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Well you can see it in use in the video Stgatilov made. I thought you could noclip to the position where the guard is when it happens while the rendered view is as when you are outside the visleaf, but I could be wrong. But yeah I don't know if you would see anything interesting.
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On both instanced there is a func_static that is set to non-solid and a nodrawsolid brush in the exact same place. Regarding 'r_lockView', I don't fully understand how I can use this arg... And on a related note, why can NPC's run up a slopped brush/func_static just fine when chasing the player, but when on a simple patrol, walking up the same slope, they get stuck in circles on some parts of that slope..
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one thing that annoys me about the p35 was that it only supported 8gb ram max though some users have reported that they had success getting it to recognice 16 gb. my old nforce 790i chipset atleast had no problem in that regard but then it was also using DDR3 where the P35 chipset used DDR2. i also remembered wrong about the gfx cards around the time of the core2. while i used the 8800 in SLI the gfx cards from that era were the geforce 200 / 300 series. still most of the gfx cards back then only had 1gb vram even the enthusiast models. the biggest model in the tesla 200 series (the 295) was about 6% faster than my 560 ti which was mostly a midrange card while the 295 was an enthusiast card with two gpu's on the same board. goes to show how stingy nvidia was with vram when they use the same ammount of vram over 5 series of gfx cards sigh...
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I have not looked into this subject very deeply yet, but I really do not like the Discord client. Their restriction of the usage of other clients is a big disadvantage for me. Matrix seems like a viable alternative on that front. I already found at least two terminal based clients. As I understand it, to use Matrix you have to get an account from a provider of your choice (like an email address), without the need to give up your phone number. I'm not sure how to find and participate in whatever its equivalent to a Discord server would be. Some info on how that works would be appreciated.
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the HD mod for bg1 also has some problems at times. in some maps it goes checkerboard untill i travel someplace else and then back. sadly it is allmost impossible to navigate the map when this happens. the author has released a few fixpacks for these but it still happens occasionally. my best guess is that the engine has some problems handling 4k upscaled textures. the mod also uses an extender for EEex because he had to hook some functions to hack in certain fixes. it also makes the game a bit sluggish to play. i hope in time gemrb gets fixed for the enhanced editions and the scaling problems with the UI gets fixed. the lack of lua support sucks a bit for the mods that use them but instead of having to hook the engines internals it should be much easier to correct the code so that it can handle much more detailed models.
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worst card i ever had for gpu sag was probably the asus rog strix gtx 970. the frame was detached from the front mounting plate and it was pretty heavy due to the big cooler. looked like someone had tried weighting it with a 10 kg bar on the backside... first time i actually had to use a gpu sack bracket sigh. it was also pretty tall due to the massive heatpipe sticking out on the top, so it was not a great match for slim cabinets. readyboost was kinda meh on the boards avaliable when it first came out. mostly due to USB2 which had a max throughput of about 450 mb's. when USB3 came out SSD's were more commonplace though still rather expensive. so it was mostly used by people who could not afford these yet. the fist SSD's were also rather unstable (the first 2 i had died within a year).
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been a long time not hearing readboost , that's similar to ramdisk EATA reminds me of EISA fan control is a godsend, i do realize my current intake fan located on the upper drive bay is quite slow and not blowing much wind. The fan is placed at the very end of the drive bay (not next to the RAM, but at the edge of the front case) This could a culprit of high CPU temp i used to use readyboost on my acer aspire 4700 series laptop
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How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
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Welcome to the Snatcher's Workshop. Come on in, we may have something for you today. Feel free to look around. We trade everything here. --------------------------------------------------------------------------- We realize new ideas and take existing ideas for a spin. For fun. Somewhere in this post you will find a download with mods. Good care was put to make all mods as little intrusive as possible to make them compatible with as many missions as possible. This set of mods will never break your game but some features won't be available in a handful of missions (the reasons are known). Feel free to report here what works and what doesn't. TDM Modpack 5.1 Compatible with The Dark Mod 2.13 or later (2.14 or later recommended) A lightweight, stable, non-intrusive, mission-friendly Modpack for The Dark Mod that includes many enhancements and a new set of tools and abilities for our protagonist: peek through doors, blow and ignite candles, whistle to distract enemies, mark your location, an invisibility-speed combo and more. Mods included in the pack do not alter your game or any of the missions in any relevant way. The pack includes enhancements to the core game and additions that can be used in missions but at the same time respects the vision of the mission creators. It is up to you to make use of any of the new tools and abilities or not. Please note that sometimes authors include in their missions their own versions of core files and as a result, some mods are not available in some missions. All missions will play fine regardless. Release posts: v5 series: v5.0 | v5.1 v4 series: v4.0 | v4.2 | v4.5 | v4.6 v3 series: v3.0 | v3.2 | v3.3 | v3.4 | v3.5 | v3.6 | v3.8 v2 series: v2.0 | v2.2 | v2.4 | v2.5 | v2.6 | v2.7 | v2.8 v1 series: v1.0 | v1.2 | v1.4 | v1.6 | v1.8 What's included in the pack? -:- APP: GENERIC MOD ENABLER -:- Credits: JoneSoft License: Free for unlimited time for Home users and non-profit organizations. Description: A portable, freely distributable Mod enabler/disabler. This application is required to run mods safely and it is included in the pack. At the heart of the Modpack resides JSGME (JoneSoft Generic Mod Enabler), an application that allows players to enable and disable mods with one click. JSGME has been around for more than a decade and it is to be fully trusted. Refer to the install instructions section at the bottom for full details. -:- MOD: CORE ESSENTIALS -:- A pack that includes a variety of mods from the best modders of TDM: ~ FAST DOORS Credits: Idea and programming by Obsttorte. Treatment by snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn, The Imperial Sword, Volta 3: Gemcutter and a handful of lesser missions. Description: Being chased? In a rush? No problem: doors open and close faster when running. Topic: Slam doors open while running ~ QUIET DOORS Credits: An idea by SeriousToni (Sneak & Destroy mission). Mod by snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn, The Imperial Sword, Volta 3: Gemcutter and a handful of lesser missions. Description: A vast number of doors play more subtle, sneaky sounds for a quieter, stealthier experience. This applies to doors that come with default sounds but only when manipulated by the player. Topic: Decrease volume of open/close door sounds triggered by player ~ LOOT ANIMATIONS Credits: Original idea by Goldwell (Noble Affairs mission). Programming by Obsttorte. Treatment by snatcher and wesp5. Availability: All missions except You Only Fly Thrice and a bunch of missions that come with their own implementation (tdm_frobactions.script). Description: Moves the loot towards the player before putting it in the inventory, underlining the impression of actually taking it. This mod comes with a subtle new loot sound that goes along nicely with the animation. ~ DYNAMIC INVENTORY Credits: snatcher. Availability: All missions. Description: When picking up loot this mod displays the loot info in the inventory and shortly after reverts back to the last non-loot item selected. The mod in addition, remembers the last item selected when shouldering and unshouldering a body. ~ SMART CONTAINERS Credits: Obsttorte (source code updates), Dragofer (similar attempts), snatcher. Availability: All missions. Description: To facilitate looting, the bottom of many containers (chests, jewellery boxes, etc...) gets automatically disabled at the beginning of the mission and only the lid remains frobable. ~ STEALTH MONITOR Credits: kcghost, Dragofer, snatcher. Availability: All missions. Description: Display some stats (Suspicions / Searches / Sightings) and the Stealth Score during a mission. Just bring up the "Loot" inventory icon and press "Use" (or setup a dedicated key). ~ STEALTH ALERT Credits: snatcher. Availability: All missions. Description: Completing a mission without being seen is something that can be done with some practice and patience. This mod will play an alerting chime whenever you are seen so that you don't have to monitor the Stealth stats all the time. ~ BLINKING ITEMS Credits: snatcher. Availability: All missions. Requisites: Console command r_newFrob must be 0, which is the game default. Description: Items within frob distance that go into the inventory (plus static readables) emit a subtle blink. This pulse can help you identify some valuable items that otherwise are difficult to detect. Topic: New Frob Shader ~ SMART OBJECTS Credits: snatcher, Dragofer. Availability: All missions. Description: Display actor and object names whenever you grab an entity with a name. In addition, objects (except AI entities) do not make or propagate sounds on impact while being manipulated. Topics: No impact sounds while holding an object / Nameless objects... a missed opportunity ~ ALT FOOTSTEPS Credits: SeriousToni. Availability: All missions except Hazard Pay, Noble Affairs, Shadows of Northdale ACT I and ACT II, Snowed Inn, Volta 2: Cauldron and a handful of lesser missions. Description: Alternative sounds of walk/run/land footsteps on water and landing sounds on squeaky wood for our protagonist. Topic: New Footstep sounds ~ MISCELLANEOUS Alternative high mantle sound for our protagonist. Removed two anticlimactic player dying sounds Revamped and extended "Mission Complete" audio theme. Standardization of frob distances for some doors. Decreased brightness of the Objectives, the Inventory and stock newspapers. Player weapons are a tad visually visible in the dark (to player only) -:- MOD: PLAYER SKILLS -:- A new "Skills" category is added to the inventory on mission load and the category includes the below abilities: ~ SKILL: PEEK Credits: Dragofer, snatcher, wesp5 Availability: All missions. Description: When the item is selected the player can peek through any regular door. Select the item in the inventory and "Use" it on a door. Topic: Peek through (almost) every door ~ SKILL: BLOW / IGNITE Credits: Dragofer, wesp5, Obsttorte, snatcher. Availability: All missions. Description: When the item is selected the player can blow out and light up candles and oil lamps. Select the item in the inventory and "Use" it on small flame sources. Topic: Extinguish small lights with a blow ~ SKILL: WHISTLE Credits: snatcher. Availability: All missions. Description: When the item is selected the player can whistle and draw the attention of nearby AI. The more you whistle, the more attention it draws. Select the item in the inventory and just "Use" it. Keep a safe distance. ~ SKILL: ALCHEMY Credits: OrbWeaver, MirceaKitsune, datiswous, wesp5, snatcher. Availability: All missions. Description: When the item is selected the player can alter the properties of broadhead arrows by applying different reagents. Select the item in the inventory and "Use" it repeatedly to cycle through the different arrow types. Topic: Alchemy to alter arrow properties? Arrow types: Shadow arrow compound or "Darkdust": Widely believed to be a myth, little to nothing is known about anti-light matter. Where did our protagonist get his formula from? When this substance is subject to strain the particles implode and the residual component absorbs light until it dissipates completely. Flare arrow compound or "Starlight": A recipe based on luminescent mushrooms and other exotic herbs. The resulting powder produces, for limited time, a dim but steady blue-ish glow when mixed with the right reactive. A high concentration of the active mixture can cause a burning sensation to the eyes. ~ SKILL: LOOP Credits: snatcher. Availability: All missions. Description: When the item is selected the player can teleport between two points. You can activate the loop any time and use it to quickly travel back to a safe location, to explore two different areas in parallel or to ambush AI. If the loop fails keep trying, you should be able to get to your destination eventually. If your path forward is blocked you can break the loop by pressing the "use" key for 10 seconds, just make sure you are on the correct side of the loop... ~ SKILL: PENUMBRA Credits: VanishedOne (speed potion), kingsal (invisibility potion), snatcher (alchemy). Availability: All missions. Description: When the item is selected the player can avoid light sources and run faster than usual for limited time. Health consumed will gradually be restored. Penumbra doesn't muffle the noise you make and it doesn't work when in contact with water. THE PATH TO UMBRA: How to become one with the shadows Did you know? You can set key bindings for the skills by clicking on the Modpack banner in the Main screen: -:- MOD: ADVANCED BOW -:- Credits: snatcher. Availability: Most missions (a few missions do things differently but you should never notice). Description: Nock and draw arrows at a faster rate. Extended radius of gas arrow effect. Chance to retrieve rope arrows when missing a shot. -:- MOD: CLASSIC BLACKJACK -:- Credits: Obsttorte, snatcher. Availability: All missions except A House of Locked Secrets. Description: A straightforward approach to blackjacking with new rules and mechanics inspired by the original Thief games. Never miss a KO again! - No indicator required. "Classic Blackjack" rules: Some AI are KO-immune and cannot be KOed: * Undead, creatures... * Guards wearing heavy helmets (to respect TDM vision) * Other: set by mission authors for the plot, in example The rest of AI can be KOed, just aim for the head: * Civilians: Can always be knocked out from any direction * Combatants: Can always be knocked out (including when fleeing) from any direction except when in high alert state (normally in combat mode) As reference, you can find in the Wiki the set of rules of the non-modded TDM: https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay#Blackjacking -:- MOD: FLASH GRENADE -:- Credits: snatcher, kingsal. Availability: All missions except Displacement, Hazard Pay and Moongate Ruckus. Description: Flashbombs are clumsy and loud but as effective as ever. Instead of throwing Flashbombs like a cannonball we now toss them. Instead of exploding on impact Flashbombs now have a fuse. The chances of blinding have been greatly increased. -:- MOD: FRAGILE BOTTLES -:- Credits: Idea by MirceaKitsune, snatcher. Availability: All missions except Displacement (custom bottles but no custom broken fragments) and few items in A Reputation to Uphold and Shadows of Northdale ACT I & ACT II. Description: No stealth game is complete without some good bottle smashing! There are hundreds and hundreds of bottles in our mission catalogue: head to your nearest tavern or kitchen, grab a bottle and throw it to distract AI, extinguish fires... -:- MOD: HEALING BOOST -:- Credits: snatcher. Availability: Most missions (a few missions do things differently but you should never notice). Description: Food and Health Potions provide an extra recovery boost. Here is a table with the new health points (player max health is 100): 24 -> 50: Health potion 06 -> 20: Cheese Wheel 06 -> 10: Fish Mackerel 03 -> 10: Bluefish 03 -> 10: Bread 03 -> 10: Cake 03 -> 10: Cheese Wedge 03 -> 05: Muffin 01 -> 05: Apple 01 -> 05: Pear 01 -> 05: Carrot 01 -> 05: Turnip -:- MOD: INVENTORY PANELS -:- Credits: snatcher. Availability: All missions. Description: More compact. Items can be sorted. Adjust ambient volume, brightness, gamma and saturation directly from the Inventory grid. -:- MOD: LIGHT STONES -:- Credits: Idea by Zerg Rush, snatcher. Availability: All missions. Requisites: Lightgem enabled in Gameplay > General settings. Description: Splits the Light Gem into smaller stones with unique light detection levels. -:- MOD: PREMIUM LANTERN -:- Credits: snatcher. Availability: All missions except Flakebridge Monastery, Hazard pay, Moongate Ruckus, Snowed Inn, Vota 1, 2 & 3. Description: The mod replaces the light of the player lantern with a less intense, forward facing version. In addition, the lantern icon is always displayed when the lantern is on. Also, on and off sounds have been added. -:- MOD: RING HELPER -:- Credits: snatcher. Availability: All missions but the ring is dimmer when using the x-ray glasses or other overlays. Requisites: Frob Helper enabled in Gameplay > General settings. Description: The mod replaces the white dot pointer (Frob Helper) with an advanced ring-shaped aimer. The main difference is that the helper is now available for all objects you can interact with, large or small. Topic: Frob Helper discussion Options in Gameplay > General > Show Frob Helper: Always: Pointer and Ring Hover: Instant Ring Fade In: Ring delayed by one second Fade In Fast: Ring delayed by half second No: Off -:- MOD: SHADOW MARK -:- Credits: snatcher, Obsttorte. Availability: All missions. Description: Our protagonist's lucky deck! When the item is selected the player can drop and throw playing cards to mark a location. Cards can be retrieved. AI will not normally mind a single card lying around but cards can sometimes be noticed. Topic: Find more details in this post -:- MOD: SHOCK MINE -:- Credits: wesp5, snatcher. Availability: All missions. Description: This mod replaces the Flashmines with portable contraptions originally intended to store energy that have been altered to deliver a non-lethal electric shock to those who step on them. Remember: mines can be disarmed with the lockpicks! -:- MOD: SIMPLE SUBTITLES -:- Credits: Geep, stgatilov, snatcher. Availability: All missions. Description: A minimalist, imperfect approach to subtitles (you can set the scope of the subs in the audio settings). Topics: Subtitles - Possibilities Beyond 2.11 / English Subtitles for AI Barks Go to the audio settings and set the scope you prefer: Story: Story only On: Story and general speech (Give it a try!) Off: Disable subtitles Features of the mod: Background replaced with a font outline. Audio source widget replaced with a text transparency based on distance (volume) to the source. Yellow font color for story subs for best contrast, light grey font color for anything else. Non-story subs limited to a single instance, so that players aren't bothered too much with non-relevant subs (barks). --------------------------------------------------------------------------- DOWNLOADS / INSTALL / UNINSTALL So, how do I install and play with all this? Quite easy, but pay attention. I don't want you to break your game so we will be using a "Mod Enabler". A Mod Enabler allows you to enable and disable mods at will, with a few clicks. Before moving forward you must know a couple of things: The moment you enable a mod, previous saves will not work. If you want to load previous saves then you will have to disable the mod. If you play a mission with mods, the saves will only work when that exact set of mods are enabled. This above is important in case you deem your current saves precious. Consider yourself informed. DOWNLOADS You can download the TDM Modpack from Mod DB: INSTALL INSTRUCTIONS Download the zip, unzip it, and move contents to your TDM root folder: Folder "MODS" File "JSGME.exe" Go to your TDM root folder and double click on JSGME.exe (yellow icon). The first time you launch JSGME, it will ask for the "Mods Folder Name". Leave "MODS" and click OK. Now to your left you will find a list of mods available. To your right you will find a list of mods currently enabled. To enable a mod, select a mod on the left, and click on the arrow pointing to the right. To disable a mod, select a mod on the right, and click on the arrow pointing to the left. Go and enable the mods you want: UNINSTALL INSTRUCTIONS Quit the game (to unblock files) Go to your TDM root folder and double click on JSGME.ese (yellow icon) Disable all mods found on the right Close JSGME Delete the following: Folder "MODS" File "JSGME.exe" File "JSGME.ini" --------------------------------------------------------------------------- I hope you enjoy the mods. No coin? then leave a like for pirate's sake!
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============== -= 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 2.13 -Iris does not support mods or the Unofficial Patch- Download and place the following .pk4 into you FMs directory: Iris Download ============== Russian Language Translations by @kalinovka Mirror #1: yandex.ru Mirror #2: Google Drive ============== *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:
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ill probably ditch the old rickety phoenix cabby and get another of the old lian li's (preferably a silver one due me having a ton off accessories for one). currently consists of a gigabyte GA-P35_DS3R mainboard with a 6600 core2 quad and 8gb corsair dominator ram (DDR2). gfx card is a geforce quadro FX 1800 the cpu cooler is the scythe grand kama (the one from the pictures). storage consists of an EATA 250 gb seagate and a 80 gb hitachi SATA mechanical harddrives. DVD burner is a verbatim (needs new rubber bands for the tray). fans are controlled with a zalman front mounted controller with outlets for up to 10 fans. runs Win2k XP and Win7 from the EATA drive. rather slow in Win7 but i use an old 1gb usb stick for readyboost which makes it a little better. PSU is corsairs first HX model the HX620 which exceeds its rating by a good deal and nearly manages 750 watt. it is also fully modular which was not seen often back then. i might at some point yank an ssd in there for the OS though not sure if Win2k will play ball ? because i had some trouble with XP on SSD (mostly with AHCI drivers). it is also fitted with an old asus PCI tiger TV card (funny enough it actually still works though not a lot of channels it can handle here in denmark since most of the analog TV towers have been removed). needs defragmenting often or performance gets really bad due to the OS's on mechanical harddrives. Besides the obvious it actually runs pretty well but the old phoenix cabby looks like shit after many years of differing hardware, and many of the screw holes have lost they're threading completely. ill donate the feet for your build since they are also push through rubber feet.
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OMG! that guy has my cabbie and he is also using the same ram i use in my really retro with a core 2 quad 6600 "corsair dominator ram" hahahah. mine does do better than the pentium D but yeah the cpu's from that time are extremely slow compared to modern ones. that said if you use an OS from that time it does actually work reliably enough. but it goes to show how much crap has been showed up newer html standards when a browser can literally slow a PC to a crawl. i dont have a geforce titan for mine but i run it with a geforce quadro FX 1800 and for most games from that time it does pretty well. mine also does not overclock to well and it is not because it gets massively hot it just refuses to post if you push it. performance wise the fx 1800 is nothing to write home about though it can handle light gaming. examples it runs fine is dead space (the original), fallout 3, mass effect (the original), bioshock 1 and 2 remastered, and older ones like the wheel of time, undying, unreal and unreal 2 at high fps. my 560 ti is more than 4x faster and in SLI it actually manages pretty well in modern DX11 games. what both cards lack is vram. the fx 1800 only has 758 mb vram (GDDR3) and the 560 ti has 1 gb vram (GDDR5) so both are severly hampered with big texture sizes. both cards support dx11 well the FX1800 only supports it with feature set 10_1 and none of them support vulkan. the 560 ti in SLI runs quite a few games like crysis 1 2 and 3, fallout 4, mass effect legendary edition, Doom, control (in DX11 mode), witcher 1 2 and to some extent 3 (the old version before the dx12 patch), half-life 2 and episodes, dead space 2 and 3, quantum break, and many more.
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still got the feet from one of my old lian li cabbies but not sure how yours are mounted ?. these are just screwed on but many of the cabbies with rubber feet just used push through so to use mine you would have to drill a few holes. hehe yeah a lot of old hardware had quite the setup. many boards from back in the early pentium days had a ton of switches and pins that needed to be set correctly. old ATA harddrives had a few pins that needed to be set based on wether you intended to use the drive as a master or slave drive, sector and cylinder configuration because not all ata controllers supported the bigger models with more cylinders / sectors so to be used you had to only enable a set ammount. later models automated most of the setup process though many could still be set manually. my last ATA drive is a seagate and is from around the time of vista. acrylics as a fan mount should also be doable but i suspect that you would need a pretty big slab of it. yeah altman did not exactly win many roses for that comment sheesh... talk about asshattery. i was newer a big fan of the pentium D tbh. they ran hot and the performance was pretty bad. but for experimenting with a retro setup i guess they would do the job .
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actually a bit baffled that he choose a titan X for a pentium D. the titan X is pretty much a 980 ti with 1 gb ram extra and about 7% better speed. it is ages newer than even the core 2 extreme models (came out about the same time as my haswell builds) so he is bottlenecking the card like crazy . even my 560 ti is much newer than the core 2 and came out about the time of the first sandy bridge cpu (nehalem) but atleast it is not getting bottlenecked that badly. for comparison the titan is more than 300% faster than my 560 ti (somewhat lower ofc. if i use SLI and the games support it). it also has a lot more vram. a more time correct card would be the gtx 8800 series. i had a setup like that and it was immensly powerfull for its time.
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aye one of the biggest problems with many old cabbies was that they had restrictions on how big a gfx card and cpu cooler they could take. air circulation was usually also a big problem. back then most gfx cards were not that big (comparing my old ATI radeon X1900 to my RTX3070 and the latter is a monster that is 4 times bigger ). even compared to my geforce 560 ti it is double the size... cpu coolers also had some serious growing issues over the years (though you could actually get some pretty monstrous ones back then also). a better way of handling the fan mount in the front would be to get a sheet of 1.5 mm aluminium and bend the sides so that you can mount it in the drive bay with screws. you then need to do some measurements of the fan mounting holes and drill 4 holes for the screws. to get as much air in you could use a big circle drill to make a nice cutout for the fan intake in the alu mount. heh only ata disk i have that is still in working order is more than double the size of your old maxtor 128 gb. my old gigabyte mainboard takes both ATA and SATA drives as well as floppy but i no longer posses any floppy drives so i skipped that. i did have an old matrix printer i could use with it which still works well. the PSU in mine is an old corsair 620HX which can actually deliver allmost 750 watt (the model was tested and found very good). sadly the old gigabyte board only has one gfx card slot so i could not run my two geforce 560 ti in that setup and had to settle for an old geforce quadro fx card. the cpu is a core 2 quad 6600 and the setup actually runs win 10 quite well but to keep it retro i installed XP on it. the cabinet is a phoenix which was used a lot by do it yourself people back then. its not exactly the best quality (front is plastic and it is missing the latch for the front usb/headphone connectors) since it is made of thin sheet metal the screw holes all went to hell many years ago so i had to get crafty and used punch nuts (sounds painfull i know hehe). punch nuts are simply nuts that can be mounted on sheet metal by hammering them in. they have an expandable ring of metal that expands into the sheet when hammered. it runs most programs that dont require microsofts universal runtime.
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Fan Mission: Scroll of Remembrance, by MirceaKitsune (03/11/2020)
chakkman replied to MirceaKitsune's topic in Fan Missions
ThiefGuild has some tags: https://www.thiefguild.com/fanmissions/?advanced_search=&series=&collection=&table=&page=&works=&work_lists=&sort_by=newest&search=&games=5&released_from=all&released_to=all&genre=all&original_games=fms Not sure how complete or accurate those are, after all either the author or users add the tags to the missions. -
Excellent. Door hinges seem like they could use some grease.
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old cases have too many obstruction inside the case In fact, all those cables piled up like that can actually have an impact if you look into it especially when the cases is smaller (Micro ATX) Yeah, older GPUs and most of them in general still had single fans (and some of the reference cards usually had unique designs), although some already used dual fans. The transition from AGP to PCI-E was really memorable. During the era of the Radeon HD 4000–6000 series and the GTX 2xx–4xx series, the cards weren’t that huge either. As for the front fan in the drive bay, I was wondering if it could be mounted on an acrylic case which would at least be a better option and wouldn’t vibrate as much. I decided against using a Dremel and briefly considered using a tapered reamer. It reminded me of a time when a piece of plastic melted while I was soldering (I accidentally touched the plastic with the soldering iron). I wonder if I could use a soldering iron to make a hole in it (by melting it and then cutting out the hole). a bit extreme to say as for maxtor, Some older models even feature Quantum hard drives that were rebranded as Maxtor (yes maxture acquired quantum at that time ), I don’t know if the quality is the same or not, but when it comes to Quantum vs. Maxtor, I trust old Quantum more (pre bigfoot era) as for hdd , The evolution of HDDs is also interesting . OS no longer prompting you to enter cylynder head sector value .ramp load/unload technology, modern read head that uses tunnel magnetoresistance, From loud stepper motor to servo or voice coil and so on
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Thanks for the offer,@BoilerDunce. As biker already wrote, yes, we could use some new ambient tracks, for a specific map, but also in general. Do you have some samples we could check out?
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For a loud cpu fan you probably could use one without heatpipes and a relatively small fan. I think 80mm is pretty standard still.
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the sleeper pc project but not-so-sleeper is done. i want my pc part to be private and want no side window I almost got an old case made in 2008–2009, but after I measured it with a tape measure, the GPU clearance wasn’t good and there weren’t enough ventilation grilles. it's also pretty cramped and the disk cage makes the GPU almost touch the side. There are a few secondhand Cooler Master 690 units and xigmatek midgard, but the secondhand price is quite grand The breathing room beetwen GPU fans and the PSU is quite decent This is what I mean by the “zip-tie abomination” (mounting a 120mm fan to the drive bay). It’s really hard to do that (pict on the left). The fan in the lower drive cage will have to work harder because it has to draw air through the small opening normally used to open the PC case (and also because the front of the case is made of solid plastic, especially the bottom part). Got my old maxtor 40GB ultraATA 133 installed there and sitting on the drive cage but no molex header left because all the case fans use that up and i havent bought the IDE 40pin converter yet. Surprising that it's still working 21 years later (I tested it yesterday, and this old clunker was able to boot up winxp usign gigabyte g31-es2c mobo. No weird clicking or harsh noise but nice loud grinding nouse. it straight out refuse to die). booting the ancient xp : here is the final work : i demoted the rx 6600 to my sist pc. this one is a bit shorter in terms of length, I'm playing video games less and less and i just need a modest GPU for now like 5060 8GB I call this one a dust filter abomination (sorry for the unpolished work , i got limited qty of dust filter) :
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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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Author note: It's hard to believe it's already been a year since Act 1 came out! Well during this mission the player will be following Corbin into the Grimwood district to followup on a lead from last night (Act 1) .. the mysterious tablet! This mission is my first time including full EFX support as well as a HD briefing video file, additionally a new script has been added crafted by the talented Obsttorte which has loot flying towards the player when you pick it up. On a level design front I have tried to change things up a bit by really catering towards a number of play styles, this mission can be completely ghosted or you can use the tools at your disposal to wreak havoc on the citizens of Northdale. For the first time I have tried to create more sandbox environments which don't offer clear answers handed directly to you, so if you're having trouble figuring something out try a different method. This mission takes between 1 - 2 hours to finish depending on the difficulty you play on and how thoroughly you explore. I hope you enjoy your night in Northdale! - Goldwell Voice actors Fen Phoenix Goldwell Random_taffer Yandros Beta testers Amadeus Boiler's Hiss Cambridge Spy Chakkman Crowind Epifire Kingsal SquadaFroinx Custom Assets Andreas Rocha DrK Epifire Grayman Kingsal MalachiAD Obsttorte Sotha Springheel SquadaFroinx Purgator With special thanks to Epifire for creating a large collection of custom models, Grayman for helping out with coding, Kingsal for drawing the ingame map and Moonbo for his script revision on the briefing video. Available via in-game downloader MIRROR File Size: 417 mb EDIT: If you are having performance issues please consult this post by Nbohr1more which may address your issue http://forums.thedarkmod.com/topic/19936-fan-mission-shadows-of-northdale-act-ii-by-goldwell-20190320/page-2?do=findComment&comment=436271
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Looks like we need one of these. Use this to post images or teasers of whatever you happen to be working on at the moment. Sharing feels good, and can inspire other people to keep working on their own maps. Use spoilers if appropriate!
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Today I am happy to announce the release of my first FM for The Dark Mod. After 6 years of using this lovely game creation engine, I'm finally able to contribute my own project for it! It took roughly two weeks of non-stop work to do everything from start to end... there's always some little detail to come back to when mapping, thus there were a few little things left out to prioritize others, but at the end of the day this came out almost exactly as I envisioned it. In this mission you play as the typical professional thief. You've been hired to retrieve a scroll containing forbidden knowledge from the mansion of a wealthy noble, put there by the builder church who is close to its owner and found it a more suitable spot. A banquet is being thrown by the lord who owns the mansion which is the perfect opportunity to make your move. Nothing out of the ordinary: You're to retrieve this scroll and get paid for your work... simple, right? Notice: Performance in some areas may be poor. I optimized the lighting setup as much as possible, trying to use as few long range light sources as I could. To achieve the desired theme however I had to leave parts of them map relatively open. Hopefully this won't be a hindrance to anyone... if it is you may need to lower some graphical settings. For people who don't like surprises and may be sensitive to certain themes, read the spoiler below. If you're okay with anything don't as it will ruin the experience! For people who are stuck and don't know how to proceed, instructions are provided in the spoiler below. Only read them if necessary. A tip that needs no spoilers: The key in this FM is exploration and reading everything carefully. There are secrets to be found: Always look everywhere and closely at everyone! I'm eager to hear what your experience with this FM is. Use spoilers when referring to specifics, but do let me know what your thoughts are! Especially with this being my first FM I could use tips, including technical ones if you look at the map in DarkRadiant. Here are a few screenshots of the main areas (intended for the installer): And finally the download links. Unzip and place the main directory inside your fms folder, this should get it to show up in the mission list. Mirror 1 Mirror 2
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