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by request i have made a ucrt32 version of the msys2 mingw cross compiler for bootstrapping a mingw-w64-i686-ucrt32 compiler. this version can be used to make 32 bit ucrt versions of current mingw packages for use on vista and greater os versions. since this is a by request build it might not make it into the official msys2 repo's but ill make it avaliable for developers to add to the existing msys2 toolchain.
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For what it's worth, frame generation could be used to hit 1000 FPS. There's a lot of skepticism over the technology, but one of the better cases for it is turning an already high frame rate into a much higher frame rate. For example, 250 FPS to 1000. That cuts down on the motion artifacts and latency issues that would be apparent with e.g. going from 30 FPS to 120. Another possibility is foveated rendering. There are glasses-free 3D monitors coming out that use eye tracking to produce the 3D effect. In principle, such a display could use the eye tracking for foveated rendering at the same time. If that works, it could cut down the complexity by at least a factor of 2, if not more, probably working better if you're sitting closer to the screen. Foveated rendering is definitely in the cards for VR headsets, where eye tracking will become practically mandatory for varifocal dynamic focus adjustment. These 1000 Hz displays that are coming out are delivering the highest refresh rate only at 720p. It's going to be more feasible for a modern game to hit that frame rate at that resolution than 1080p/1440p. You shouldn't need the latest HDMI/DisplayPort cables for 720p1000 either. That's not a resolution anyone likes to use for gaming though, so some tricks are going to be needed to get it up. Lots of upscaling, fake frames, and foveated rendering all together could do the trick.
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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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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)...
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Some people here might already know this, but there is a free node-based material creation program made in the Godot engine. If you're familiar with Substance Designer then you probably would understand how useful this is. I've been using it in my own projects lately and I figured it might be a good idea to post about it here since I didn't find any threads mentioning it. https://www.materialmaker.org/ The website also features a user-created library that includes CC0 materials people have made. A lot of them are mostly tech demo materials, but even ones that aren't general use can be downloaded and examined to see how they were made in the program, which helps with learning it. There's also a lot of tutorials for Substance Designer itself online and, though it doesn't line up 1:1, it seems like you can generally get most of the same stuff done in Material Maker using different methods.
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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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So, what are you working on right now?
JackFarmer replied to Springheel's topic in TDM Editors Guild
A leap back in time to Abby of St. Adrian in 2017: Fast forward, Abby of St. Adrian, 2025: The statues with the battle axes left and right are monuments commemorating St. Adrian. He is one of the great martyrs of my Builder movement and was known for his cruelty, especially towards the Undead. Truly, a daredevil! Finally finished with Mission 1. Mission 2 will revolve around the pagans. I will only use certain motifs from that section in HHI and reinvent the rest...let the battle of the patches begin! -
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 ?
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Download this mod (Sound Polish) and place all three pk4 in your root folder: x_sound_polish_mod.pk4 x_sound_polish_mod_ThiefierSoundsByGin.pk4 x_sound_polish_mod_VoltaFootstepMod.pk4 Pretend you don't know what the source code does. Try guessing what's going on. (You can use the console, change pk4 names and listen to footsteps on wood, remove files...)
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There should be warning about it. As a workaround, you can send zip file and ask to unpack it into where pk4 is. But your suggestion was different from it. You suggested to use reverse lexicographical order of filepaths within pk4. So I see that even if we change order, the confusion will still remain.
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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?
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Yep but it is not a cakewalk to do it . In fact it really sucks to setup. Atm the best way is still to use a virtual machine and enable seamless mode. Works quite well here with win10. Wine is not an emulator as such though it can in some sense be used like it. Its more like the windows vdm though geared towards running windows software by converting windows calls to linux. A bit like odin from os2 which is used to run 32 bit windows software (the old os2 vm only supported 16 bit windows as it was used with win 3.11 software in mind). Well you could actually run some 32 bit stuff using win 3.11 win32s so a vm inside a vm.
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We know. There is already a support topic for that. https://forums.thedarkmod.com/index.php?/topic/22533-tdm-for-diii4a-support-topic/ And earlier: https://forums.thedarkmod.com/index.php?/topic/16672-trying-to-run-tdm-on-android/ And other systems: https://wiki.thedarkmod.com/index.php?title=Installer_and_Manual_Installation#Other_Systems
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[edit]Please note that this version of Return to the City has been superseded by an expanded and significantly performance-optimised rerelease, available here. However, I'd appreciate if some of these download links were left around so people can check out the original version if they wish.[/edit] Hello, Taffers! My FM for the Grand Christmas FM Contest, Return to the City, has been completed and available at TTLG (updated Hammers-into-Builders version) www.darklurker.com (updated Hammers-into-Builders version) www.uploading.com (Hammers-into-Builders update) www.mediafire.com (Hammers-into-Builders update) www.mediafire.com (second link - thanks, Vexd) (Hammers-into-Builders update) www.sharebee.com (thanks, Chiron!) (Hammers-into-Builders update) Have fun, and please read the release notes, below! (Especially point 1) Last but definitely not least, thanks are due to my beta testers, who have been very helpful in finding and fixing the bugs that have cropped up, as well as everyone on the TDM forums for their help and support. Thank you! Series information: All of my missions except Unbidden Guest (TMA) take place in a common setting and involve the same protagonist, although under different aliases - Talbot, Messer Johannes, Philby and others. None of them require previous knowledge of previous FMs, but there are common elements and a degree of continuity. The missions, in current order, are: Prowler of the Dark (TDP/Gold) (S): liberate a skull of paganic enchantment from an abandoned church, which is kept sealed and guarded by the Builders.Return to the City (The Dark Mod) (M): plunder the other side of the Builder complex to steal a pack of explosives. Patrols have been heightened because of the recent break-in. (This mission connects to the previous along the North/South axis - too bad I didn't have the time to let you revisit some old areas) (You are here!)Fiasco at Fauchard Street (The Dark Mod) (M): steal a collection of opals from the house of a wealthy usurer.Bad Debts (TMA) (XL): fallen on hard times, you take a job from a diminutive snitch to steal his letter of debt from Markus, a pawnshop owner/usurer (looks like a common theme). Rooftop extravaganza.Disorientation (TMA) (XL): following the events in the previous mission, you attract the unwanted attentions of Lady Azamlarg, district warden and judge, and have to break into her palace to deter her from further assassination attempts. More rooftops and conspiracies.
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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 2.11 **Dev build dev17056-10800 (2.13) fixes several visual effects which have been broken in the mission since the release of 2.11. For that reason playing with that version or later is currently recommended** -Iris does not support mods or the Unofficial Patch- Download and place the following .pk4 into you FMs directory: Iris Download ============== *Thank you for playing. Iris is a large mission which can either take as quickly or as long as you are compelled to play. I hope someone out there enjoys it and this initial release is not completely busted - I tried the best I could!* *Iris both is and isn't what it seems. If commenting please use spoiler tags where appropriate. If you are not certain if it would be appropriate a good assumption would be to use a spoiler tag* *Support TDM by rating missions on Thief Guild: https://www.thiefguild.com/* ============== WITH LASTING GRATITUDE: OBSTORTTE - Whose gameplay scripts from his thread laid the foundation which made the mission seem like something I could even pull off at all. Also fantastic tutorial videos! DRAGOFER - Who built upon that foundation and made it shine even brighter! And whom also provided immeasurable quantities of help and encouragement the past couple years on the TDM discord. ORBWEAVER & GIGAGOOGA - For generously offering their ambient music up for use. EPIFIRE - Who lent me his fine trash and trash receptacle models. AMADEUS - Who was the first person who wasn't me to play the damn thing and provided his excellent editorial services to improving the readers experience playing TESTERS AND TROUBLESHOOTERS: AMADEUS * DATISWOUS * SPOOKS * ALUMINUMHASTE * JAXA * JACKFARMER * WESP5 * ATE0ATE * MADTAFFER * STGATILOV * DRAGOFER * KINGSAL * KLATREMUS - What can I possibly say? Playing this thing over and over again could not have been easy. Deepest thanks and all apologies. -=THANKS TO ALL ON THE TDM DISCORD AND FORUM=- ==SEE README.TXT FOR ADDITIONAL ATTRIBUTIONS & INFORMATION== HONORABLE MENTION: GOLDWELL - If I hadn't by chance stumbled into Northdale back in 2018/2019 I would probably still be trying to get this thing to work in TDS, which means it probably would not exist - though more details on that in readme. ============== Boring Technical Information: *Iris is a performance intensive mission and I recommend a GTX 1060 or equivalent. I find the performance similar to other demanding TDM missions on my machine, but mileage may vary and my apologies if this prevents anyone from enjoying the mission.* *Iris heavily modifies the behavior of AI in the game, how they relate/respond to each other and the player. So they may act even stranger than they do typically in TDM. Feedback on this is useful - as it can potentially be improved and expanded upon in future patches.* -=- This is my first release and it has been a long time coming! If I forgot anything please let me know! God Speed. 2.10 Features Used:
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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/
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Fan Mission: The Accountant 2: New In Town by Goldwell (2016/05/09)
chakkman replied to Goldwell's topic in Fan Missions
If I recall correctly, Goldwell wrote in these forums once that he was working on a successor, but, ran into some technical trouble he couldn't solve when designing the mission. I think he's currently working on multiple parts of the Shadows of Northdale series. And, if I'm not mistaken, a little bird (on another forum) told that Act 3 is already in beta. -
I'll probably try Thief 3 for the first time in forever after snobel finishes making a Linux version of Sneaky Upgrade. https://www.ttlg.com/forums/showthread.php?t=138607&page=82 https://www.ttlg.com/forums/showthread.php?t=153010
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You can use this to get another 3 years of updates: https://massgrave.dev/
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With Windows 10 "dead", I plan to use Linux, just not sure which. CachyOS seems best, but not for a beginner. Bazzite, in turn, is even better, for a beginner at least, but CachyOS is way more pro-performance. There's also Linux Mint, which is not as good as it claims to be. Also, ZorinOS, apparently it's for those that want to go from Windows 10/11 to Linux. So many to pick, but looking at how bad Windows 11 is and my friends were having issues with it? Heh, I don't even want to give it a second try anymore.
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A famous painting is on display at the local museum. Steal it, of course! ------------------------------------------------------------------------------------ An update, version 3, is now available (19 March 2025). The mission has a new look and feel (well, look and sound), thanks to the talents of @JackFarmer. Changes include: * A new briefing video (courtesy of @JackFarmer) * Several new ambient tracks that cover much of the map (again, credit to @JackFarmer) * Subtitles, provided by @datiswous (better late than never) * Several fixes for other little issues that were found since version 2 was released. The mission downloader has been updated with this version. ------------------------------------------------------------------------------------ An update, version 2, is now available: (use Version 3). This fixes many of the problems found by those who played version 1. Besides general clean up, the primary goal of this version is to Special thanks to Bikerdude, whose did a quick beta test of this version and whose suggestions I mostly (but not completely) implemented. ------------------------------------------------------------------------------------ Title: Now and Then Author: joebarnin Briefing video and ambient tracks: JackFarmer Date of release: 08 September 2020 (Version 2: 25 January 2021) (Version 3: 19 March 2025) Version: 3 EFX: Yes Requires: TDM 2.12 Author: joebarnin Gameplay notes Thorough investigation is encouraged. Scary AIs: No spiders, skeletons, undead, or ghosts. One live rat and one dead one. Makes use of the 'peek' ability, allowing the player to peek through a keyhole by leaning forward. The use of this ability is optional (it is never necessary resolve the mission). Thanks to: Beta Testers: Cambridge Spy, thebigh, JackFarmer, Amadeus, Kerry000, wesp5 Voice actor: Mike Components: Builder Compound models & textures - Peter Spy (dr.judym81@gmail.com) Museum painting lights - Grayman Gramophone with record - Goldwell & Epifire Custom ambients - JackFarmer Main menu screen & music - JackFarmer Ambients - Orbweaver Many many modules - Springheel https://freesound.org/people/LucasDuff/sounds/467697/ https://freesound.org/people/humanoide9000/sounds/422245/ Thanks to Springheel, Sotha, and Fidcal for their tutorials. I keep going back to them and I always learn something new. Notes Slight spoiler: Fun fact: I have released 3 missions, each almost exactly one year apart: Mission of Mercy - September 14, 2018 The Heart of St. Mattis - September 10, 2019 Now and Then - September 8, 2020. Not by design, it just worked out that way. So I guess look for my next mission in early September next year! Hints (contains spoilers)
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No, you can't do anything with them - you can't drop them, attach them or use them. That's why, as I said, you won't be able to complete the mission. It's a great mission, so it's a shame if you find yourself unable to finish it.
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KARANTIIN In KARANTIIN you can use anything you find. Manage your inventory, monitor your vital stats (food, thirst, health, bleeding, radiation,infection), search for supplies, and fight to stay alive. The game features an open world and two additional game modes. https://karantiin.itch.io/karantiin A little curiosity to play in the Browser https://doompdf.pages.dev/doom.pdf
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Well, you were part of the discussion. The reason for the precedence choice was to support dynamic EFX in the future: https://forums.thedarkmod.com/index.php?/topic/21797-efx-preset-spawnarg-for-location-entities/#findComment-495076 I'm sorry this change somehow ruined your experience. If you find the tedious practice of using the EFX files more 'confiniant', feel free to do so, they are still supported after all.
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That kind of sounds like the issue described here: https://forums.thedarkmod.com/index.php?/topic/23024-strange-behaviour-in-darkradiant-certain-map-objects-untethered-from-vertex-origin/ A couple of us have experienced it but we're not sure what's causing it. In your case do the origins end up at 0,0,0?