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Hi team, I've come back to the FreeBSD native port that I was working on and have some patches that I would like to upstream. What is the best way to submit patches for consideration? Is there a public tracker/email list, or is it best to post patches somewhere here on the forums? Thanks!
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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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its actually amazing but i think we are near a point where ram will become obsolete. if not for the problem that flash memory has a limited lifespan. pcie/nvme bus speeds are getting quite near what ram can manage so its not unthinkable that if they can fix the problem with flash memory having limited write cycles we wont need ram at all anymore. unfortunatly this seems to be a physically impossible task at least with the materials we use today. some experiments have been done with other storage types that showed promise but i havent heard news on them for many years so it may have flopped. one idea would be to use liquid crystal elements as storage modules, but it would take quite some development time for these to become fine grained enough for serious storage capacity. it would fit in rather nicely with optical processors though . (i should hurry and patent that idea i think ). EDIT: DAMN someone beat me to it https://www.eenewseurope.com/en/liquid-crystal-for-high-density-data-storage/
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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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Did you know that the Winchester Mystery House officially offers a virtual tour, which includes photospheres similar to something like google street view and a digital floor plan (that looks from the screenshot like a 3D scan)? It's paid, but just 9 USD for lifetime access. I for one would love to play a mission in something like that. I know there may be issues with the tour's terms of use (haven't checked), though I doubt that recreating the floor plan from scratch, which would have to be done anyway, could be legally limited in any way. And I know that most people like creating missions to materialize their own ideas and not copy something that exists... But it's the damn Winchester Mystery House and I'd love to walk around it and rob the place. Or more likely just see fragments of it used within some mansion mission, because I assume the whole thing as is would be a nightmare for AI.
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hmm yeah most problems with microstutters are related to when the card has to use system ram to hold texture memory so a slow ram type will definatly cause problems. with ddr5 or higher the speed of the system ram is much closer to vram speed allready. so it wont suffer as much. it wont alleviate the problems completely but it definatly helps. the only real gripe i have with pcie 5 is that most boards only allow x8 speeds, but i guess this is due to stability problems at x16 speeds and this might be corrected in the future. it is also a bit of a concern with nvme drives as these get rather hot at such speeds (needs active cooling allready) and we all know the tradeoff with small high speed fans cause rather annoying noise problems hehe.
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The RX 9050 4GB supposedly fares much better than you might expect when used with a PCIe 5.0 x16 connection, which by default it doesn't come with in the only pre-built to ship with it. PCIe 5.0 x16 is a whopping 8x the bandwidth of PCIe 4.0 x4 of the similar RX 6500 XT low-end card, and that's apparently allowing it to use system memory as VRAM much more effectively. So while that's a heavily disabled junk card, having the full 16 lanes could help such budget cards in the future. Similar observations were made about the RX 9060 XT 8GB, but it's more dramatic in this case. PCIe 5.0 is locked to AM5 and DDR5 in AMD's case. The card that was tested has been shipped off to Australia for Hardware Unboxed.
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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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I just added this to the browser-css for https://forums.thedarkmod.com (locally) .ipsDataItem_lastPoster, .ipsDataItem_stats, .ipsCommentCount, .ipsType_light.ipsType_small.ipsType_blendLinks, span.ipsFlex-inline, .ipsDataItem_category {display: none;} /* Less number stats distractions */ Giving a less distracting result:
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I have committed my changes to SVN, now SVN works on the UTF-8 system. It reads all language strings from all.utf8lang file, and only reads old-style {language}.lang files for missions if the equivalent new-style files are not available. The core .lang / .map files are present yet, but will hopefully be deleted. In the end, I had to manually add some characters to utf8map to suppress warnings. They were not handled by the old engine: I simply remapped them all to the question mark. It seems that the majority of them come from language names, and I don't care if they look broken or have question marks. I have already stated my position about language names. At the current moment, .utf8lang uses the same format as .lang, but this is temporary. As I said before, this must be changed in order to not lock us into compatibility trap. The format should be a sequence of "commands", each command starting with a keyword saying which command it is. And global state should be kept to minimum (e.g. current language seems acceptable). In addition to the current "#str_{name}" placeholders, I'd like to add two more types of replacements for missions. 1) Plain-text replacements, i.e. replace "Not enough drive space to save the game." with "Não há espaço para salvar o jogo.", as I suggested before. This approach provides zero inconvenience for the mapper, but it rather unreliable. It becomes especially bad for short strings. This kind of replacements is not cheap to perform, but I think I know how to do it efficiently. The first version will do it with bruteforce algorithm, we don't have any plain-text replacements yet anyway. 2) Full-text + ID replacements, i.e. replace "Not enough drive space to save the game.#id_nospacesave#" with "Não há espaço para salvar o jogo.#id_nospacesave#". The #id_...# placeholders are stripped from the text by the engine even if translation does not exist. If translation exists, then the engine verifies the context around the placeholder and does not apply it in case of mismatch. This approach gives mild inconvenience to the mapper, since he can clearly see the original text but has to tolerance this annoying tag at the end. The mapper can even edit the text without touching the placeholder: the obsolete translations will stop working automatically. I have a feeling that plain-text replacements won't be enough for the missions, and hope that such extra "tags" can be used here and there to make it more reliable.
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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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it is tempting allthough i had actually hoped to use it in my other PC instead of the 3070. but that card is probably a lot harder to sell because of its only 8 gb vram. i need to noodle a bit on it but yeah i can actually afford the 9070xt with the cash i get for the 2080 ti so i might. guess the other PC will have to live with the 3070 .
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The still ongoing Windows 10 topic sparked my curiosity why people do not just switch to Linux. But users of other OSes are also allowed to vote.
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Hello and thanks for checking out this post. I'm delighted to announce that version 1.1 of my fan mission "Cole Hurst 1: Eaton" is now available to download and play. This post is spoiler free, so please don't avoid digging into the details below if you are interested. I'm just using the spoiler tags to organize this post a bit. Let me start by saying "thank you" to anyone who has either previously played - or is considering playing this mission. It really means a lot to me. I have been away for a while, but following a round of beta testing that took place some time last year, I've only just recently managed to finish this update. I'm slightly embarrassed by how long it has taken me to complete, but I wanted to make sure that the valuable feedback I received was all properly addressed. Mission description "Tonight, Eaton's wealthiest citizens will gather at Lord Mayor Zelmer's estate to celebrate the city's founding. Nobles, dignitaries, a famed musician, and even the Queen will pass through its gates. While the guests celebrate Eaton's future, Cole Hurst is looking for a way out." For those new to and/or curious about this mission: I guess I would describe it as a traditional heist-style mission - although with a couple of major plot twist along the way. It's a very large map and I think it should take most players at least a few hours to complete. Screenshots Changes in version 1.1 Countless additions and a large amount of smaller tweaks and changes have all made it into this release. I may have already forgot a few things, but here are what I consider to be the main highlights: * New secrets & optional side quests * Story tweaks and reworked readables * Subtitles * Difficulty tweaks and related changes * Stability fixes * Various cosmetic changes * Audio tweaks * TDM version 2.13 now required Contributions and acknowledgments A special thanks to all of those listed below. I'm sincerely grateful for all your contributions! Mission testers and technical support @nbohr1more, @stgatilov, @duzenko, @Acolytesix, @Dragofer, @JackFarmer, @Shadow, @Cambridge Spy, @wesp5, @madtaffer, @prjames, @suzy8track, @datiswous, @boissiere and @Bergante Story Kelly Hrupa Voice actors twhalen2600 (AKA @Benny_the_guard) and Kelly Hrupa
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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 ============== Beta 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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yeah pathtracing is the only thing nvidia still does better with the 5070 ti and i have a feeling that when the 6xxx series comes out AMD will kick them in the nutsack on that too with they're new model. nvidia seems hellbent on going the AI route only atm. id be really carefull if i were them, its not a good idea to put all your egg's in the same basket even if you are currently the most valueable company on earth it does not take more than the globabl economy crashing to ruin it. and with the wibes i get with the current US administration that may come sooner than we think. currently trying to save up for a 9070 XT halfway there but if prices increase again id rather wait it out (dont game as much anymore). been a while since i had an apple phone (well i still have my very old one but its useless with the apps we need as identification here in denmark). can still use it as a standard mobile but thats about it. my current is also getting long in the teeth but atleast the software is still up to date on that one (samsung S20FE).
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I don't know what the opinions on LLM coding are around here, but I think this would be a good candidate for vibecoding, as a standalone app of course. EFX preset standards are unlikely to change for some foreseeable future, so maintainability is not a big issue, the goals are well defined, the library already exists... I may actually do it just to see if it works. My qualification here is that I do have a pretty good sound system, I have a bit of experience with music production including reverb and audio as a whole has been a big hobby of mine for more than a decade. Regarding the buttons and sliders, no, you really just need a few controls for reverb specifically. OpenAL allows you to abuse the reverb algorithm using other parameters or their nonsensical combination to create various weird effects, but for "standard" room sound even with various uncommon rooms you only need to control a few parameters within specific ranges. However... I think this is still going to be necessary, although the above app should contain some live guidelines as well, something like "the reverb length you selected could broadly represent a room of this size" or "the high frequency damping you selected is quite strong, which could represent a fully furnished room with carpeted floors". But while OpenAL effects should not be dependent on the soundcard, their perception is heavily dependent on whether you use headphones or loudspeakers, how neutral their sound is and what's the acoustics of the room you're sitting in, in real life. Plus people often just have no idea what realistic reverb in a room sounds like, it's quite difficult to judge without any experience. Both of these problems are equally significant and I would guess that most mappers are going to suffer from both at once to some degree. So if we really want to make this work and push people to use better effects, I'm convinced that something a good example map with fitting presets for various archetypal rooms is absolutely necessary as well as the tool. I have no idea if there's real demand for any of this, but I'll try to do a proof of concept interactive reverb app to see if it's reasonably low-effort and then we'll see. I would love TDM to sound better.
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damn this was hell to put together... the be quiet case only has space for a 240 aio up top and mine is a 360 so i had to pull the front fans and mount the 360 there. my dev machine i actually had to move to the lian li lancool III which was my gaming machine due to the front panel connector being the new type and i dont have a breakout cable for it. so now my gamer is located in the be quiet case my dev machine was relocated to my lian li gamer (luckily the 2080 ti fits fine in that one) and the old lian li PC-B25F is in use as my retro gamer. had to muck about with the ssd's so i left one in my dev machine for a few games together with two mechanical harddrives and one nvme. the be quiet case got fitted with 2 nvme's and 2 ssd's. i had intended to use an old kingston ssd for the retro setup but the connectors broke so it's thrash sigh... instead i had to use a mechanical harddrive as the system disk with an usb stick for ready boost (still far from ssd speeds). i also replaced the 3070 rtx in my streamer and moved it to the be quiet case, the streamer now uses an amd rx 5700 xt (works fine for that). so next project is getting a 240 aio for the be quiet case and moving the 360 aio back into the lian li lancool III case. getting the damn thing of the ryzen 3700x was rather harrowing as the cooling paste glues so tight that you literally rip the cpu out of the socket (the liquid freezer II model i have can not be wiggled so there is no way to avoid it) luckily no damage but ouch. then ill need a few more ssd's to max out the lancool but with prices as they are atm this might take some time.
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Looks like it's the same old script updated for latest Blender version. Just so you know, this vibe coded script below exports smaller files. It always bothered me that .md5anim files from Blender are three times bigger than they should. https://forums.thedarkmod.com/index.php?/topic/22528-md5-format-importer-exporter-for-blender-36/#findComment-508957
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Turning to all.lang: This last month I've been researching & rearranging the [English] contents of all.lang to be reflective of the actual uses and page layout. So that there's better context for subsequent translations. After much manual effort, the link below has what I've come up with. Within that file, there are beginning notes (meant as a preamble extension) to describe my conventions. The overall ordering is roughly - stock weapons & tools (in shop & inventory) main menu layouts, with a large section devoted to settings layouts lists of named items of interest to FM authors (this section is not much changed from original) possibly unused strings all[English_only_reworked].lang Note this file has no language section besides [English]. This is intended to be a reasonably-tested drop-in replacement for the existing all.lang 2.15 dev [English]. To make full use of it's strings, there are a few gui/cpp improvements... I'll write up a bugtracker post about them in a few days. Also, here is the corresponding generated english.lang file, in traditional style (alphanumeric order, no comment lines). Useful for doing file diffs against english.lang shipped with any other TDM versions. english.lang I'd like to see this reworked format become a basis for the standard 2.15 [English] going forward. The existing [language] sections of all.lang could be programmatically reordered to match this format (I can work on this). And further rearrangements to sync with some of stgatilov's ideas are possible too. EDIT: Here are bugtracker posts I mentioned: 0006742: Tooltip Shortcomings in Settings GUI 0006743: Replace & Test Hard-Coded Strings
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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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you may be right. will be interresting to see what comes out of it all but something like cuda would go a long way when we look at the success it has been for nvidia. yeah the name might be rdna5 for the publick but underneath it might be udna1 tech wise that is what i meant when i said does it matter. quite a few people think they might newer take the crown from nvidia no matter what. but they also forget that they did actually conquer it several times in the past (performance wise anyway) so it will be interresting to say the least. cuda for one was nvidias biggest selling point. physx while nice because it could use cuda cores for hardware acceleration also made it a point in they're favor but was in some cases detrimental to game development due to game companies being locked in if they wanted to use these features. opencl took a bit of that strain off but was not used as often even though it worked fine. at times i wondered if AMD would go the way of 3dfx and all the other companies that used to make gfx chips. but they managed to cling on and even managed to make the chips they peddle the default in most consoles while also selling more affordable cards with really good performance. sure they lack a bit yet in the raytracing department but the 9070 xt actually runs that pretty well to in most cases (atleast enough to be a viable alternative). intel might also come out with something interresting at a point, but they are pretty far behind in the race. they're XeeSS framegen seems to be pretty good but they are still lacking severly in raytracng capabilities so only time will tell (they have good engineers though so i wont put it behind them to surprise us). matrox is still around also but after the massive fail with the parhelia cards they stuck to making cards for artists (strangely they stuck to the old DVI interface with 512mb DDR2 vram oh boy...) https://video.matrox.com/en/product/graphics-cards/m9120-pcie-x16/. it does not even have a WHQL driver for win10 but seems to be supported by many linux operating systems. so it does not seem like they will be a serious contender and are mostly relevant for historical purposes (matrox cards had excellent image quality). EDIT: they also have a 1gb vram model with dual displayports i noticed (still using DDR2 vram though sigh...).
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As a fan of TDM I've long thought that the use of reverb tends to be something of a weak point in otherwise brilliant missions with some regularity. The two biggest issues are using inappropriate settings (most often too long and too loud reverbs, the absence of reverb doesn't stand out as much) and sudden changes between two very different settings. This tool aims to help with solving at least the former. The primary goal is to make it trivial to control the most important Reverb parameters, provide short explanations about what they do, and provide a playground where the mapper can hear various sounds affected by the current reverb settings in real time, without touching the game or the map editor at all. After finding a useful setting, the parameters can be either copypasted or directly saved as an .efx file readable by TDM. This is already mostly done as an initial testing version - no loading of external sounds yet, instead the application uses a short white noise burst, which functions quite well for hearing the reverb. Another currently missing feature is that you can load the integrated presets, but cannot load your own .efx preset, it is currently a write-only application :). The secondary goal would be to provide some sort of a wizard, where the user sets up approximate room dimensions, how absorbent are walls, floors and ceilings and how much furnishing is there, and the wizard generates a plausible reverb setting for the room, which can then be finetuned. Another possible feature would be mixing of presets - the existing EAX presets shipped with TDM are not bad, but it might be useful to for example create a 50:50 mix between a castle room (too reverberant) and a living room (too dead). And I may try to make a simplified control of parameters, where one simplified parameter maps to multiple real parameters, because I'd say the EAX reverb is needlessly complicated as is, though certainly usable. This a testing version and it was pretty much entirely vibecoded. This allowed me to just do it and see if there's demand later. A zip file with the executable application is provided for windows, no binaries for linux yet. The application is free software, so source is availble and a build script for linux is included in the repository, but it has not been tested. The application requires the OpenAL soft library which contains the reverb effects to run (this is included in the windows zip file). Here's the windows download: https://gitlab.com/vozkaa/tdm-eax-reverb-editor/-/releases/0.1.0/downloads/tdm-efx-reverb-editor-v0.1.0-windows-x86_64.zip Here's the source: https://gitlab.com/vozkaa/tdm-eax-reverb-editor And here's a screenshot: Please tell me if you find this useful or not (whether in its current version or with all the proposed features)
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In pursuit of a long-sought secret, the key to life everlasting lies deep within the recesses of an ancient athenaeum. Dragofer, Bikerdude, and I proudly present our FM for the Christmas Connections Contest titled "Written in Stone." Notes - TDM 2.10 Beta 5 or later is REQUIRED to play this mission. However, it is recommended to play using 2.10 Beta 6. You can get the latest version here. - This FM is a sequel to The Elixir. While it is not vital to play that before playing Written in Stone, there are some story connections. - This FM may be more hardware intensive than normal. LOD settings can be set below "Normal" to improve performance on low-end machines by disabling certain features. - Various areas will look better with shadow maps enabled at the possible expense of performance. - This FM implements the func_peek mechanic, allowing players to peek through any door that has a keyhole on it by leaning forward. PLEASE NOTE: This function has been known to cause crashes for a small number of players in the past, likely due to using the 32-bit version of TDM. At no point in this mission is it required to use the func_peek mechanic; it is purely optional, so feel free not to use it. As an entry in the 2.10 Christmas Connections Contest, the new features and assets used by this FM are: Download Version 1.1 This FM is available for download here: Google Drive Simply place the written.pk4 into your darkmod/fms folder and you're ready to go! Promotional Screenshots (via ThiefGuild) Credits A big thanks goes out to Wellingtoncrab for making a beautiful city map, Narrator for their wonderful voice work, nbohr1more for creating the original story premise as well as a few readables, Goldwell for animating the introduction to our briefing video and Duzenko for making certain glasses work as well as they do! A huge thank you also goes out to our beta testers: Goldwell, Wellingtoncrab, Kingsal, noodles, Krilmar, Garrett(Monolyth-42) ate0ate, and Mike_A. Thank you all very much for your keen eye to detail and great insights! Asset Credits Kingsal's Killer Assets Wellingtoncrab's Wonderful Furniture and Book Skins ***PLAYERS BEWARE*** SPOILERS lurk in the depths below. We strongly recommend playing this FM first so you don't spoil the fun for yourself!
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