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  1. The remaining task is to inspect the language strings associated with messages and objectives as they might appear in the game. However, to actually run AirPocket to completion for each of the 16 languages would be time-consuming and tedious. So, as an alternative, a minimal FM "testAirPocketMessages" was created. This was built from a clone of last year's "testSubtitlesANSI", with the subtitle assets removed, AirPocket's i18n string assets added, and the script file rewritten for a new purpose. For messages, for a given language, this allows all 7 to be reviewed one after another by simply pressing a button. The test FM and Air Pocket use the same message GUI (namely "atdm_gui_message_no_art"), showing white text on a transparent background, with vertical centering controlled by a nominal "lines" spawnarg. (While this could have been done by copying the 7 gui message objects from one Dark Radiant instance to another, I did it by searching airpocket.map for "gui_message" and copying blocks to the test .map. With object origin and entity # changes. Also, when you show a message, a supplemental message box appears in the upper left corner with #str and "lines" values. Implementation of latter is only quick & dirty.) When inspecting, mainly I will be looking for any cases where there's so much text that it overflows below the lower edge of the screen. Plus any missing characters. Also, I dimmed ambient_world, which was too blazing bright in testSubtitlesANSI. I can read overlays much easier now. (Testing within testAirPocketMessages neglects any visibility issues due to the likely background in the real game's scene.) For Air Pocket's 12 Objectives, they are copied into the test FM and altered so that they always appear. (Again, searching airpocket.map, this time for blocks mentioning "objective".) Each objective is made visible and attributes made identical (except "obj...desc" #str text) , e.g., with obj 1 as the example: "obj1_1_irreversible" "0" "obj1_1_not" "0" "obj1_1_player_responsible" "0" "obj1_1_state" "0" "obj1_1_type" "custom" "obj1_desc" "#str_fm_map_obj01_no_hurt_or_loot_crew" "obj1_irreversible" "0" "obj1_mandatory" "1" "obj1_ongoing" "0" "obj1_state" "0" "obj1_visible" "1" For test purposes, really only the last attribute is essential. TDM's GUI used for the Objectives menu limits each to 3 lines as rendered, after which it truncates the string. So that's the main thing to inspect for. (Interestingly, the last objective fails this test in English. I guess since I separately programmed a popup message that states the new objective, I never tested what it looks like in the Objectives list.) Next, I'll use all this to review the language strings.
  2. Edit: Given the challenge from Wellington Crab below and looking at the license, I'm going to change this post. I'm putting my original post, which I'm now deleting, on a Google Doc here for reference, so you know what he's talking about. But I'll disown it now under scrutiny. I think some of the same points will come through, but they have to be put in the correct context with the TDM license as the baseline. The main question is what to do as a default when the potential re-user doesn't know the status of an asset. But to talk about that, you first have to talk about the baseline of the license. So here's the relevant TDM license text. So clearly if the author makes a different license explicit in their FM, then that other explicit license will apply. That's the baseline. It also adds this extra clause which goes beyond CC, "Without explicit permission from the mission authors, you may not redistribute, modify or reuse (parts of) these missions or the assets contained within them." This means FM assets are under a stricter license than the CC license mentioned above, with this extra clause. That also creates the default, if you have no information or unclear information, don't use the assets. This may add some practical complications in some cases when, e.g., if the author is using assets from a 3rd source and they mistakenly misrepresent the license (they think it's redistributable when it's really not), or if the author has made statements where it's a little ambiguous about when it can be redistributed, it's a partial statement (the default should probably be assume it's no unless very explicit though). I would say practically speaking, a lot of these issues can be addressed by asking the author directly for permission and getting explicit permission, or if they've made some explicit statement in their readme or a post or somewhere giving explicit permission, and if you can't find that explicit statement, it's all around best to not use the asset and just use some replacement that you know 100% is in the clear. The catch still hanging is when the asset is represented as redistributable when it really isn't. (The original mapper thought it was, but they made a mistake.) In that case, I think it's worth the mapper that wants to use it to do a little of their own due diligence to confirm that it's really redistributable, and again if it's not 100% clear, if there's any hints it might not be, it's best to not use it and use one you know is 100% clear to redistribute. Edit: Okay I guess there are a few more little technicalities. Because of the new clause, one could argue if the CC additions also still attach, especially Share Alike and Attribution (SA: you shouldn't change the license when you redistribute it, and A: you should give attribution in your readme). I think these may be implied, but even if it's unclear, it's common courtesy to do that anyway, and Share Alike probably includes that you have to get permission from the original author, not the redistributor, or if they modify it, both. Just try to be in good faith & respect everyone involved. Another possible little technicality is one might try to distinguish old FMs before the new clause and new ones after (do the old FMs also get the new clause), but anyway aside from the license, it's also probably fair to say it's TDM policy, so it's good to apply it to all FMs no matter what.
  3. Here I'll post prefabs, models and stuff that mappers can use if they like.
  4. I'm happy to announce the release of my third FM: Year of the Rat. This is my first city hub map, focused primarily on story characters and environment. It's my most complex project to date, taking its fair share of effort to make which was a good learning experience. As an experiment I opted to use no scripts and rely solely on the default entities, as well as no custom assets apart from the map and splash screen hence the small pk4. It features a few special elements, such as factions that are hostile only when the player commits crime or a decoder lockpick used to open electronic doors. The beta testing thread can be found here, thank you everyone who helped find the most obvious problems. You play as a famous thief nicknamed Black Jack: A man who's pulled many crazy jobs in his life, only to be hired for an absurd and insulting task by an anonymous employer. The objective is pretty straightforward: Be kind to the mice and feed them some cheese! Your silly quest takes you to the Lantern Light district during the Lunar New Year celebration, a place where gangs and corrupt nobles do their dirty deeds together. What ulterior motives and unexpected twists could your adventure entail? While the most obvious problems were patched during beta testing, some issues can't be easily resolved due to the complexity of the entity setup and objectives, meaning you may encounter a few inconsistencies. Most notably surrounding AI, which may float above chairs and not react to alerts or oppositely send the whole map into a panic: This is mostly due to how the engine handles AI and alarms. The map is small since I wanted to add more detail without having to work on large areas, as such some places can feel cramped while the skybox may be visible up close. I'll be busy so further updates are unlikely unless I decide to add new content later... you're welcome to report any issues you encounter, but keep in mind that if something wasn't fixed it's likely known but difficult to address or due to engine functionality. Spoilers for objectives and secrets as follows: Download 1.2: Google Drive, Mega. Screenshots with minor spoilers for the various areas:
  5. Lately I have started to play some of the more recent missions and some of these have lots of "own"/unique textures. Is it okay to use these assets (from released FMs) in one's own FMs? I'm referring to models/textures and sound etc, of course not chunks of the mission geometry or blatant plagiarism of readables etc. I guess some people have designed or bought assets for themselves but is it okay to use these textures/models as long as there is no explicit note in a readme etc, that opposes such "borrowing"?
  6. I've read about this before here on the forums, even when the contest had just recently concluded, but reading about it in greater detail years later is certainly interesting. Thank you. It's a pity that it was mostly the marketing people who were involved on the Square Enix side, as I had the impression it was also the devs at EM that had played Requiem and all the other submitted missions and really liked them. I suppose it was as well, but the TDM team mostly heard from the marketing people. Yes, I wanted to note that as well. I even remember how the people over here in the TDM forums were sort of laughing at the fact that the results of the contest were favourable to TDM and had, in a sense, "proven" TDM as a worthy freeware successor to the Thief IP, with all the modding and mapping tools at one's disposal and so on, whereas Thief 4 or Thi4f or whatever Square Enix were calling it at that point, offered no such possibilities. The entire contest, while no doubt declared in good will and something I actually appreciated seeing, was such a self-own for Square Enix, ultimately to the detriment of them trying to bring back and market the reboot of an older IP. Even if Thief 2014 was a terrific reboot (which I doubt it would ever be), it would still have been hampered by people learning about modding being impossible, and looking to the trilogy and to TDM instead, to make new Thief-style stealth gaming content. Still, I appreciate they recognized the quality's of Moonbo's Requiem FM. Given many retrospectives I've seen over the years, gradually, on the 2014 Thief reboot attempt, one thing a surprising amount of them shared was noting how the game didn't feel cohesive in concept and execution, at any point. Not only not to the same level as the Thief trilogy, but also not even at the level when you consider it as an individual game, a new game on its own. Errant Signal, who's not some deep Thief fan, replayed the older games and played the reboot back when it came out, and made this exact observation already a decade ago. The reboot was just all over the place, in every department, felt clearly unfinished or rushed, and the most interesting story would be the behind the scenes at Eidos Montreal, on how mismanaged the entire project became over the course of several years. I think it's telling that, while even heavily discounted on GOG.com, Thief 2014 hasn't been selling well there, nor attracting much interest, whereas the original trilogy sells for figurative (and sometimes literal) cents on that same site - you can buy the whole trilogy for a smaller price than the reboot, which is kind of hilarious - and continues to have great sales and is considered one of the all-time bestsellers. Same here. I concur with demagogue that the actual Eidos Montreal devs behind Thief 2014, at least those who cared enough to make it at least somewhat presentable and playable - even if the actual game directors never got their act together and never decided on a consistent design apporach - those would have been much more interesting to be in contact with, even regarding the fan mission contest. The sad truth of the matter is that all too many big publishers these days, especially those formed through larger mergers, like the Eidos buyout by Square Enix, are often marketing-first, interest in developers, and veteran players and new players alike, second. I still remember the sheer amount of money spent on pointless external marketing for Thief 2014, all the while that reboot attempt never really coalesced into anything that felt consistent (rather than throwing everything at the wall, in a panic, hoping something would stick), and was also plagued by all manner of technical issues. Just an overall embarassment, and I'm not surprised that even very lenient-leaning game retrospectives of that reboot attempt. The fact that the Thief IP has been sold away to Nordic Games and Embracer in more recent years, with Square Enix no longer caring about it and other older game IPs, also says a lot. Given the Embracer Group's own woes and bad decisions, I'm not sure any new development team will ever attempt another installment of Thief, even if it was a second reboot attempt.
  7. @demagoguea lot of that information is incorrect frankly. FM authors do not have to adhere to the license structure of the base game within their fms, nor does the base games license get applied to assets within an fm package. They obviously *do* need to have the legal right to use the asset in the project - or they run the risk it will not be available from the mission download server. Assets within the base game are not exclusively CC-BY-NC-SA either. Many of them are licensed - you can see these are specified within license.txt.
  8. I was cautious because I didn't want it to be perceived that I was using The Dark Mod Forums to promote my mod but I get your point - we're all in this together. Over the years we've had a few different team members, but for the past few months it's mostly been just me and one other person. The Thieves Guild project started a long time ago, when Rune was still popular. We liked Thief and we also liked Rune so we combined the two games together. We incorporated all of the cloak & dagger elements from Thief but we also wanted our thief to be able to fight like a Viking. Don't get me wrong, it's definitely a thief/stealth game. Through the 20 or so missions, we tell a story about a thief working for the local thieves' guild, operating within a dark and corrupt city. Under the cover of night, you are assigned a series of dangerous missions - success is rewarded with valuable items, increased wealth, and greater prestige from within the guild. To survive, you must move silently through shadowed alleyways, scale heavily guarded buildings, bypass deadly traps, and pick stubborn locks - all while avoiding detection by the city watch and roaming night patrols. One misstep can mean capture, failure, or worse. In this city, survival belongs to those who remain unseen. Thieves Guild was designed to be played on a computer using a keyboard and mouse. Rune uses the Unreal Engine 1. I'm glad you liked what you saw in "The Dark Side Edition Trailer". This video is a walk-through of The Training Mission.
  9. Now that Cryengine is basically free to use for community projects, and has proven itself to be ideal for large open worlds with stealth gameplay like Kingdom Come Deliverance, is there anything stopping anyone from porting TDM over with support for existing fan missions? I mean legally speaking of course, as I'm sure it would be a lot of work, but there seem to be fewer barriers than ever before. It's incredible what people have done with an engine that was built to accommodate tiny corridors on ancient hardware, but imagine an engine purpose built to render large open spaces... No more compromised visions when mapping, no more endless optimization to fit a square peg through a circular hole... And if the mission files were to be compatible with the new engine, people could just keep on mapping in DR as if nothing even changed. Cryengine Community Edition https://engine.pterosoftstudio.com/
  10. 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 ?
  11. 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
  12. OK, the Briefings are essentially done. As I said before, content is now distributed into 3 pages, instead of the original 2. Also, I’ve been using “\n\n” to separate paragraphs. This provides “air” between paragraphs, and also makes it easy to fit yet more text on a given page if necessary by combining paragraphs. I needed to that only once (for German). There are additional specific-character changes that I applied manually, but in the future the AI could be told to do (i.e., not generate unwanted characters). I’m discussing these in the context of AI-generated Briefings, but they are more widely applicable, including to the [English] section. * Replace long dash “–“ (U+2013) with short dash. * Replace single-character ellipsis … with 3 individual dots. * Replace double quotes with single quotes. * Replace directional single quotes (namely ‘ and ’, including latter as apostrophe) with non-directional. Regarding double quotes, replacing them with single quotes is generally best. However, you can in some cases retain a non-directional double quote, but you’d have to escape it (with preceding \ ), and I vaguely recall that doesn’t work under all use cases. Russian has directional double-angle marks as quotes, which you can use. TDM’s ”english” (European) character map repurposes the Latin-1 double-angle codepoints for other purposes. Be aware that the default briefing font renders a straight single quote as if directional. Turning to shortcomings of the default Briefing font (scaled from Carleton 24pt), certain glyphs were never implemented and appear as squares (or artifacts) on-screen. At codepoints 9c-9e (Polish lower-case n with accent, Romanian lower-case s & t with descenders). Likely upper-case 8c-8e are also problematic. Possibilities of what to do: The long-term system-level solution is to complete the font’s character coverage. Awaiting that, you could just leave the FM with the squares/artifacts. In the FM strings, replace these characters with their unaccented base letters. As an interim system-level fix, update the font’s DAT, to replace these characters with their unaccented base letters. For Air Pocket, I’ll do either (1 - awaiting) or (2) at this time. Finally, for Spanish, the TDM standard english/european character map does not support the inverted exclamation mark: ¡. Three FM workarounds: Drop the leading ¡ but retain the trailing !. Make the sentence non-exclamatory, replacing also the trailing ! with a period. (This is what I generally chose.) Likewise drop both marks, but also capitalize the phrase to indicate shouting.
  13. If you download the musicfiles it's irrelevant if it continue existing online or the links not longer work. You can legally download the music files from FMA and Pixabay locally or to an own host and use it in your projects, even commercial (CC license, naming the author as much)
  14. Don't Unreal Engine also need a account to use? The last time I tried to use it I need one to download it. Plus afaik you still need to pay Epic if your games gets profits above a certain level. IMO to anyone wanting a totally free, totally open source, no accounts needed and with good enough tools, Godot is a good choice.
  15. Interesting... I'm thinking you are having problems with the installation/.exe file. I suggest downloading the other version of the mod that I uploaded, the Thieves Guild zip file. Just unzip and put all of the files in the corresponding Rune folders. Then to start the mod, simply open up the TG.run file or you can use the "console" and type in "Open TG". The TG.run file will open up the Thieves Guild game menu. Thieves Guild zip file download
  16. How to launch it? Thieves Guild Mod shortcut after installation on GOG's Rune Gold can't run TG.run file. And as I understand Rune Classic is not advised to use with this mod.
  17. So I thought I had found a new and BETTER way of creating lit/self-lit windows for TDM, but discovered fairly quickly that some window textures are already using this method, but that unfortunately the vast majority are not. The aforementioned method is that we use the stock material def for the frame (so you retain the diffuse & bumpmap details), and then only 'blend add' the lit window panes which are a separate texture. An example stock texture that uses this method already - textures/darkmod/window/wooden_frame01/wooden_frame01_lit What we have above is an overlay of JUST the window panes, and its just this texture that is RGB boosted! I don't know why we HAVENT been doing this in the core mod all this time, and to quote @nbohr1more"Boosting the diffuse is a pretty poor way to achieve that effect." And unfortunately a LOT of the core window textures are using this poor method instead of the window pane overlay method. Ive already spent some time in establishments of lower affairs (the line from the gatehouse popped into my head, heh), making overlay versions for frost_salamander for his recently released FM. Please see the zip arcdhive below. @Amadeus has already had a look at and used some, in his upcoming wip - - https://drive.google.com/file/d/11168eiBj_m-Lu5d-8FLYUgM7J1MC_92h/view?usp=sharing So @Amadeus suggested that I list all the window textures that need looking at. I haven't included the ones I have already fixed in the wip archive above - textures/darkmod/window/diamond_pattern02/diamond_pattern02_*** - the lit versions from this series have a diffuse that is basically black, but thankfully the unlit version has a diffuse that can be used. textures/darkmod/window/ornate/stained_colourful_dirty textures/darkmod/window/ornate/stained_colourful_dirty2 textures/darkmod/window/pointedtop_big01/pointedtop_big01_*** - there are lit versions in this series, but they are not using any diffuse/bump. So these are perfect to use as overlays as they are. textures/darkmod/window/diamond_pattern01_*** textures/darkmod/window/diamond_pattern_andbars01_*** - So these are good candidates to be used as overlays with some tweaking, but we need a much better diffuse/bump. textures/darkmod/window/largesquare01_barelylit - poster child of why this thread was created, all the lit versions of this series are just RGB boosting the diffuse. textures/darkmod/window/roundtop_diamond_pattern01_*** textures/darkmod/window/simple_square01_***- this series also has very poor cropping on the edges. textures/darkmod/window/smallpanels_4w_dirty01_*** - this series has diffuse that is basically black. textures/darkmod/window/smallpanels_4w_dirty02_*** - this series has diffuse that is basically black. textures/darkmod/window/smallpanels_4w_dirty03_*** - this series has diffuse that is basically black. textures/darkmod/window/smallpanels_industrial_mesh_selflit textures/darkmod/window/square_pattern01_*** - this series needs a complete overhaul.
  18. Well I think you don't have to install Linux to run TDM. You can just boot (with Linux Live usb) into a Windows pc and run tdm from that Windows ntfs disk. The Windows version of tdm includes the Linux executable I think. At least that's the way on the Linux version, but I thought I tested this method on a Windows pc in the past. Otherwise you could use the standalone version, which is for both systems. It runs it of the disk (not usb) so should be fast.
  19. Copyright infringement aside - I'm not so sure that the former and current owners of the IP are still interested in the original lore: Neither Thief 2014 nor the new VR game make relevant use of Hammerites/Mechanists/Keepers. Probably there is nobody left working on the franchise who knows about the original story in the first place or they consider it inferior compared to their very creative new story approaches. This reminds me of another anectode: I can't remember who it was (I think it was Springs) who was even attending a meeting at Eidos Montreal at the time to discuss a collaboration between TDM/Eidos. As far as I remember, he mentioned here, at least two of his conversation partners didn't even know what “Thief” was. I rest my case.
  20. I think games should show up in Steam when you bought them already. So you can use a vpn only to download the game. Proton vpn is free
  21. I guess this is basic stuff for you talented model-boys but now I've trudged for several hours without results and from what I have read in several forums/threads, it's even not that trivial. Therefore I dare to start a thread... I've download some models from the web but these come in some new and fancy format; (FBX, USD etc) not exactly the old and brittle format that we use in TDM So to import these into DarkRadiant I need to convert these to lwo or ASE, right? How do people go about this? I have tried to: - install Blender 5.0 and added an ASE-exporter plugin. Blender actually puts out an ASE-file but as I try to open it in DR, the model is only showed as that checkerboard error-box. Do I need to tinker with the model in a text editor first? I read something about changing something about a BITMAP-line... - use an ancient version (7.0) version of Lightwave but that program cannot even open the files (Not surprising)...
  22. Hey, was trying to use the TDM_Update.exe file, but when I do it doesn't do anything! It just goes back to 2.12. I'm trying to run Luitenant 4, but it won't update, so I can't play it. What am I doing wrong?

    1. nbohr1more

      nbohr1more

      Might be able to force it to use a different mirror?

      Did you try using the advanced install option and manually choosing 2.13?

    2. datiswous

      datiswous

      Just redownload the correct updater (installer) and try again.

      https://www.thedarkmod.com/downloads/

  23. It's a pity Bienie hasn't visited since late 2022, because I've finally found the time to play this mission (to conclude the Twelve Days of Christmas and the main winter holiday season) and I really did enjoy it. Though it has a fairly gritty atmosphere and keeps the Christmas-y atmosphere more on the subtle side, it did genuinely feel like an appropriate holiday mission. One where the theme and story also impacts the nature of the major and minor objectives in a believable way. As far as I'm concerned, a two thumbs up, and this is definitely joining the ranks of Christmas-themed FMs for Thief I've played in the past, as their The Dark Mod FM cousin. I don't know that many winter FMs in TDM that have an explicit or hinted-at Christmas theme (and most of those are from the older seasonal/holiday FM contest), so The Night of Reluctant Benefaction receives a high standing in my top favourite Christmas-themed Thief and TDM missions. I think this is a classic I'll try to replay annually during the Christmas season. Speaking of... My first playthrough took me around 1 hour, 13 minutes and 35 seconds, and the second playthrough after that was a speedrun, that took me around 31 minutes. I only found about one or two of the seven extra secrets, but at least there's more to explore next time, and I'm pretty good at completing all the main objectives and the three good deeds. The second playthough wasn't just ghosting-focused (with only 1 knockout this time, compared to 2 on my first run), it was also a no-saving-at-all run. Initially, I did have to restart it a few times, but I did manage a near-flawless speedrun in the end. I daresay I'd even recommend this mission as a good example of a small, but complex enough mission, that beginning FM authors can take some degree of inspiration, in terms of how even limited space is used effectivelly and how you can have plenty of verticality to a mission, even without any use of rope arrows. I was even somewhat surrpised how many windows were accessible to the player, and at least one could even have its lock picked, even if you didn't have the key. Speaking of, this mission wisely avoids devolving into a key hunt, and you have plenty of flexibility on how to navigate various areas of the mission. I'd suggest everyone pay attention to ceiling lamp lit corridors and rooms in some of the upper levels of the buildings, as those can get tricky if you want a stealthy entry and don't want to startle the locals. That's my review of this fine little holiday mission. I don't know if Bienie will ever read this review or not, but if he ever does, I can honestly say the entire FM fulfilled my expectations several times over. Good work, Bienie. Thank you.
  24. Sorry I don't have much time to see the full video but what I saw in the first few minutes where he built a room, is nothing special, I've done the exact same workflow for example in Max Payne 2 editor. What he means with mesh's, is that the geometry you work with inside that Unreal Engine plugin, is the same one you do when you work in say Blender, Maya, etc, is just triangles and quads. Meaning the geometry is not composed of simple mathematical planes like brush's but real 3D geometry. Why you don't use portals in there? Because Unreal Engine 4/5 afaik have no portal system for visibility culling. Portals are a CPU concept and are normally used to prevent to render things that the player doesn't see during gameplay, but is not the only way to do this job. I think ever since UE4? Epic's engine uses a more advanced system (but more expensive one) called GPU occlusion queries, in simplistic broad terms, it uses the GPU to do "porteling" automatically for you. btw Unreal Engine also used CPU based, manually placed portals not that far in the past. Also the idTech4 BFG fork RBDoom3BFG engine also supports occlusion queries but on the CPU, using a Intel made library, perfect for open spaces.
  25. I think we should create a thread where you can put requests and suggestions for Orbweaver. This thread should be NOT a discussion thread. If you want to discuss a proposal, create a specific thread for it. I want it to be only for collecting proposals, so we have an overview of what people might want to have. I guess this might also help Orb to decide what he should focus on once he gets productive. BTW: I really appreciate your effort, because we can really use this. So my personal wishlist proposal is that I would like to see a group handler. Similar like in Blender, where you can select several objects and put it in a group. When you select one or more of these groups, the objects are visible. If the group is not selected, it's invisible. In Blender and other 3D apps this is called layers (forgot the name before so I had to look it up).
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