: found device 'OpenAL Soft on TOSHIBA-TV (NVIDIA High Definition Audio)' [ACTIVE] OpenAL: found device 'OpenAL Soft on Speakers (Realtek High Definition Audio)' OpenAL: found device 'OpenAL Soft on Realtek Digital Output(Optical) (Realtek High Definition Audio)' OpenAL: found device 'OpenAL Soft on Realtek Digital Output (Realtek High Definition Audio)' OpenAL: device 'OpenAL Soft on TOSHIBA-TV (NVIDIA High Definition Audio)' opened successfully OpenAL: HRTF is available OpenAL vendor: OpenAL Community OpenAL renderer: OpenAL Soft OpenAL version: 1.1 ALSOFT 1.21.1 OpenAL: found EFX extension OpenAL: HRTF is disabled (reason: 0 = ALC_HRTF_DISABLED_SOFT) OpenAL: found 256 hardware voices ----- Initializing OpenGL ----- Initializing OpenGL subsystem ...getting default gamma ramp: success ...registered window class ...registered fake window class ...calling CDS: ok ...created window @ 0,0 (1600x900) Initializing OpenGL driver ...getting DC: succeeded ...PIXELFORMAT 12 selected ...creating GL context: core-fc ...making context current: succeeded ...initializing QGL ------- Input Initialization ------- Initializing DirectInput... mouse: DirectInput initialized. keyboard: DirectInput initialized. ------------------------------------ OpenGL vendor: NVIDIA Corporation OpenGL renderer: NVIDIA GeForce GTX 970/PCIe/SSE2 OpenGL version: 3.3.0 NVIDIA 560.94 core Checking required OpenGL features... v - using GL_VERSION_3_3 v - using GL_EXT_texture_compression_s3tc v - using WGL_VERSION_1_0 v - using WGL_ARB_pixel_format Checking optional OpenGL extensions... v - using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 v - using GL_ARB_stencil_texturing v - using GL_EXT_depth_bounds_test v - using GL_ARB_buffer_storage v - using GL_ARB_texture_storage v - using GL_ARB_multi_draw_indirect v - using GL_ARB_vertex_attrib_binding X - GL_ARB_compatibility not found v - using GL_KHR_debug v - using WGL_EXT_swap_control Max active texture units in fragment shader: 32 Max combined texture units: 192 Max anti-aliasing samples: 32 Max geometry output vertices: 1024 Max geometry output components: 1024 Max vertex attribs: 16 ---------- R_ReloadGLSLPrograms_f ----------- Linking GLSL program cubeMap ... Linking GLSL program bumpyEnvironment ... Linking GLSL program environment ... Linking GLSL program fog ... Linking GLSL program oldStage ... Linking GLSL program blend ... Linking GLSL program soft_particle ... Linking GLSL program gaussian_blur ... Linking GLSL program testImageCube ... --------------------------------- Font fonts/english/stone in size 12 not found, using size 24 instead. --------- Initializing Game ---------- The Dark Mod 2.12/64, win-x86_64, code revision 10651 Build date: Feb 24 2024 Initializing event system ...890 event definitions Initializing class hierarchy ...173 classes, 897120 bytes for event callbacks Initializing scripts --------- Game Map Shutdown ---------- --------- Game Map Shutdown done ----- ERROR:Error: file script/virtual_rooms.script, line 42: Unknown value "getPersistentFloat" -------------------------------------- Error during initialization. Error: file script/virtual_rooms.script, line 42: Unknown value "getPersistentFloat" Shutting down OpenGL subsystem ...wglMakeCurrent( NULL, NULL success ...deleting GL context: success ...releasing DC: success ...destroying window ...resetting display ...restoring hardware gamma: success ...shutting down QGL Which to me is all rather meaningless.
  25. I had an idea... but I don't have a plan. New Volumes of Virtual Rooms must be the result of a collaborative community effort. We have to figure out everything: rules, content, plot, presentation... and we have to figure it out together. I am not the director or supervisor of this project. I can act as a coordinator during the initial stages but consider me as simply another member. Anyone is free to volunteer for any role. VIRTUAL ROOMS VOL.2 (ALPHA) Whenever there is new content new alpha versions will be made available and the good news is that the first alpha is already here! Member @thebigh quickly figured it all out on his own and he already created the very first room for Vol.2: Thaumaturgy! Please note Vol.2 is not available in the in-game downloader. It will be uploaded to the official repository only when the project is complete. Manual install instructions: Download the alpha from here Create the folder "fms/vr_vol2" and place the pk4 there Launch the game and look for Virtual Rooms Vol.2 (alpha) Room names: DISCUSSION What do we want Virtual Rooms to be? I propose we start with a basic set of Questions & Answers and let it grow from there. Can you help improving these Q&A? What is a Virtual Room? [Provisional] A Virtual Room is the container of an idea or an experiment. Anything that doesn't fit in a more serious project can have its home in the form of a Virtual Room. A Virtual Room can be large or small, simple or elaborated, short or long. Are there any rules? [Provisional] Yes, we want to have a cohering experience and for that we need a consistent set of main objectives. To keep things simple yet interesting the current main rules are: While having AI is not required being seen by AI is an instant failure There must be at least one optional piece of loot in the map The player must reach an exit point to complete the room Each room (map) can have its own set of scripts, textures, materials, sounds... As long as the main rules are respected, you are free to do what you please. Can I have extra objectives in my room? [Provisional] Yes but think how you will let players know about them. Do I have to adhere to a particular aesthetics? [Provisional] No, you do what you want. You can opt for a blocky design or you can go with your own style. How do I submit a room? [Provisional] Upload it somewhere and announce it publicly. Somebody will eventually include it in the next Alpha. Can I revisit the room I submitted? [Provisional] Yes, of course. As many times as you want or need. It is your room after all. In what order are rooms arranged? [Provisional] "First come, first served". When we have a good number of rooms we can see if authors agree to different arrangements for a linear or cohesive experience, if such thing is even possible considering the different sources. Will I be credited for my room? [Provisional] Yes by default but you can opt out. Authors will be listed in the release page, in a readme, and we can probably add something in the briefing or debriefing. Is there a tutorial on "how to create a room"? Yes, one is in the works but it is not yet ready / available. Discuss!
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