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  1. Past hour
  2. How do I get out of the area with the and I can't find any other way deeper into the city
  3. Today
  4. I'm now considering the .xcf files as being in effect the source texture for the game fonts, at least those that have been bitmap edited in GIMP. So that's an argument for putting them in the TDM assets repo. But, in any event, they do need to be backed up somewhere official.
  5. I most agree this is very confusing. The main light on my example, was not coming from the top but from the side and it looks correct to me, but your OGL example does look incorrect, if the light source is on the top right corner, so call me confused. edit: I made more testing, I was totally wrong and Wellingtoncrab is correct, it IS the D3D system, purple on the top for bumps, is the correct color, cyan in the top should be for holes. So my example is misleading and not correct.
  6. Could be something funky going on with our implicit RGTC compression. We use a Microsoft BC format for pre-compressed normals but our on-the-fly encoder is supposed to use standard OpenGL tangent space normals. I wonder if the work to fix BC loading had some unintended effect on uncompressed loading? Maybe @orbweaver can be convinced to take a 2nd look?
  7. i want to try darkradiant on linux. Not sure how heavy the software is. i don't want to abuse this poor thing Now i am in the process of researching new SSD replacement & GaN charger. i have found a primer on magnetic spinning disk & the underlying technology of solid state drive but i still found it hard to grok the magic behind this technologies cylinder, head and track number.. That's the last thing I heard when I was messing around with the solaris installer
  8. This is the continuation of my first post above. Weeks ago i got a string of bad days. My main PC(elitedesk 800 g3) suffered a SSD failure and i noticed my thinkpad charger have an exposed wire. So i decided to dust off my old lenovo ideapad(ideacrap) yesterday. The spec is i3 6th generation, 4 gigs of RAM, 2.5" 500GB spinning drive and it's equipped with Intel HD & Nvidia GT 920MX. It runs Ubuntu mate 20.04 with Nvidia proprietary driver version 470 installed on it. I tried running TDM 2.12 on it and i got a somewhat 'playable' framerate at 25-33 FPS. I could hear this poor thing groaning when running TDM. It got hot quickly around 25-30 minutes into game.
  9. "Undead hogwarts" is a fantastic description lol. As for your question, that door is purely decorative, it was meant to represent the front entrance. You cant actually traverse it. Sorry for the confusion
  10. So, I'm in the Undead Hogwarts, and I have everything I need, but there's this... ..in front of it that I can't seem to touch. If there was a written clue somewhere, I have completely missed it. Please assist.
  11. Yesterday
  12. @HMartI am not sure that is correct - you can even see in your screenshot that the green or "y" areas of the normal map are not shadowed correctly in game relative your point light. They are in shadow where they should be lit and the appear illuminated from the bottom when the light source is above. Here is another example: OpenGL: DirectX: Notice in DX how light source hits the tops of the tiles and shadows the bottom - where as this is inverted in openGL which does not look physically correct to me given the light position. It is very confusing given the legacy of the game being OpenGL, but I have learned from (painful) experience that directx formatted normals are what look physically correct in the game, at least in my opinion.
  13. For the FM? For beta 1 it's here: https://drive.proton.me/urls/H1QBB04GA0#oBZTb1CmVFQb I've already done around 100 fixes though, so you might want to wait for beta 2 which should be ready in a couple of days hopefully. All links are in the first post of the beta thread here: https://forums.thedarkmod.com/index.php?/topic/22439-the-lieutenant-3-foreign-affairs-beta-testing/
  14. You mean Discord? That's fine, you are more than welcome to use the forum if you want to help test
  15. I let my account lapse a while back biker dude used that app a very long time ago
  16. Seems to be OpenGL I tested right now. edit: I was wrong so I deleted my original reply to not induce others in error.
  17. This topic is going in different directions and it is difficult to tell if we all are in the same page. Facts: Stgatilov wants to change (improve, I guess) something and while implementing the change he realizes he will break some mission in the process. Mappers have been including (now obsolete) core files in their missions and the developer wants to know why these files were included in the first place, as in: the purpose. Changes in two mission are unavoidable, unless the authors go back and revisit the entire logic of their missions. Changes in eight missions are avoidable, in the sense that missions remain essentially the same with or without these changes. Regardless, if the improvements are to be implemented ten missions need to be reviewed and updated. Now my opinion: Considering how the topic is going the next time Stgatilov wants to improve something similar he might think it twice (we all lose because of ten missions). If these same improvements were to be implemented in the future chances are not ten but fifteen missions would have to be reviewed and updated which begs the question, does the inclusion of core files in missions put the present and future development of some areas at risk? No, as long as things remain under control: preserve what must be preserved, encourage and support innovations, identify and address trends. This requires an effort by all parties involved.
  18. So, that's how it was explained to me. Even though it seems counter intuitive, using Direct X maps has worked for me. I was recently trying to import a bunch of textures from Polyhaven.com (they offer both OpenGL and directX normalmaps) and I used the OpenGL version at first, but when I put it in-game there was an inverted green channel. I then used the directX version and the normalmap worked just fine I'm happy to be corrected on any of this though. Maybe Polyhaven does something different with their normals, or I'm doing something wrong
  19. Is that really correct? Unless TDM team changed stuff from Doom 3 times, if you use Doom 3 as example, normal maps that represent outward surfaces, use OpenGL system, those that represent inward surfaces, aka holes, use D3D system. On real DirectX renders, outward surfaces, use the D3D system instead and the OGL one for inward, is inverted. And to reinforce this the original example by idSoftware, looks to use the OpenGL system see here cyan for top, purple for the bottom, in d3d is inverted. Thou like I said maybe the TDM team changed all of this by now... edit: Incorrect info so ignore it any mod is free to delete this if he/she wants.
  20. I just learned this recently too, it should be Direct X
  21. Texture normal map type: does TDM use opengl or Direct X?
  22. Last week
  23. That's a very valid question. Personally, I'd say the key is to watch what the otherwise-disengaged fringes of the community are saying. If first time posters or long time lurkers start coming out of the woodwork about well made new missions, praising them for their geometry and story but saying that innovative parts of the gameplay felt frustrating or off, that's probably the first sign that the innovations are starting to get out of hand. For a more concrete example, re-read the comments on Hazard Pay. As much as I and many others love that mission, it's clearly a case where the author strayed further than many people were comfortable with. It also points to the likely endgame if authors do take their customization too far. After getting the negative feedback, kingsal made adjustments, and now the mission is much more friendly towards player preferences that don't match the author's original vision. You don't need to restrict the mapmakers' tools to stop them from straying too far from the traditional formula. When people start speaking up, the authors will rein themselves in on their own.
  24. Ok but, at what point do we consider *it* relevant, if ever?
  25. Plan B in case Joebarnin cannot get it right with immobilizations. By Any Other Name: attached to this post are the Bow/Arrow, Blackjack and Shortsword scripts updated to 2.12. I didn't take any liberties. Blame snatcher if something isn't right. @joebarnin, @stgatilov z_byanyothername_212_scripts.pk4
  26. I can only speak for myself, but I think option 2 would be fine. This will at least allow the missions to be playable on the dev builds for now, and we can see if any other issues pop up
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  • Recent Status Updates

    • nbohr1more

      The FAQ wiki is almost a proper FAQ now. Probably need to spin-off a bunch of the "remedies" for playing older TDM versions into their own article.
      · 1 reply
    • nbohr1more

      Was checking out old translation packs and decided to fire up TDM 1.07. Rightful Property with sub-20 FPS areas yay! ( same areas run at 180FPS with cranked eye candy on 2.12 )
      · 3 replies
    • taffernicus

      i am so euphoric to see new FMs keep coming out and I am keen to try it out in my leisure time, then suddenly my PC is spouting a couple of S.M.A.R.T errors...
      tbf i cannot afford myself to miss my network emulator image file&progress, important ebooks, hyper-v checkpoint & hyper-v export and the precious thief & TDM gamesaves. Don't fall yourself into & lay your hands on crappy SSD
       
      · 7 replies
    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 7 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
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