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19 points
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15 points
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https://www.ttlg.com/forums/showthread.php?t=152224 There is a new mapping contest over on TTLG for the Thief: Deadly Shadows 20th Anniversary and the organizers were kind enough to include The Dark Mod along with all of the Thief games as an options for making a mission to submit as an entry. The deadline is a year from yesterday and the rules are pretty open. I recommend going to the original thread for the details but I will summarize here: Rules: - The mission(s) can be for Thief 1, Thief 2, Deadly Shadows or The Dark Mod. - Collaborations are allowed. - Contestants can use any custom resource they want, though TDM cannot use the Deadly Shadows resource pack. - Contestants can submit more than one mission. - Contestants can enter anonymously. - The mission(s) can be of any size. Using prefabs is allowed but the idea is this is a new mission and starting from an abandoned map or importing large areas from other maps is not allowed. Naturally this is on the honor system as we have no way of validating. Mission themes and contents: There is no requirement from a theme or story viewpoint, however contestants might consider that many players may expect or prefer missions to be celebratory of Thief: Deadly Shadows in this respect: castles, manors, museums, ruins inhabited by Pagans and the like, with a balance of magic versus technology. This is entirely up to the authors, though, to follow or not - it is just mentioned here as an FYI and, while individual voters may of course choose to vote higher or lower based on this on their own, it will not be a criteria used explicitly in voting or scoring. Deadline: May 25th, 2024 at 23:59 Pacific Time. See the TTLG thread for details on submissions and the voting process. Provided I can make the deadline I hope to participate. It would be nice to see the entire community do something together, and expressing our complicated relationship with this divisive game seems as good a pretext as any.13 points
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EDIT - Please note this is Work In Progress and there are more versions available further down this thread ------------------------------------------------------- Hey, A post about a handheld lantern met my eye and sometime later @RedNoodles shared the source files. I don't know who created the lantern in the first place but as per the below post @Dragofer, @Amadeus and @Goldwell were involved. EDIT: @Obsttorte is to be credited BIG TIME, according to Amadeus: I have since been toying with the files and made further improvements: Term "Lantern" replaced with "Lamp" to distinguish it from the former. Comprehensive code clean-up. Removal of unnecessary files. Adjustments here and there. There still is room for more improvement: Better looking inventory icon Better sounds (it currently uses Blackjack sounds) Sounds improved thanks to @Goldwell The lamp clips through walls when up close (no idea how to fix this) The lamp still makes use of def/tdm_player_thief.def and script/tdm_user_addons.script and therefore it isn't compatible with all mission or other mods. I would like this lamp to be truly standalone and compatible with everything but I am not sure how to proceed from this point on. If you ask me, this neat lamp should be properly integrated in the game for mappers to make good use of it. You can find my version attached to this post. Place the *.pk4 in your TDM folder and access the lamp by scrolling through your weapons. Remember: the lamp isn't compatible with other mods. Cheers! z_handheld_lamp_v0.1.pk45 points
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Hue 100% off on Steam by June 8. It's a single-player puzzle/platformer game: https://slickdeals.net/f/16674791-hue-pc-digital-download-free https://store.steampowered.com/app/383270/Hue/4 points
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I think Final Liberation: Warhammer Epic 40k is 100% off on GOG. The giveaway link seemed to give it to me alongside another "goodie pack". But it's shown as $6 on store page. Not sure what happened. https://www.gog.com/giveaway/claim https://www.gog.com/en/game/final_liberation_warhammer_epic_40000 Meanwhile, Warhammer 40k: Gladius - Relics of War is 100% on Steam by June 1: https://slickdeals.net/f/16674827-warhammer-40-000-gladius-relics-of-war-pc-digital-download-free-via-steam https://store.steampowered.com/app/489630/Warhammer_40000_Gladius__Relics_of_War/ On Epic Games Store, 100% off on Fallout: New Vegas - Ultimate Edition: https://store.epicgames.com/en-US/p/fallout-new-vegas--ultimate-edition3 points
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I've changed the example code in wiki entries "Scripting basics" and "My first map script" to use what @Frost_Salamander indicated: $player1.setHealth(0); // kill the player instead of $player1.kill();3 points
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Iris really did a great job with that aspect of world building: disease and addiction that warp the sufferer's perceptions of reality. The player character himself is one of the afflicted (or at least is implied to be by environmental storytelling) and this is portrayed in the game world through his experiences and actions. Additionally it's left open to the player whether the affliction causes delusion or merely sensitizes sufferers to a hidden, deeper layer of reality. This is fantastic stuff, and if TDM ever wanted to carve out a unique narrative identity for itself from the Thief games and their modding scene, the lore and themes established in Iris might be a good starting point.3 points
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Release 1.2 now available. Mostly minor fixes, but includes one fix that will hopefully prevent the prison key from not spawning. Full changelog: https://github.com/FrostSalamander/fsx/releases/tag/1.2 Download: Proton Drive: https://drive.proton.me/urls/4YTT2D72EW#FJ9furObjD19 Github: https://github.com/FrostSalamander/fsx/releases/download/1.2/highex.pk4 @nbohr1more could you do the honours and add to mission DB please?3 points
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3 points
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Yes, we ported some BFG code. Both TDM and RB-DOOM3-BFG have radically changed the shader setup and render backends from vanilla (or vanilla BFG) so it may be difficult to reconcile the two. RB-DOOM3-BFG has a few things that we may be able to port without too much issue though.3 points
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@snatcher I hope you don't mind, I've added this here: https://github.com/thedarkmodcommunity/mod-handheld-lamp I was thinking I'd like to use some of this neat stuff you're doing at some point (hopefully soon ), and I would just end up putting it in Git like I do all my stuff as I tinkered with it. I figured it might as well go into a public repository instead. If you would like to keep it up to date in this location, I'm more than happy to do that (or show you how to do it). If not, people can always come to this forum thread and retrieve versions that are posted here3 points
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Yes, I'm familiar with this sort of junk-science "analysis" assembled by journalists or random tech companies counting stuff in a database and using it to form some kind of conclusion. Side note: one of the dumbest articles I ever read was some lazy tech journalist trying to decide which Steam games were popular based entirely on the average total play time (in hours and minutes). He concluded that everybody hated "HL2: The Lost Coast" because the average play time was about 15 minutes, without bothering to check that The Lost Coast is actually a short tech demo that can be completed in a few minutes, so obviously people aren't going to rack up hundreds of hours playing it. For example, consider these numbers: So they count "Debian", which is an entire distro with thousands of packages, separately from "the Linux kernel" which is one component of a Linux system and already included in every other Linux distro. Does that mean the 2357 kernel vulnerabilities need to be subtracted from the 3067 Debian vulnerabilities, or have they already done that? Do the Debian vulnerabilities include only the kernel, core packages, or every package in the distribution (including Firefox, Thunderbird etc)? The article doesn't say, and the source data is not available since this is just a second-hand report of an "analysis" done by a random VPN company, not a proper scientific study. In any case, comparing an entire Linux distro with just "Windows" isn't a valid comparison, because a Linux distro includes thousands of third-party packages. In order to make that a fair comparison you'd also need to include Microsoft Office and everything in the Microsoft store under the "Windows" heading. I realise that everybody hated Windows 8, but I'm fairly sure that it didn't somehow magically vanish from history. So they're potentially including a full 16 years of extra vulnerabilities to Debian, by ignoring all versions of Windows released before 2009? Yeah, I'm sure that makes absolutely no difference to the analysis. No shit, Sherlock. They got something right at least. Nobody should be complacent about security, since all modern operating systems and software are affected by vulnerabilities, and need to be kept up-to-date with security patches.3 points
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I just tried it a whole bunch of times until it crashed. Oddly, the time I drew the bow before the time it crashed, the arrow was missing from the animation. @stgatilov is this stuff of any use? crash dump: https://drive.proton.me/urls/A6T13TEFJR#6YzRcvVFsMW9 debugger screenshot (link to better image )3 points
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Hey folks. For the month of May I am running as great a distance as I can to raise money for one of our local Canadian children's hospitals, the IWK. Today all donations are matched dollar for dollar by a corporate sponsor. If anyone would like to support my efforts, it would be greatly appreciated. https://www.millionreasons.run/fundraisers/timgormley Thanks!3 points
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Pretty cool! As a general rule, Doom 3 \ TDM engines both like long narrow tunnels like this. Dram did a bunch of experiments with different map designs and found that long and thin maps can be enormous and still have great performance. I think this is why "No Honor Among Thieves" has lots of long + thin areas. The designers took Dram's findings into consideration.3 points
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** As of 2.11 many of these assets have been further optimized and incorporated into the core mod** *These are reposted from the discord server* Conversions of cc0 licensed assets from https://polyhaven.com/models: **POLY HAVEN CC0 ASSET PACK 01 "SEATING"** - REV4 - narrow seats. wide seats - red seats. blue seats **POLY HAVEN CC0 ASSET PACK 02 "GOTHIC"** - Initial Release - Even more furniture - Interactive prefabs: Containers, cabinets, drawers, "working" grandfather clock - Fully modular pier kit - A very nice bed ! But AI can't sit in the chair ! Notes on "optimization": many of these meshes are particularly tricky for a very novice modeller as they contain a lot of smaller detail geometry which ideally would be baked into a normal map. That's a bit beyond me admittedly, so a much greater emphasis was put into keeping a higher level of detail but having as few shadow casting triangles as I could manage. The shadow mesh is typically only 10-20% of the overall polygon budget of an asset in the pack with some exceptions for the large "hero" assets like the bed.3 points
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I'll see what I can do, first I will ask Melinda and the foundation, but I think that 2 o 3 bucks are possible next year3 points
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I never realised Bill Gates was a member of these forums. Welcome to the community! I hope you enjoy The Dark Mod. Perhaps your Foundation could help pay for the server hosting or fund the development of some new features?3 points
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TDM missions are eligible to enter the TDS Anniversary Contest:2 points
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Imagine a three-mission campaign that used T1/T2, TDS, and TDM. Also, this makes me feel really old.2 points
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2 points
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As I can run it on my 6-core i5-11600K, 16 gigs of Ram, and a RTX 3060 Ti with 8 GB VRam, and get 100 plus frames per second most of the time (actually the full 144 frames of my monitors refresh rate most of the time), I'm sure you can run it well. If you ask me, those requirements are probably for the VR mode, which obviously needs a lot more beef. The game is nice, by the way. I finished it two days ago, and, it was a lot of fun.2 points
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I reported about this a lot during beta testing and some of these got fixed I think. I think the reason is that the mission has a lot of noshadows lights, for better performance. Source Possibly with the performance improvements in 2.11 (stencil shadows + Ai processing) it's not needed to have so many noshadows lights in there. Fixing whould also make the mission look better. I'm sorry to hear, hope you recover soon.2 points
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Announcing the next installment of 'The Lieutenant' series: High Expectations! Never heard of this series before? That's because I just made it up. Actually, it continues on from my previous FM, In Plain Sight. You don't need to have played In Plain Sight before, but there are some references to it in the readables that might not make sense if you haven't. "Follow the Lieutenant on his next mission to the City of Highborough" Mission Type: City Missions Beta Testers (thank you all!!! @wesp5 @Acolytesix @Shadow @Cambridge Spy @AluminumHaste @jaxa @thebigh @joebarnin @Mezla @snatcher @datiswous Extra credit goes to @Mezla for providing the idea behind one of the objectives! Notes: TDM 2.11 required You can explore most of the map from the start of the mission, but if you find yourself getting a bit lost or unfocused, just concentrate on the main objective Your objectives will become visible after you read your briefing in your inventory The map does not contain any secrets The only difference in the difficulties is the (optional) loot goal This mission has some replay potential built-in. Explanation below, but I suggest you read this only after your first playthrough: Spoiler warning!: Download links (v1.2): Proton Drive: https://drive.proton.me/urls/4YTT2D72EW#FJ9furObjD19 Github: https://github.com/FrostSalamander/fsx/releases/download/1.2/highex.pk4 Screenshots: https://flic.kr/s/aHBqjAB8qt Known Issues it appears that to some players keys bound to AI are unfrobable. I don't have a solution as I've never been able to reproduce it. As a mitigation, for these doors you can either lockpick them or an alternate key will be available. Other hints Atkinson/Burns objective This objective is more about rewarding the 'explorer' types. It's optional and requires you to find a lot of stuff to piece together the whole story of what happened. Most of these are not really 'hidden', but rather require a visit to most of the accessible areas of the map. If you have given up searching, then: Hotel Safe Combination hint: spoiler: What's going on with Brother Gregory? If this isn't clear, then read on: There's a wooden door in the prison that I can't open... hint: spoiler:2 points
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The latest version has been added to the mission database.2 points
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This might be why, maybe. The material def for that window texture: textures/darkmod/window/smallpanels_4w_dirty01_unlit { qer_editorimage textures/darkmod/window/smallpanels_4w_dirty01_unlit_ed glass noselfshadow noshadows diffusemap _black { blend add map textures/darkmod/window/smallpanels_4w_dirty01_unlit rgb .4 } frobstage_texture textures/darkmod/window/smallpanels_4w_dirty01_unlit 0.15 0.40 } Includes noshadows, so when the visportal is opened the light is activated in that visleaf, and it shines through the window panes.2 points
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Fiendish Freddy's Big Top o' Fun 100% off on GOG https://www.gog.com/giveaway/claim https://www.gog.com/en/game/fiendish_freddys_big_top_o_fun2 points
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Thanks: will look at the lights changing - that might be the same ambient thing that happened in the square I've fixed the readable already for an update I'm getting ready the pool - the lights are magic2 points
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Metro: Last Light Complete Edition 100% off on Steam, ends May 25 https://store.steampowered.com/app/43160/Metro_Last_Light_Complete_Edition/ https://slickdeals.net/f/16655774-metro-last-light-complete-edition-pc-digital-download-free Death Stranding 100% off on Epic, ends May 25. It was free back on December 25. https://store.epicgames.com/en-US/free-games https://store.epicgames.com/en-US/p/death-stranding2 points
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So I created a new bigbox (map) and put all my layers into that, including the "bad area model" one and everything is JUST FINE. No errors, no leaks, no missing bits, in both DR and DM! YAY twice over!! Can now continue working on it (and learning DR - so MUCH to learn). Back to building my faux Dodge.2 points
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I am not sure but I believe that ReShade offers a temporal or morphological AA solution which might be much cheaper than using in-game MSAA. Given your high screen resolution, I am surprised that 8x MSAA isn't sufficient. One thing that MSAA doesn't cover is shader aliasing and transparency so cranking up to 16x won't help there. If ReShade doesn't have the needed options, you can also try forcing AA in your Nvidia driver settings. People complain about the blurry nature of FXAA but with really high pixel DPI it should have minimal degradation to image clarity. Try setting MSAA to 4x and forcing FXAA for transparency coverage and see if the results are acceptable. Depending on your aptitude with ReShade settings you might prefer it's SSAO and lighting mods... but I will humbly submit that you can improve the sense of scene depth with my own Fresnel Mod: https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-211-unofficial Also you can achieve something similar to the ReShade HDR by modifying the r_postprocess cvars : https://wiki.thedarkmod.com/index.php?title=Advanced_TDM_Visuals_Tweaking Setting r_postprocess_colorCurveBias to something like 0.2 or 0.25 should make the game look more like your ReShade screens but obviously ReShade has many more customization options for color behavior so you have more control there ( with some additional expense due to increased shader parameters ). Note: Some options from that article are gone in favor of a newer bloom implementation controlled by r_bloom settings.2 points
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MSAA is heavy specially at 16x because is more or less a type of super sampling (rendering the scene at higher rez than displayed), but unlike the later is way faster, but like SSAA, MSAA still increases pixel count. Yes i'm not surprised AA was the main culprit good it was not something else. Btw Stencil shadows are mostly CPU based, shadow maps are GPU based and because you were already GPU bound, changing to to maps wouldn't make any diference, perhaps even make it worse, because maps are normally slower than stencil, thou today because of some exclusive effects to maps, I would recommend them to everyone.2 points
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@HMart You can find it here (under models/darkmod/weapons): https://github.com/thedarkmodcommunity/mod-handheld-lamp direct link: https://github.com/thedarkmodcommunity/mod-handheld-lamp/blob/main/models/darkmod/weapons/mod_playerlamp_model.lwo2 points
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Here is the update. HMart; I thought that was the problem, but I searched my drive and found nothing with the same name. But HOW it was loading an older version of the map remains a mystery. And no, there were no lin files being created, or AAS files. Since everything "important" is in it's own level I thought I might just export everything and pull it all into a new map. HOWEVER, after hiding all but default level I remembered this odd looking rectangle brush that went for the lowest to highest point. Had no why idea why I (?) put that there, but deleted it and a few rocks and saved the map. Then for S and grins I reloaded in DM and now every change shows up. YA! BUT, NOW I get dozens of lin files - all on my portals and location items. ALL internal leaks. Dang. Wasn't there a script/tool/method for testing for internal leaks? Anyway, thanks for the help guys! I am plucking away at fixing the >20 leaks (OUCH!) feeling like a numb skull. Still may export it all and restart once cleaned up. BTW I am trying for a mission in Dodge city, Gunsmoke like. Wish I hadn't tossed all my notes (on paper) when it looked like I wasn't going to make 66. (Now 68 and moving on). Thanks again. Oh hey new stuff to put in this dog!2 points
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Personally I really don't know if that is available or not but that does sound too a specific guard behavior, so perhaps is not defined? If is possible to have that? Yes, if is not available already, unfortunately there's no other way but code it into the guard AI, in c++ or script yourself, if you know how to code.... Btw the civilian AI does have "fear" and runs away from danger, is that AI type really entirely separate from the guard AI, or the guard behavior is just "dormant" on the civilian AI and vice versa? If all AI's are done through the same AI system then perhaps is just a matter of turning some stuff on or off. If they are totally separate AI's, they are still so similar in parts that perhaps so you could adapt/transfer the civilian fear behavior into the guard AI for specific types of danger. But all of this requires coding. Sorry for not being more helpful than this, I really don't know much about TDM or even Doom 3 AI stuff.2 points
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I wanted to bring this up for a while and am sorry I took so long. As such this thread is based on an old observation, I didn't retest recently but from what I know this limitation still exists with the latest code. If others confirm it and the issue is considered solvable I may post it to the bug tracker as well. EFX for spatial sounds are an amazing addition we had in recent years, however they suffer from a noticeable limitation: Reverb only accounts only for the location of the player and not that of sound. Sounds originating from a place with reverberation will not cause any echo if the player isn't standing in that room... oppositely sounds coming from outside will be heard with the full extent of the reverb effect in the room you're hearing them from, they should be echoing less due to not originating from the reverberating hallway. Example: Let's say there's a Builder church with a large hallway containing a reverb definition, inside there's an ambient sound of chanting. If the player is standing in front of the church door, they will hear the chanting without any kind of echo: Only once they step through the door and walk inside the echo suddenly makes itself heard. In a realistic scenario you'll hear the reverberation of any sound coming from a room that causes it, even if you're standing far outside that room hearing this noise in the distance. The simple solution would be a mixture between the location of the player's camera and that of the sound source: Each sound gets 75% the reverb defined in the room it's originating from, then on top of that all sounds being heard by the player anywhere have 25% the reverb of the room the player's standing in (current functionality). The more realistic but also more complicated option would be to use the portal tracing already implemented for sound attenuation and make each sound pick up reverb from each EFX room it passes through, accounting for the room of origin the room the player's standing in but also the rooms it's passing through; That way a noise emanating on one side of a building and passing through open windows in a corridor to reach the player on the other side would still echo, even if both that sound and the player are located outside in an area without reverb.2 points
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Is the lamp a weapon? Unless TDM weapon system is different from Doom 3, weapon models should have the "depth hack" thing enabled, that "hack" (that is how idSoftware calls it ) makes sure the weapon never intersects with geometry. in the code: bool weaponDepthHack; // squash depth range so view weapons don't poke into walls Don't know if there's a way to enable that without messing with c++, stgatilov or others may know.2 points
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Yes, this is still the case, especially noticeable when the sound source has the s_global property and the player moves through several defined info location during the sound file in question plays. However, I don't think there is a simple solution to that.2 points
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There's an unreleased mission in which in certain sections guards won't care about you if you wear something.2 points
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The crash inside idDict access might be race condition. idDict use global string pool without mutex, so two threads cannot access it simultaneously. But the culprit is on the main thread then: frontend thread runs gameplay code which can legally access idDict-s. I will download the dump and see myself what's going on. Maybe we should add assert for threadID inside idDict/idStrPool? Maybe even leave the check enabled in release, so that if such a problem happens, it leads to Error/crash in 100% cases...2 points
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I don't think it is bad idea if TDM would have been conceived that way. At the beginning of a mission you can change your gear if you want (and have the coin): Default shoes: your everyday footwear. Soft boots: a little muffled and you can move a little faster but a bit slippery and you are prone to more damage. Hard boots: more noisy and make you move a tad slower but the stability allows you to draw and use your weapons faster and health lasts longer. This system would have allowed for a wide range of unique and exclusive wearable items such as the (in)famous Jester hood, for the more demanding players.2 points
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2 points
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Well that was fun, took me a while to work out how to get into the upper floors, I'm quite proud of getting to the archer over the river he was bugging me Tragically death visited the area Or so everyone believes I did have a few issues at the beginning where the game crashed to desktop a couple of times right at the start but that has apparently been looked at, so I'll give it a few weeks & try the new version Also Mr Harrington was inside his apartment walking into the wall with the veranda on the other side when I found him, not sure if that's been mentioned But overall a really enjoyable mission, excellent architecture, well decorated, good but not impossible puzzles, thank you2 points
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yeah, the style, the atmosphere, the exploration... this FM is definitely a horror classic2 points
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Absolute beauty Frost_Salamander!! Well done on making such a superb level!! The standard was so high I cannot possibly find fault with it. I never found the code for the safe in the hotel though - where did you ferret that away you sly old fox? Again - beautiful work!!!!!!!!!!!!2 points
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See the first post. @Frost_Salamander has been given permission to fix issues found in this mission so version 2.1 is now available. I will add it to the mission database this evening ( unless someone beats me to it ).2 points
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The update to subtitles for The Lord vocal set ("Lord2") is now available, that makes use of the new -dx (durationExtend) feature of 2.12dev: testSubtitlesLord2.pk4 Corresponding Excel file - TheLord2Subtitles.xlsx As usual, the testing FM is used as the vehicle to distribute this update. Out of 390 subtitles (all of which are inline, no srt needed), the changes are as follows. Durations Extended 67 times, -dx was used to pad duration between 0.25 and 0.50 second (instead of default 0.20), calculated based on a presentation rate of 17 cps. The value of 0.50 was set as a cap by policy. When reached, it leads to a presentation rate higher than 17 cps. The cap is ignored if the presentation rate reaches the quite fast 20 cps. For Lord2, this occurred once (-dx 0.61, a value calculated for 20 cps presentation rate). This particular subtitle now is verbatim, unlike the original Lord subtitle release, where the text was shortened. Also for presentation rate reasons, leading optional "(...)" descriptors were dropped or shortened (1 case of each). In the spreadsheet, additional columns were added to help in the foregoing calculations. This will be documented when The Wench is released. Style Issues Capitalize leading 'Tis or 'Twas 14 times. Replace [...] with (...) for descriptors. Improvements for testSubtitles... FMs This applies to Lord2, forthcoming Thug2 and Wench releases, and later. In-game, the "Prev", "Again", and "Next" buttons are now twinned with a group of 3 more buttons labeled "Same but Quiet". As requested by @datiswous, these affect the cursub numeric counter without either playing an audio sound or showing its subtitle. The cursub counter (as an HUD overlay) shows itself more consistently, thanks to an implementation hack. Each subtitle appears in a field that is now Geep-standardized to a half-screen wide, compatible with a 42-char/line limit. This is done with an override of tdm_subtitles_common.gui, based upon a customization of TDM 2.11 code. (So it does not include visual indicators of AI location or speech volume found in recent 2.12dev's tdm_subtitles_common.gui).2 points
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If the player can walk silently than that defeats a major game mechanic. There has to be a downside to moving quickly. Realism is not more important in this case.2 points
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Well, for a gamer Windows is the best option. Security is relative in Linux. It is not that Linux cannot be seriously affected by malware, if it can, there is malware that can turn any PC into a paperweight, directly affecting the bootsector. There have been some of these since the 90's. Currently, although it may not seem like it, Windows is the most resistant OS against Viruses and Malware, for the simple reason that it is the majority OS and therefore the most attacked, while Linux is still a minority OS with more than fifty different distros and never for this reason, it has been the main target of attacks, the same goes for Macs. With a difference that for Macs there are AVs available apart from the default one, which does not exist for Linux, there is no AV that deserves this name for Linux. A dedicated RootKit or similar can give a Linux PC the good night, while even the current Windows Defender itself can kill it, apart from an efficient Sandbox system that has W10 and 11 as well, plus dozens of excellent AVs that are available for this OS. Another difference is that the saved passwords, in Linux, once logged in, are accessible in plain text, in Window there is a second Keyring that keeps them encrypted and only visible with the system password. Security is not the problem with Windows today, but privacy which it has by default with all the telemetries, if the user don't change it.2 points