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  2. idtech 4 "can" do large outdoor maps, lights are the biggest problem for performance as plastering a map with 100's of lightsources will utterly smash performance due to all the calculations it has to do. one of the reasons many engines used pre baked lightsources. carmack usually newer wrote more code in then what the game it was made for needed, relying on engine modders or game studios that wanted to use it to add the missing pieces like say fence textures (for vegetation) and whatever else a modder needed for his or hers idea of a game. this works for DOOM as there is no vegetation on mars but it would look rather out of place on earth. sure you could maps with (faked vegetation) but i dont think it would look good. sadly idtech 4 newer really got that popular and only a few games ever got made based on it. prey. wolfenstein 2009. enemy territory quake wars. quake 4. as for mods the list is somewhat bigger but still a lot lower than most of the other idtech engines. the built in mapping tools were well how shall i put it... not very good. which may have been a reason it was not adopted by many. darkradiant is way better than the built in map editor but a few of the built in tools are still needed i think ?. also the change to C++ may have put off a lot of otherwise gifted engine modders who were used to working in C like previous idtech engines were coded in. C++ is great but there are a lot more pitfalls you need to be vary of compared to C. C = follow these rules. rigid but less error prone. C++ = my rules!. uh why did my PC bsod ?.
  3. How about asking a mapper to implement the ideas to his mission. Or pickup the tools to do it yourself.
  4. Today
  5. I think that's related to the two different ways of attaching a key to an AI. See https://wiki.thedarkmod.com/index.php?title=Doors#Keys_Carried_by_AI. Note that using the Bind Method has this proviso: "The AI cannot use a bound key to open a locked door; the workaround is to fake it with "can_unlock" as discussed further below." So you can end up with guards with a key that can't open a door, or guards without a key that can (if the can_unlock method is used).
  6. Alright, I fixed the abandoned missions wiki and included the new entries, plus pictures, for the castle maps: Wiki
  7. Yesterday
  8. roof work (leaky shit...) some garden work what i can manage. and currently trying to get my chainsaw running again (dies when i give it gas so probably needs a cleaning of the carburator). gaming not so much atm atleast. been toying a bit with my retro gamer to see which games from my collection will run on it (quite a few actually). it is kinda weird to game on as you start to notice all the little tweaks you had to do back in those days to get it to be enjoyable . busy month and i been feeling a bit under the weather lately (tired as all hell). also been raining like crazy here the last 4 days so everything is soaking wet. first frost came yesterday night but daytime temperatures are still in the double digits so... started reading some good books to pass time (been a while since i last did that).
  9. caves and caves2 are also very different from each other. But caves2 is pretty small. Edit: Not 100% sure. Ok maybe not relevant, since caves2 is so small.
  10. That is often another issue, but I think that this isn't easy to fix. Sometimes if I lock the door after an AI enter a room or cell he can get out without the key, in some other missions not. But more complicated is that an AI can't unlock a door to enter, because I robbed the key, it may be a problem when the room is in a fixed trail important for the mission, more if the AI get stucked in the door, blocking your access. It can be solved in some cases, but it is a logic problem that I do not think can have a global solution, but only depending on the mission..
  11. Okay, cool. I'll mark the castles as separate maps. Thanks for the insight!
  12. Yes, you are right; back then I only adopted the caves, nothing more.
  13. Just finished the mission, and for me the highlight was the plague district... superb atmosphere, that thankfully wasn't spoiled by dropping a load of arbitrary zombie/undead/plague victim encounters. The atmosphere itself was enough, and seeing all the piled bodies with the sombre music made the whole thing very sad.
  14. Maybe every map should be seperated? Caves2+Castles1-3. Otherwise you keep having this issue.
  15. Ah, yeah, you're right. These three are clearly very different. My bad. It's been a long time since I looked at these
  16. I don't think so. I noclipped through them and they look very different Absolutely not minor All the maps are completely different maps as far as I can see
  17. the castles/2/3 maps are all the same thing, just different versions with minor improvements; same with caves/2. I'll wait to get confirmation from Jack before making a separate entry for castles
  18. Ok so I still have the archive on my pc an checked it out. Castles and caves consists of the following map files: castles.map castles2.map castles3.map caves.map caves2.map I think @JackFarmer only used caves.map. The other 4 I don't recognize from HH4 and I played the fm kind of recently. I think they could be useful. Castle and castle2 are not small maps.
  19. I made a quick update on the wiki, but if the castle is indeed still available, then I'll just make a separate entry for that and mark it as free for adoption
  20. @Wallace On the first post is a link ( https://www.thedarkmod.com/missiondetails/?internalName=maybury1 ) There are 4 download mirrors. You could have tried a manual download. I guess for all missions there is a missiondetails page with multiple mirrors. https://www.thedarkmod.com/missions/ So if anyone has a download issue, there are more ways to try and download a mission.
  21. ai's often can open locked doors even though you stole their key.
  22. I remember my first active months on the forum (2021), that I had the fealing people were not always responding to me. I think it comes from this. If you come with ideas but don't show anything you are often ignored, at least the first couple of months and it's probably because of this what you sum up. People think you'll leave quickly and there's no point in taking it serious. Often that is also the case, like you describe.
  23. I meant this sarcastically, but it was not picked up
  24. I think you only used part of that map. Or there were 2 maps: castles.map and caves.map in the fm-archive. I have to look into it. I think you used caves, but not castles. I mean the info can be updated, but (if I'm right) maybe the castles part can be rereleased as an abandoned map?
  25. For some reason the download for this one keeps failing due to extreme slow DL speed. Other FMs download fine and my internet connection itself is fine, anyone else having issues downloading this FM? *Edit... disregard, it DL'ed after multiple failed attempts.
  26. Good idea, but there isn't any mission where the AI's noticed that a door is unlocked, often even not if the door is wide open. Means that also the need to adapt the AI's to notice it, difficult if the room isn't even in their trail. If not, it's irrelevant if the door is locked or not, apart of the personal challenge to lock it.
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  • Recent Status Updates

    • datiswous

      So on a regular basis I try to start building something in Darkradiant but very quickly I loose interest and give up.
      I tend to
      create a room, position an ai in it (or first ai, then room, probably better) put a light in it Put some stuff in it test the room in tdm Now I had this new idea:
      Start of with a gigantic room. To skip the importance of sealing for the time being and to think broader than one room. Then just use ground without wall, just to visualise the structure of the level.  Then just use prefab walls and other elements (arches, etc.). Just building area's that aren't enclosed. I can always close them at a later point. Maybe this is all very logical from a mappers perspective, but tdm is the first game where I have done any kind of real mapping and I always stop at the start. It just takes too long to make something exciting.
      I want to build something at some point, because over time I accumulated lots of ideas.
      · 3 replies
    • MayheM

      It would be nice to have a link to the forum thread of a mission in download section, rather than having to search for it manually, like on Thief Guild.
      · 1 reply
    • taffernicus

      Anaglypta , floral and damask wallpaper look great in older homes 
      It’s rare to see anyone using “shader not found” wallpaper in their house

       
      · 0 replies
    • Ansome

      Terribly difficult juggling map designing with work, but I'm still alive and chipping away at something very special. I'm actually making a collaboration of sorts with a friend, I make the map itself and he acts as my "Chief Scope Creep Consultant" that checks in every so often to make sure this project isn't getting out of hand. It's a good system!
      · 1 reply
    • JackFarmer

      We don't need artificial intelligence; we need artistic intelligence. 
      Ralf Hütter, Kraftwerk
      · 6 replies
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