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  1. Wanted to ask here before reporting on the bug tracker. I use Manjaro Linux with KDE / Plasma: Due to numerous bugs I stuck to the X11 session and avoided Wayland, with most finally solved over the past years I decided to try switching to Wayland Plasma session again. TDM seems to be working great, DR starts up well but has one massive issue. On Wayland mouse capture and acceleration no longer seem to be working correctly. If I right-click the 3D viewport to go into mouselook or right-click-drag the 2D view, it will go in the direction of the mouse (or reverse) but greatly accelerated throwing the view to one side immediately. Currently this makes DR unusable as there's no way I can control the view. Looks like a hopefully minor thing to solve, but I'm curious if anyone else can reproduce it. If not what else do you suggest I look at? I tried toggling Discrete Movement in Settings - Camera but it seems to have no effect on the problem.
  2. Since due to the nature of this forum, file/image sharing is used quite frequently, I thought to present some alternatives to the widely used Gdrive, which I don't like so much, especially since the last TOS change. File Sharing To share large files there are several options that also do not require registration. The first is File Hosting Online, which supports files up to 25 Gb, encrypted and also includes a Virus Scan that ensures safe use Another good option is Gofile, free to use, privacy focused and unlimited Bandwith. No refistry needed. While the files are accesed or downloaded at least one time a week, they are never deleted, otherwise inactive files are deleted after 10 days. If you prefer to use P2P, that means to share files directly from PC to other, without a hoster in the middle, there are also very good options, which permits to share files and folders without limites of type and size. The most easy to use is O&O File Direct, a small Desktop app (sadly only Windows), very easy to use 1 Open the app and drag the files/folders you like to share in its window 2 Optional adjust the days and amount of permited downloads and if you want a password 3 Share the link which apears in the app Done The only limits are, that the receptor only can download your files, when your PC is online, on the other hand this permits that you can stop the download in any moment, going offline or shutting down the PC. The other limit is, that the files to share can't be in a protected folder. Her are an Example with a list of Search Enines (Html file 423,56 Kb). While I am online, you can download it https://file.direct/f/pmjVFnjfkjFTKTt5 Videos One of the best options is Streamable (need a free account, inactive videos are deleted after 90 days in the free version) Alternatively you can use Streamja, a simple Video sharer with good privacy, free account optional (nick, mail) Images Ok, there are a lot of Image sharer, most used the known Imgur, because of this I add only one which offers some advantages over Imgur. ImgBox (free account) is a reliable platform to share and host images like Imgur, but it make it very easy to upload and post dozend of images simultaneous, selecting all the images you want and drag them on the window, offering coresponding bulk codes from the selected images to post them with one click for forums (BBcode), Html and others, fullsize or thumbnails. More since Imgur used since some time the hated webm formats for gif images, hardly accepted in most forums.
  3. Interesting idea. Not sure about my upcoming time availability to help. A couple of concerns here - - I assume the popup words uses the "Informative Texts" slot, e.g., where you might see "Acquired 80 in Jewels", so it likely wouldn't interfere with that or with already-higher subtitles. - There are indications that #str is becoming unviable in FMs; see my just-posted: https://forums.thedarkmod.com/index.php?/topic/22434-western-language-support-in-2024/
  4. Thought it would be a good idea to collate a useful list for new and old mappers alike and this post will update as we go. Abandoned works: Any WIP projects that were abandoned by the original author - http://forums.thedarkmod.com/topic/12713-abandoned-works/ Darkradiant & Darkmod shortcut settings: Some example settings for new mappers - http://forums.thedarkmod.com/topic/15152-darkradiant-and-darkmod-shortcut-folder-settings/ Darkradiant howto, must knows, tips and faqs - http://forums.thedarkmod.com/topic/12558-usefull-important-editing-links/?do=findComment&comment=272581 Info for Beginners: Newbie DarkRadiant Questions - http://forums.thedar...iant-questions/ Dark Radient Must Know Basic Intro - http://wiki.thedarkm...now_Basic_Intro Editing Tips for Beginners - http://wiki.thedarkm...s_for_Beginners Editing FAQ (Troubleshooting & How-To) - http://wiki.thedarkmod.com/index.php?title=Editing_FAQ_-_Troubleshooting_%26_How-To Sotha's excellent Mapping Tutorial series: http://forums.thedarkmod.com/topic/18680-lets-map-tdm-with-sotha-the-bakery-job/ Springheel's New Mapper's Workshop: http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/ Inspiration: Collection of screenshots and images people have found online - http://forums.thedarkmod.com/topic/11610-darkmod-inspiration-thread/ Mapping Resources: List of Voice actors available for voice recording - http://modetwo.net/d...6-voice-actors/ Lengthy collection of city reference pictures - http://modetwo.net/d...rence-pictures/ Collection of texture resource sites - http://modetwo.net/d...ture-resources/ Free Ambient Tracks - http://skeksisnetlabel.wordpress.com/2009/12/30/10-songs-for-free-download-vol-10-full-moon-over-noricum/ Mapping Tools: 3 useful tools for texture creation - http://forums.thedarkmod.com/topic/18581-must-have-tools-for-the-descerning-mapper/ Modular Building: What is Modular building - http://forums.thedarkmod.com/topic/14832-modular-building-techniques/ Working example tutorial on modular building - http://forums.thedarkmod.com/topic/18680-lets-map-tdm-with-sotha-the-bakery-job/ Springheels new modular models - http://forums.thedarkmod.com/topic/18683-using-springheels-205-modules/ Some related mapper recipies - Easy Vaults - http://forums.thedarkmod.com/topic/14859-easy-vault-recipe/?hl=%2Beasy+%2Brecipe Easy Outdoors - http://forums.thedarkmod.com/topic/16159-easy-outdoors-recipe/?hl=%2Beasy+%2Brecipe Easy Caverns - http://forums.thedarkmod.com/topic/14469-quick-caverns-recipe/?hl=recipe Easy Alert Ai - http://forums.thedarkmod.com/topic/17157-easy-alert-ai-recipe/?hl=%2Beasy+%2Brecipe Easy Alert Ai Custom Behavour - http://forums.thedarkmod.com/topic/17160-easy-alert-ai-custom-behavior-recipe/?hl=recipe Tutorials: Collection of video tutorials for DR - http://modetwo.net/d...in-darkradiant/ Using Lighting and detail effectively: - http://forums.thedar...l-and-lighting/ Voice Actors list: List of available voice actors - http://forums.thedarkmod.com/topic/12556-list-of-available-voice-actors/ Usefull Console commands: A list of console commands for testing in-game - http://wiki.thedarkm...Useful_Controls
  5. 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
  6. You can check if transform has no scaling (3x3 submatrix is orthogonal up to epsilon) and leave sound spawnargs "as is" in this case. I think that would make more sense than setting them on every movement.
  7. In post https://forums.thedarkmod.com/index.php?/profile/254-orbweaver/&status=3994&type=status @nbohr1more found out what the Fixup Map functionality is for. But what does it actually do? Does it search for def references (to core?) that don't excist anymore and then link them to defs with the same name elswhere? Also I would recommend to change the name into something better understood what it is for. Fixup map could mean anything. And it should be documented in the wiki.
  8. I'm pleased that the latest builds of TDM offer analog controller support but is there anyway to fine tune it and adjust movement speed when pushing the sticks forward/backward/strafe etc? Right now the slowest movement using the analog stick is too fast. Can it be made to creep forward or strafe even slower? I would still want it to be able to run at maximum speed if the stick is pushed forward all the way however.
  9. Is there something wrong with the forums lately, or is it my browser? I've been having trouble formatting posts, and just now I couldn't format anything at all.

    I'm using Vivaldi.

    Usually I have to: select text, click bold, nothing happens, select again, click bold, then it works. 

    Same for other stuff, like creating spoilers, bullet points, links. Nothing works the first time. 

    1. datiswous

      datiswous

      I have no problem. I use Firefox. @Zerg Rush also uses Vivaldi. Have you tried without extensions, or in another browser?

      (btw. bold, italic and underline have shortcut keys: Ctrl B, Ctrl I and Ctrl U, you could try that)

       

  10. DarkRadiant 3.9.0 is ready for download. What's new: Feature: Add "Show definition" button for the "inherit" spawnarg Improvement: Preserve patch tesselation fixed subdivisions when creating caps Improvement: Add Filters for Location Entities and Player Start Improvement: Support saving entity key/value pairs containing double quotes Improvement: Allow a way to easily see all properties of attached entities Fixed: "Show definition" doesn't work for inherited properties Fixed: Incorrect mouse movement in 3D / 2D views on Plasma Wayland Fixed: Objective Description flumoxed by double-quotes Fixed: Spinboxes in Background Image panel don't work correctly Fixed: Skins defined on modelDefs are ignored Fixed: Crash on activating lighting mode in the Model Chooser Fixed: Can't undo deletion of atdm_conversation_info entity via conversation editor Fixed: 2D views revert to original ortho layout each time running DR. Fixed: WX assertion failure when docking windows on top of the Properties panel on Linux Fixed: Empty rotation when cloning an entity using editor_rotatable and an angle key Fixed: Three-way merge produces duplicate primitives when a func_static is moved Fixed: Renderer crash during three-way map merge Internal: Replace libxml2 with pugixml Internal: Update wxWidgets to 3.2.4 Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.9.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep creating Fan Missions! Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  11. I've seen fun workarounds like that in other game modding as well. Years ago, maybe even a decade, some fella who was making a mod for Mount & Blade over at the Taleworlds forums revealed that he put invisible human NPCs on the backs of regular horse NPCs, then put the horse NPCs inside a horse corral he built for one of his mod's locations/scenes and then did some minor scripting, so the horses with invisible riders would wander around the corral. The end result was that it looked they're doing this of their own will, rather than an NPC rider being scripted to ride around the corral slowly. Necessity is the mother of invention. I don't know about the newest Mount & Blade game, but the first generation ones (2008-2022) apparently had some sort of hardcoded issue back in the earlier years, where if you left a horse NPC without a rider in its saddle, the horses would just stand around and wait and you couldn't get them to move around. Placing an invisible rider in their saddles suddenly made it viable again, at least for background scenes, of riderless horses wandering around, for added atmosphere. First generation M&B presumed you'd mostly be seeing horses in movement with riders, and the only horses-wandering-loosely animations and scripting were done for situations when the rider was knocked off their horse or dismounted in the middle of a battle. Hence the really odd workarounds. So, an invisible NPC trick might not be out of the question in TDM, even though you could probably still bump into it, despite its invisibility.
  12. After some amount of work I'm happy to be able to share my Christmas gift for TDM! Or at least half of it, considering the other half is still only in design phase. I created an addon that implements detailed player functionality, inspired by the first DeusEx game (The Conspiracy). It's NOT a mission script but an addon, meaning you place the pk4 in your TDM directory to enable the system and it will automatically work in each and every FM. Note that due to using tdm_user_addons.script / user_addon_init() it may disable or get disabled by other addons you have installed... this is a design limitation which can hopefully be lifted at some point in the future. This plugin will be included in my cyberpunk total conversion The Dark Module and automatically active with it, but first I shall design it and make it available as a small independent addon for vanilla TDM. In the current initial release it implements just per-limb damage; The upcoming plan is to add a skill / augmentation system, allowing the player to use loot as skill points to enhance various body parts and gain new or improved abilities. Due to the scripting system being very limited in what it lets me modify, I'm still gathering documentation on how to implement those skills and which I can have. So until then detailed body damage with penalties remains the only part that's theoretically finished so far (further improvements are required here too)... including a HUD component above the lightgem showing the status of each body part: Green = full health, yellow = half health, red = (close to) no health, black = no health left. The individual limbs available: Head, Torso, Left Arm, Right Arm, Left Leg, Right Leg... arms and legs work in unity however. They each take damage with the player as well as healing together with them. The more damaged a group is, the more a respective penalty is applied to the player. Groups and penalties include: Head: When the head is damaged, the player begins to get dizzy and has their vision impaired. Currently the only effect replicates the flashbomb, causing white dots to appear around the player and disrupt their view until the head is healed. As the player can't live without a head, reaching 0 will cause instant death. More effects are possible and pending. Torso: Damage to the torso translates to damage to the cloak, increasing the player's lightgem and rendering them more visible even in dark spots. As the player can't live without a torso, reaching 0 will cause instant death. Given script limitations I'm unable to simulate lung damage and decrease / limit the amount of air the player has. Arms: Arm damage makes it difficult for the player to hold items: In-world objects being held will probabilistically get dropped, more often the worse your arms are hurt. When both arms reach 0 health, the player can no longer pick up anything in the world without instantly dropping it... you also become unable to use any weapons. Due to limitations in the scripting system, I'm unable to decrease the speed or accuracy of the blackjack / sword / bow as was desired. Legs: As expected leg damage will make the player walk more slowly. It was desired that when one leg is lost the player can no longer jump, whereas when both legs are gone you remain stuck in crouch mode until healed... due to limitations in the scripting system this part is also not possible at the moment. A crude limitation is the fact that limb damage is primarily based on the direction the player is walking toward... for example, increased likelihood of suffering damage to your right arm and leg if strafing right the moment you take the damage. The script system doesn't let you extract the vector direction of the last damage event, thus I can't use the real direction the hit came from when calculating which body part should absorb the most health loss. This means that even if an arrow comes from above and hits the player's head area, the player will only take damage to the legs if they're falling downward the moment they got hit... for the time being this provides a bare minimum amount of realism but is a very bitter implementation. For this reason it would be greatly appreciated if any of the code developers could join this discussion and verify if they can help with adding the necessary hooks to external scripts: With 2.09 getting periodic beta releases at this point in time, it would be a great opportunity to make changes to the builtin player script that allow an external function to modify more player variables. This includes the efficiency of weapons, if the player is allowed to jump or forced to always crouch, and I'd also really appreciate a hook to manipulate the breath so air can be lowered as if the player is underwater. I understand other priorities exist or if the work may be considered too much, however this would help in being able to finish this mod with the proper functionality and planned skill set. In the meantime let me know what you think of this idea and how I went about it! So far no new assets are included except the GUI graphics: Everything is done with less than 250 lines of script which I'd say is a good achievement I've attached the pk4 and since it's so lightweight I'll also add the main script straight in this post. player_damage_1.0.pk4 #define DAMAGE_WAIT 0.0166667 #define EXPOSURE_ARM_LEFT 2 #define EXPOSURE_ARM_RIGHT 2 #define EXPOSURE_LEG_LEFT 2 #define EXPOSURE_LEG_RIGHT 2 #define EXPOSURE_HEAD 3 #define EXPOSURE_TORSO 1 #define PENALTY_TORSO_LIGHTGEM 4 player self; float damage_gui; boolean dizzy; entity dizzy_particles; float bound(float val, float min, float max) { if(val < min) return min; if(val > max) return max; return val; } // Range based probability: Calculates a probability per frame independent of wait time (0 - 1 range at 1 chance per second) boolean prob(float x) { return sys.random(1) > x && sys.random(1) < DAMAGE_WAIT; } // Directional exposure calculator float dex(vector dir, float ex_front, float ex_back, float ex_right, float ex_left, float ex_up, float ex_down) { float maxvel = 100; float dir_front = bound(dir_x / maxvel, 0, 1) * ex_front; float dir_back = bound(-dir_x / maxvel, 0, 1) * ex_back; float dir_right = bound(dir_y / maxvel, 0, 1) * ex_right; float dir_left = bound(-dir_y / maxvel, 0, 1) * ex_left; float dir_up = bound(dir_z / maxvel, 0, 1) * ex_up; float dir_down = bound(-dir_z / maxvel, 0, 1) * ex_down; return dir_front + dir_back + dir_right + dir_left + dir_up + dir_down; } void player_damage_update_arm(float dmg_l, float dmg_r) { float hl_l = self.getFloatKey("health_arm_left"); float hl_r = self.getFloatKey("health_arm_right"); float hl = (hl_l + hl_r) / 2; if(dmg_l != 0 || dmg_r != 0) { hl_l = bound(hl_l - dmg_l, 0, 1); hl_r = bound(hl_r - dmg_r, 0, 1); hl = (hl_l + hl_r) / 2; self.setKey("health_arm_left", hl_l); self.setKey("health_arm_right", hl_r); self.setGuiFloat(damage_gui, "PlayerDamage_ItemArmLeft", hl_l); self.setGuiFloat(damage_gui, "PlayerDamage_ItemArmRight", hl_r); // Penalty #1: Disable the weapon once the arm are damaged to minimum health if(hl == 0) { self.selectWeapon(WEAPON_UNARMED); self.disableWeapon(); } else { self.enableWeapon(); } } // Penalty #2: Probabilistically drop held items based on arm damage if(hl == 0 || prob(hl)) if(self.heldEntity() != $null_entity) self.holdEntity($null_entity); } void player_damage_update_leg(float dmg_l, float dmg_r) { float hl_l = self.getFloatKey("health_leg_left"); float hl_r = self.getFloatKey("health_leg_right"); float hl = (hl_l + hl_r) / 2; if(dmg_l != 0 || dmg_r != 0) { hl_l = bound(hl_l - dmg_l, 0, 1); hl_r = bound(hl_r - dmg_r, 0, 1); hl = (hl_l + hl_r) / 2; self.setKey("health_leg_left", hl_l); self.setKey("health_leg_right", hl_r); self.setGuiFloat(damage_gui, "PlayerDamage_ItemLegLeft", hl_l); self.setGuiFloat(damage_gui, "PlayerDamage_ItemLegRight", hl_r); // #Penalty #1: Make movement slower self.setHinderance("health", 0.25 + hl * 0.75, 1); } } void player_damage_update_head(float dmg) { float hl = self.getFloatKey("health_head"); float time_current = sys.getTime(); if(dmg != 0) { hl = bound(hl - dmg, 0, 1); self.setKey("health_head", hl); self.setGuiFloat(damage_gui, "PlayerDamage_ItemHead", hl); // Penalty #1: Without a head the player dies if(hl == 0) self.damage(self, self, self.getOrigin(), "damage_suicide", 1); // Penalty #2: Simulate dizzyness starting at half health if(hl <= 0.5) { if(!dizzy) { dizzy_particles = sys.spawn("func_emitter"); dizzy_particles.setModel("flashbomb.prt"); dizzy_particles.setOrigin(self.getEyePos()); dizzy_particles.bind(self); dizzy = true; } } else { if(dizzy) { dizzy_particles.remove(); dizzy = false; } } } } void player_damage_update_torso(float dmg) { float hl = self.getFloatKey("health_torso"); if(dmg != 0) { hl = bound(hl - dmg, 0, 1); self.setKey("health_torso", hl); self.setGuiFloat(damage_gui, "PlayerDamage_ItemTorso", hl); // Penalty #1: Without a torso the player dies if(hl == 0) self.damage(self, self, self.getOrigin(), "damage_suicide", 1); // Penalty #2: Torso damage negatively affects the lightgem self.setLightgemModifier("damage", (1 - hl) * PENALTY_TORSO_LIGHTGEM); } } void player_damage() { sys.waitFrame(); self = $player1; damage_gui = self.createOverlay("guis/player_damage.gui", 1); float health_old = 100; // Init by sending a heal event filling the limbs to full health player_damage_update_arm(-1, -1); player_damage_update_leg(-1, -1); player_damage_update_head(-1); player_damage_update_torso(-1); while(1) { // sys.waitFrame(); sys.wait(DAMAGE_WAIT); float health_current = self.getHealth(); float dmg = (health_old - health_current) / 100; float dmg_arm_left = dmg * EXPOSURE_ARM_LEFT; float dmg_arm_right = dmg * EXPOSURE_ARM_RIGHT; float dmg_leg_left = dmg * EXPOSURE_LEG_LEFT; float dmg_leg_right = dmg * EXPOSURE_LEG_RIGHT; float dmg_head = dmg * EXPOSURE_HEAD; float dmg_torso = dmg * EXPOSURE_TORSO; // If this is damage and not healing, apply directional damage to each limb if(dmg > 0) { // Currently we estimate damage direction based on the player's velocity, we should fetch the real direction of a damage event when this becomes possible vector dir = self.getMove(); vector ang = self.getViewAngles(); // Protections based on the player's position and relation to the environment // protection_look: 1 when looking up, 0 when looking down // protection_low: Higher as the lower part of the body is exposed float protection_look = 1 - (90 + ang_x) / 180; float protection_low = 1; if(self.AI_CROUCH) protection_low = 0; else if(self.AI_ONGROUND) protection_low = 0.75; // Use the dex function to calculate directional exposure patterns, direction order: Front, back, right, left, up, down // Arms: Somewhat likely to be hit, no added protection // Legs: Somewhat likely to be hit, added protection when the player is crouching // Head: Unlikely to be hit, added protection when the player is looking down // Torso: Likely to be hit, no added protection float exposure_arm_left = bound(sys.random(0.375) + dex(dir, 0.5, 0.25, 0.0, 1.0, 0.0, 0.25), 0, 1); float exposure_arm_right = bound(sys.random(0.375) + dex(dir, 0.5, 0.25, 1.0, 0.0, 0.0, 0.25), 0, 1); float exposure_leg_left = bound(sys.random(0.375) + dex(dir, 0.75, 0.5, 0.0, 0.5, 0.0, 1.0) * protection_low, 0, 1); float exposure_leg_right = bound(sys.random(0.375) + dex(dir, 0.75, 0.5, 0.5, 0.0, 0.0, 1.0) * protection_low, 0, 1); float exposure_head = bound(sys.random(0.25) + dex(dir, 0.25, 0.75, 0.5, 0.5, 1.0, 0.0) * protection_look, 0, 1); float exposure_torso = bound(sys.random(0.5) + dex(dir, 0.75, 1.0, 0.0, 0.0, 0.0, 0.0), 0, 1); // Apply the exposure to damage, multiplied to simulate the sensitivity / resistance of each limb dmg_arm_left = exposure_arm_left * dmg * EXPOSURE_ARM_LEFT; dmg_arm_right = exposure_arm_right * dmg * EXPOSURE_ARM_RIGHT; dmg_leg_left = exposure_leg_left * dmg * EXPOSURE_LEG_LEFT; dmg_leg_right = exposure_leg_right * dmg * EXPOSURE_LEG_RIGHT; dmg_head = exposure_head * dmg * EXPOSURE_HEAD; dmg_torso = exposure_torso * dmg * EXPOSURE_TORSO; } player_damage_update_arm(dmg_arm_left, dmg_arm_right); player_damage_update_leg(dmg_leg_left, dmg_leg_right); player_damage_update_head(dmg_head); player_damage_update_torso(dmg_torso); health_old = health_current; } }
  13. I'm happy to present my first FM, The Spider and the Finch. There may be a spider, but no ghosts or undead. It should run a couple hours. It's now available on the Missions page or the in-game downloader. Many thanks to the beta testers Acolytesix, Cambridge Spy, datiswous, madtaffer, Shadow, and wesp5 for helping me improve and making the mission to the best of my abilities. This would not be have been possible without Fidcal's excellent DarkRadiant tutorial. Thanks also to the many people who answered my questions in the TDM forums. Cheers! 2023-12-13 Mission updated to version 3. Fixed a bug where the optional loot option objective was not actually optional. Updated the animations for Astrid Added a hallway door so the guards are less likely to be aggroed en masse.
  14. Flakebridge Monastery In this mission you will visit a Builder outpost to steal some valuable books. It is the first in what I hope will be a series about Selis Woderose. I would like to take the opportunity to thank my beta testers: Aprilsister, Bikerdude, Chiron, lost_soul, and prjames. As well as Fidcal for his starting map, and Melan for his texture pack. Known bugs: A small number may appear at the bottom left corner of your screen when the mission loads. Press sheath weapon to make it disappear. As already mentioned this is the first mission in a series. When you have completed it you may know what you'll be going after in the next mission. You may even know where! Enjoy! And please use spoiler tags where appropriate. A couple of screens: (thanks lowenz) http://2.bp.blogspot...0/shot00001.jpg http://3.bp.blogspot...0/shot00003.jpg
  15. Yes. Sure, I will change it, but I do mind. In addition to changing the forum title, I have also had the name of the pk4 changed in the mission downloader and the thiefguild.com site’s named changed. It's not just some "joke". The forum post and thread are intended to be a natural extension of the mission’s story, a concept that is already SUPER derivative of almost any haunted media story or most vaguely creepy things written on the internet in the past 10 or 15 years. Given your familiarity with myhouse.wad, you also can clearly engage with something like that on some conceptual level. Just not here on our forums? We can host several unhinged racist tirades in the off-topic section but can’t handle creepypasta without including an advisory the monsters aren’t actually under the bed? (Are they though?) I am also trying to keep an open mind, but I am not really feeling your implication that using a missing person as a framing of a work of fiction is somehow disrespectful to people who are actually gone. I have no idea as even a mediocre creative person what to say to that or why I need to be responsible for making sure nobody potentially believes some creative work I am involved in, or how that is even achievable in the first place. Anyway, apologies for the bummer. That part wasn’t intentional. I am still here. I will also clarify that while I love the game, I never got the biggest house in animal crossing either. In the end Tom Nook took even my last shiny coin.
  16. I realized a fun change we could consider for the lightgem, which should also be fairly easy to implement if agreed upon. We know how aside from the amount of light shining on the player, some FM's increase the lightgem based on movement and crouching, you become more visible while walking and especially when running. I'd like to ask if anyone thinks we should additionally support a slight increase to the lightgem based on mouse movement. Explaining how the idea came to mind is the best way to illustrate why I feel it would make the experience more fun. The player often hides in a dark corner waiting for a hostile AI to pass right by as they patrol: In any real scenario you'd be holding your breath as to not make any sound or the slightest movement, even breathing would stand out slightly and could get you spotted. Thus from a perspective of realism, it feels out of place that I can zoom the mouse all over without any consequence... merely turning your head would draw a bit of attention, let alone looking behind which implies the player turning their whole body around. Meanwhile from a gameplay perspective, it could be a welcome challenge having to not move the mouse when a guard is right next to you, keeping your mouse steady similar to how you'd hold your breath as you wait till the danger passes to look away... this would feel more exciting and add a new form of tension, especially as many players complained the AI feels too easy even on the highest difficulty settings. Obviously the increase should be minuscule, possibly just 1 lightgem point: We don't want players feeling they can't look around while hiding, just not doing it too much when an enemy is right in your face. The best way seems like making it based on the movement speed: Moving the mouse very slowly could have no penalty, whereas jerking it suddenly could increase the lightgem by a few points so even in total darkness the AI sees something and may even catch you if you keep looking around rapidly while next to them. Another debate is whether this should be a spawnarg new missions have to configure, similar to some existing visibility properties and lightgem offsets. Personally I'm in favor of defaulting it to a low value, just 1 lightgem point increase if it's fixed or something like 3 if it's speed based. Alternatively we could tie it to the difficulty setting... if it's controversial maybe just implement it as a hidden cvar we can try out? Very curious what you think so let me know your thoughts, I'd definitely like to at least see the concept tested!
  17. I did play Thief and FMs, but I don't play it any more, except for major things like Black Parade. The clunky movement and antiquated Dromed editor is what discouraged me from interacting with it over the years. I regularly play and sometimes make content for TDM, because it has much better movement model than Thief. I know that most missions don't use it well, but if you construct your geometry (gaps, ledges, distances) using power of two measurements, movement and mantling feels fast and snappy. There's no need for regression in that regard, in my opinion, there's a need for assets and missions made with the movement model in mind, to showcase its strengths properly. Even if TDM originally intended to "simulate the stealth gameplay of Thief, many things will be familiar to veteran Thief players" the actual mod history was a bit different. The team came up with a mission platform that has its own identity when it comes to mechanics. The way assets were made might have been a huge mistake, but that didn't prevent the platform from growing. Since you like anecdotal evidence, noone other Skacky once said that TDM movement model was super clunky, after playing The Painter's Wife. It was really hard to convince him that if a mapper places geometry this poorly, and isn't aware what spatial measurements play to the strengths of a movement model, no movement model will save his mission. And there is no fixing of this problem on the engine side, although it's not the first time when TDM team tries to address the asset problem with engine changes, which I suspect will ultimately lead to even more problems down the line. In game development, things like core mechanics and player tools are locked-down first, in one of the pre-production phases, because all the levels will be constructed around them. Making changes in core mechanics in a project this mature is very risky, I assume you don't plan on going through all playable spaces in all released TDM FMs to check for errors. Instead of making incremental changes in fundamental mechanics, I'd encourage you to create a fork, or some kind of major version bump candidate, like 3.0, where all things could be revamped: movement, player tools, UI, new frob mechanics, perhaps with UI contextual icons, new training map to incorporate all that, etc. Once all new elements fall into place and create something new, with a map or maps to back it up as relevant changes, it will be easier to convince existing player/author base that it was worth it. I assume the existing fanbase is already fragmented, as a result of all those heated discussions around the topic. But with multiple versions available for download, the transition to hypothetical "TDM 3.0" should be easier. It could be similar to UE2 and UE3, and you could also use this as an occasion to draw the line for backwards compatibility. I know there are old systems and variables kept in place just in order not to break existing missions. This way you could e.g. redo the LOD system, implement lights using math functions instead of textures, etc.
  18. Here's my first FM. A small and easy mission, inspired by Thief's Den and The Bakery Job, where you must find and steal a cook's recipe book in order to save a friend from going out of business. Download: Mediafire (sk_cooks.pk4) TDM Website's Mission Page The in-game mission downloader Thanks to: The people who helped me get this far, both in the forums and on Discord. The beta testers: MirceaKitsune, Mat99, Baal, wesp5, Cambridge Spy, jaxa, grodenglaive, Acolytesix ( Per the author in the beta testing thread. ) Skaruts has given permission to the TDM Team to add Subtitles or Localization Strings to this mission. (No EFX Reverb.) If anyone from the Community or TDM team wishes to create these we will gladly test them and update the mission database.
  19. This post differentiates between "gratis" ("at no monetary cost") and "libre" ("with little or no restriction") per https://en.wikipedia.org/wiki/Gratis_versus_libre * A libre version of TDM could: ** Qualify TDM for an article on the LibreGameWiki *** TDM is currently listed as rejected https://libregamewiki.org/Libregamewiki:Rejected_games_list because "Media is non-commercial (under CC-BY-NC-SA 3.0). The engine is free though (modified Doom 3) (2013-10-19)" ** Qualify for software repositories like Debian *** TDM is currently listed as unsuitable https://wiki.debian.org/Games/Unsuitable#The_Dark_Mod because 1) "The gamedata is very large (2.3 GB)", and 2) "The license of the gamedata (otherwise it must go into non-free with the engine into contrib)" and links to https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/LICENSE.txt Questions: 1) tdm_installer.linux64 is 4.2 MB (unzipped), which is far from the 2.3 GB which is said to be too large. Yes, the user can use it to download data that is non-libre, but so can any web browser too. If the installer itself is completely libre, does anyone know the reason why it cannot be accepted into the Debian repository? 2) If adding the installer to the repository is not a viable solution, would it be possible to package the engine with a small and beginner friendly mission built only from libre media/gamedata into a "TDM-libre" release, and add user friendly functionality to download the 2.3 GB media/gamedata using "TDM-libre" (similar to mission downloading)? 3) Would such a "TDM-libre" release be acceptable for the Debian repository? 4) Would such a "TDM-libre" release be acceptable for LibreGameWiki? 5) Would the work be worth it? * Pros: Exposure in channels covering libre software (e.g. the LibreGameWiki). Distribution in channels allowing only libre software (e.g. the Debian repository). * Cons: The work required for the modifictions and release of "TDM-libre". Possible maintenance of "TDM-libre". I'm thinking that the wider reach may attract more volunteers to work on TDM, which may eventually make up for this work and hopefully be net positive. 6) Are there any TDM missions that are libre already today? If not, would anyone be willing to work on one to fulfill this? I'll contribute in any way I can. 7) I found the following related topics on the forum: * https://forums.thedarkmod.com/index.php?/topic/16226-graphical-installers-for-tdm/ (installing only the updater) * https://forums.thedarkmod.com/index.php?/topic/16640-problems-i-had-with-tdm-installation-on-linux-w-solutions/ (problems with installation on Linux) * https://forums.thedarkmod.com/index.php?/topic/17743-building-tdm-on-debian-8-steamos-tdm-203/ (Building TDM on Debian 8 / SteamOS) * https://forums.thedarkmod.com/index.php?/topic/18592-debian-packaging/ (Dark Radiant) ... but if there are other related previous discussions, I'd appreciate any links to them. Any thoughts or comments?
  20. In TDM 2.12, some player footstep sound shaders were changed. That's something you might want to check as well. The following diff snippet is an adjustment to metal volumes I made to one of your missions on my local machine, so it matches TDM 2.12. There are probably others, which are best left up to you. I used a diff tool to find what to update. diff --git a/original/sound/tdm_sfx_movement.sndshd b/adjusted/sound/tdm_sfx_movement.sndshd index eecef04..5ae1843 100644 --- a/original/sound/tdm_sfx_movement.sndshd +++ b/adjusted/sound/tdm_sfx_movement.sndshd @@ -424,7 +424,7 @@ tdm_footstep_metal_run minDistance 1 maxDistance 30 - volume -17 + volume -20 editor_displayFolder sfx/movement/footsteps/player @@ -472,7 +472,7 @@ tdm_footstep_metal_crouch_creep minDistance 1 maxDistance 30 - volume -15 + volume -14 editor_displayFolder sfx/movement/footsteps/player @@ -488,7 +488,7 @@ tdm_footstep_metal_jump_land minDistance 1 maxDistance 30 - volume -9 + volume -13 editor_displayFolder sfx/movement/footsteps/player
  21. There might be another way, or at least it's what I thought of as a non-developer: Use a different way to transform mouse movement into camera rotation or viewport offset. Is there no alternative to calculating the distance from the pointer to the window center before resetting the pointer to the middle? There must be other mouse look implementations that could work. Most obvious alternative: We can detect how much the pointer moved on the screen compared not to the center, but to its previous position wherever that may be. While of course still trying to lock it in the middle, but if that fails at least it doesn't cause the view to go crazy: The only issue then will be the cursor reaching the screen edge and having to be re-engaged so you can keep scrolling in that direction, which is also a big annoyance but comparatively less bad and not as noticeable unless you do long-range movements in one go. Any reason why we couldn't give this option a try?
  22. Ah, pity I wasn't reading the forums back in February. I'm fond of that game, along with Bugbear's other early title, Rally Trophy. I was never too good at FlatOut, but it was always a hoot to play.
  23. Inn Business It's business, at an inn, over three nights. Development screenshots: Download: https://drive.google...dit?usp=sharing Update 1.48 uploaded March 8th, 2014, one change: patches key rarely not being frobable in one of its possible spots Big thanks to my beta testers: Airship Ballet, Kyyrma and AluminumHaste! Development supporters of note: Sotha, Springheel and Obsttorte. Also thanks Sotha, for urinating in my mission. ;-) And thanks Kyyrma for the title screen! My appreciation to all forum/wiki contributors, without whom, this wouldn't exist. Thanks to positive commenters on my previous mission too, extra motivation helps! :-) Note this uses campaign features, what you use the first night, impacts subsequent nights. And to quote a tester, "...the level is maybe best experienced in more than one sitting". If you do pause between nights, please be sure to save, you can't begin partway through effectively. (If you accidentally start a night you already completed, just fail the kill objective to switch to another night.) If your frame rates are too low facing the cemetery, please reduce your "Object Details LOD" setting. It was designed with "AI Vision" set to "Forgiving", to be able to sneak through with minimal reactions, if you want more/less, adjust your settings accordingly. There are several random, conditional aspects, and ways of going about things, so others might have slightly different experiences. Post here if you discover hidden objectives for extra points! My condolences to loot completionists, I made a bit on the third night hard, you've got your challenge cut out for you! Speaking of which, there's a TDM bug that mission complete totals too high, here are the real amounts per night: 2026/970/202. Oh, there is something that in the U.S. would be rated PG, in case you play with kids in earshot. I hope you enjoy playing it, feel free to let me know you did, and I'm glad to respond to inquiries (like how stuff was done, nothing was scripted). (Note which night you are referring to if it's something specific.) (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] Developed for TDM 2.01. PS: Thiefette, good news, no spiders! Springheel, if you find an optional objective you can skip...you might find it immersion breaking. Others, no undead! There are a couple other interactive critters though. :-) Edit note: Some posts below were from users of an unreleased version of TDM 2.02 which broke several things, they do not reflect regular game-play.
  24. Well some good news for those who have the 2080 ti and no money to upgrade to the 4000 series. Alan Wake 2 runs at > 70 fps with the FSR3 mod on it at high at 4K need to set "m_bLensDistortion": false, in AppData\Remedy\Renderer.ini to get rid of some ghosting effect on the main char when moving, but other than that it looks quite nice. the FSR3 mod is here -> https://www.nexusmods.com/site/mods/738 an alternative is this mod -> https://www.nexusmods.com/site/mods/757 which also supports intels xee models. there is also one for slightly older AMD cards but it is a paid mod and the author got himself into quite a shitstorm due to some rude behaviour so i wont link it here, look for LukeFZ if you really must. The other FSR3 mods require an RTX or Xee card so for nvidia everything from a 20 series and 30 series. The LukeFZ mod also supports the older GTX 10 series. One thing to note is that your card must be able to handle atleast 30 FPS minimum else it will look like crap and if movement is laggy without it it will still be laggy with framegen (this also applies to cards that support it natively like the 40 series).
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