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  1. It's just a regular old point light, so as far as the engine is concerned that's how it should look! That said, I subscribe to the rule of cool in any case Also, the elves at the prefab factory have been hard at work.
    12 points
  2. somebody pull me away from these volumetric lights You can use a patch inside your skybox to resemble the ground blending into the distance instead of covering it up, but it takes a lot of fiddling to line it up and if your FM is high up, the regular skybox looks fine!
    8 points
  3. beta213-04 is reelased. There are some feelings that beta phase is coming to and end, and this is considered a release candidate. Which means that further changes won't get into 2.13 without serious need.
    7 points
  4. Working on the highly anticipated update to the only-est FM of 2025 as of writing I figured since there wasn't much room for facades or alot of 3d stuff in the distance I'd use a foggy skybox and cover up the bottom of it for the most part as a fix for outdoor areas looking odd, hows it look? Screenshots!
    5 points
  5. beta213-03 is released.
    5 points
  6. @stgatilov @snatcher I committed a change at Rev 10943 When using "uncapped mode" and vsync together, maxFPS will be limited to 60 or r_displayRefresh ( whichever is larger ). With this change, the menu change artifacts are gone.
    4 points
  7. 4 points
  8. With the 2.13 Beta around the corner, I wanted to ask about a specific solution to a specific problem regarding custom weapons. A while ago I made a post where I designed a flash arrow which I suggested introducing to vanilla TDM: For various reasons others didn't feel it made sense so the idea went dead. I didn't mind much since at worst I can feature it in my own FM's. But there's one obstacle with that I hated and wished to see removed: You have to change the player definition for the weapon slots, your FM must copy and override the whole player entity just to add a spawnarg pointing to your weapon entity. If atdm:player_base ever changes in core the FM needs to copy and update it, all just for one parameter. From my understanding there should be a quick way around this; Simply add predefined entities for those slots which FM's can override without having to touch the player def itself, authors are given the entity names for those slots and can set them to whatever they desire. The engine has 16 weapon slots and we have 5 unused, I'd reserve 1 just in case and provide the last 4 to FM's since that's a more standard number. The suggested change should be simple: In tdm_defs01.pk4/def/tdm_player_thief.def entitydef atdm:player_base add spawnargs for def_weapon12, def_weapon13, def_weapon14, def_weapon15 and have them point to a named entity by default. If for example we have "def_weapon12 atdm:weapon_custom1" the mission can define a custom arrow just by including its own definition of atdm:weapon_custom1. By default they should be assigned to null entities that don't do anything if placed as is but won't crash the game either. Here's a full example of how my imagined modification would look, curious if this works without breaking anything if anyone can check: // Placeholder for the last default weapon until one is added entityDef atdm:weapon_empty { "inherit" "atdm:entity_base" } // Empty definitions for custom weapons the FM can override entityDef atdm:weapon_custom1 { "inherit" "atdm:entity_base" } entityDef atdm:weapon_custom2 { "inherit" "atdm:entity_base" } entityDef atdm:weapon_custom3 { "inherit" "atdm:entity_base" } entityDef atdm:weapon_custom4 { "inherit" "atdm:entity_base" } "def_weapon0" "atdm:weapon_unarmed" "def_weapon1" "atdm:weapon_blackjack" "def_weapon2" "atdm:weapon_shortsword" "def_weapon3" "atdm:weapon_broadhead" "def_weapon4" "atdm:weapon_waterarrow" "def_weapon5" "atdm:weapon_firearrow" "def_weapon6" "atdm:weapon_ropearrow" "def_weapon7" "atdm:weapon_gasarrow" "def_weapon8" "atdm:weapon_noisemaker" "def_weapon9" "atdm:weapon_mossarrow" // grayman #2787 "def_weapon10" "atdm:weapon_vinearrow" // grayman #2787 "def_weapon11" "atdm:weapon_empty" // reserve this slot in case TDM adds one more default arrow in the future "def_weapon12" "atdm_weapon_custom1" // weapon slot for custom entity that can be defined by the FM "def_weapon13" "atdm_weapon_custom2" // weapon slot for custom entity that can be defined by the FM "def_weapon14" "atdm_weapon_custom3" // weapon slot for custom entity that can be defined by the FM "def_weapon15" "atdm_weapon_custom4" // weapon slot for custom entity that can be defined by the FM
    4 points
  9. Not to be discouraging, but I couldn't get them to work properly with AI in my last 2 FMs and just decided to monsterclip them off. There were a lot of other problems than just AI not following paths (e.g. falling into the shaft and dying, getting slammed by opening/closing doors and dying, etc). So if you have a complicated setup it might take a lot of work to get it bug-free. If that's a test map you have there, it might be worth raising a bug report and attaching it. One of my main pet peeves with TDM is bugs that limit design choices. IMO these should be high priority for fixing over all these graphics features that keep getting introduced.
    4 points
  10. Another goblin secrets episode on the way with the new update Focuses are: supporting 100% runs on shadow playstyles fixing the softlock and a tiny visual upgrade
    4 points
  11. I figured it out! The impacted textures are DDS encoded but do NOT have mipmaps. Edit: I fixed the core assets in SVN and uploaded a fixed version of the mission with custom textures with mipmaps to the mission database. I think at least one other mission uses the custom flagstone texture so I'll fix that mission ( someday we should add that one to core ).
    3 points
  12. beta213-05 is here. @snatcher, could you please try it and see if random texture show up or not? I could not reproduce the issue myself.
    3 points
  13. It happens with Vsync On and Off and Adaptive but setting Max FPS to match my monitor refresh solves the issue. The point however is that the issue was introduced in the latest beta and since the game defaults are now Vsync On and Max FPS 300 all users are exposed to it.
    3 points
  14. Nice little mission. Had a bit of fun. Could be improved, but it's not a bad start, I think. I'll try to add my 2 cents on top of what other people already said. On gameplay/map related stuff: On the more technical stuff
    3 points
  15. Goblin-Secrets episode 2 is out now!
    3 points
  16. The update has been added to the mission database. Thank you!
    3 points
  17. I think activated pretty much implies that the missions has not been started yet. But maybe we can find another wording that is more appropriate. More definite than selection, but not as active as activation? Maybe something like initialized, prepared, set up, implemented?
    3 points
  18. Project Exhibited, game similar to Thief, difference you can knock out Guards, but with an electric Glove and they wake up (fucked up searching you) some times later. It's free but not very long (Museum job ~1h). Good as Stealth training mission.
    3 points
  19. Very cool, I remember my ex had something like that in her house, but it was a much smaller box, kind of like a portable seamstress kit, I think? It had a carrying handle in the middle. I should have photos of that, buried in depths of my drive somewhere
    3 points
  20. Problem with the mirror was found and fixed. Let me know if there are still issues with downloads via the installer.
    3 points
  21. There was an email that came through with this issue as well, so I tested the download and install yesterday. There appears to be a problem with the files on the 'mirror.mstrmnds.me' mirror, but I didn't have time to fully investigate. At the moment, I'm altering the installer ini file to explicitly target each mirror and see which ones work and which ones don't. So far, 'mirror.mstrmnds.me' is a problem as I've stated, but 'tdm.frydrych.org' is fine so far (it's still busy). I'll test my two mirrors after that.
    3 points
  22. I was replaying this GEM of a mission and remembering Thanks to this forum thread I also discovered As for one of the secrets, well, HUGE thank you to all of the creators of this mission!
    3 points
  23. TDM 2.13 is ready for beta test This is how to get beta versions: Upgrade from any version (fast): 1 - Start tdm_installer in darkmod folder. 2 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.13 list, should look like "beta213-NN". 3 - Click on "Refresh" button to ensure that it is not going to download too much stuff. 4 - Continue installing with "Next". Fresh install (slow): 1 - Create darkmod folder anywhere you like. 2 - Download the TDM Installer from downloads section of the website. Extract tdm_installer executable from the downloaded ZIP and place it into your darkmod folder. 3 - Start tdm_installer (in case of Linux, first edit file permissions to allow executing it). 4 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.13 list, should look like "beta213-NN". 5 - Continue installing with "Next". In general, upgrade is recommended over fresh install. If you don't want to lose your current TDM installation, then you can copy the whole TDM directory and upgrade the copy. This way you can have both 2.13 beta and 2.12 at the same time. At the end of installation, tdm_installer resets your config by renaming darkmod.cfg to darkmod_{datatime}.cfg. This is a recommended procedure on upgrade, otherwise you are likely to have issues due to old config. If you need your old config for some reason, you can always find it in darkmod folder. Notes 1 - Please try to be specific when reporting a problem. What you were doing, where you were when the problem occurred, can you reproduce it, etc. This wiki article provides many suggestions for good bug reports. 2 - Make sure to check every mission for update just before playing it. We expect to apply small tweaks to missions during this beta phase. 3 - This effort is to find out if we broke anything in TDM with our 2.13 changes, if a new 2.13 feature isn't working correctly. We won't be trying to fix bugs that have been around for a long time. Instead, we will create an issue in bugtracker (if not yet present), to fix it after beta. 4 - If you find something wrong, it would be helpful if you report whether the issue happens in 2.12 too. By the way, you can easily get 2.12 version: just copy your darkmod folder and run tdm_installer on the copy, selecting "release212" on the custom version screen. Thank you for testing !
    2 points
  24. Maybe simply nobody noticed? Because if it is caused by this new feature, it just means the feature needs to be disabled until it behaves properly. The "Uncapped FPS" is just an unfortunate name for a completely different approach for timing and modelling the game. In reality it should be named something like "variable game step". On the other hand, it is questionable why we still have Max FPS as a setting. I think today we can set cvar e.g. to 350 and delete the option from the menu.
    2 points
  25. The defaults in the latest beta are the best: Vsync on, FPS cap off. Whenever the game produces a frame to monitor Vsync is on, the OS blocks the game until monitor refresh happens. So as long as the game can do its part faster than refresh rate, it will reliably deliver one frame per refresh. If you also set FPS cap close to 60, then the game will measure the time passed since previous frame processing started, and will not start processing a new frame until 1/60 sec passes. Of course, the time measurements don't match ideally, and frames take different time to process. It can happen that the game will wait 1/60 sec, then start rendering a new frame and miss refresh moment, so when the frame is done it will wait about 1/60 more. This results in a frame drop.
    2 points
  26. https://store.steampowered.com/app/3290690/Styx_Blades_of_Greed/
    2 points
  27. Once you learn the ghost's movement patterns she's easy enough to avoid.
    2 points
  28. I can reproduce. It occurs when vsync is enabled with uncapped FPS set with a com_maxFPS above your monitor refresh. Try setting Max FPS to whatever your monitor refresh is and see if the problem persists. We might need to run a glFinish before escaping to menu? @stgatilov ? Edit: @snatcher I haven't been able to reproduce with Vsync set to "Adaptive". Seems like the best option.
    2 points
  29. No portals and area locations in the new version either? That was one of the biggest issues with the initial map: It's very lucky this is such a small FM else performance would be tanking.
    2 points
  30. Amother free first person game, a lot of stealth and also lockpicking included. High Entropy:Challenges Walkthrough made by an very clumpsy gamer, obviosly not very accustomed to First Person Games .
    2 points
  31. @nbohr1more hey theres been an update and it contains alot of new visual stuff and some fixes and a slight layout overhaul, please update the map and the FM screenshots when you get a chance Quick Goblin News: I locked off progression more so your more isolated with the leg, I made the fact that there are multiple paths more clear and making 2 progression methods forward require the key that many thought was a secret and a readable mentioning the key, I can't work on voice work for the update video until monday but until then I am working on the script
    2 points
  32. How well it will “work” depends on the nature of the curve, the number/angle of the facets in the curve, the material, the texture scale of the material, etc but it typically looks fine imo and will probably often look more “seamless” than a 90 - especially on convex edges. We tried to tune most of the materials added to core to at least look ok tiled across 90 degree convex edges.
    2 points
  33. @MirceaKitsuneI sugest you make a feature request for this on the bugtracker.
    2 points
  34. 2 points
  35. More dubious yeah: there could be a pipe leaking gas or moving machinery with KO stims and the player could lure AI to the area (don't ask me who's responsible for the outcome).
    2 points
  36. It looks pretty logical to me. The shadows of the spokes, and the lit beams between them, should move horizontally as their orientation to the red light in the background changes.
    2 points
  37. Golden Light 100% off on Steam Free to keep when you get it before Feb 24 @ 1:00pm. https://store.steampowered.com/app/1245430/Golden_Light/
    2 points
  38. Today I did a bit of an experiment! I wanted to see if I could get a dark radiant map into garry's mod, the quickest and dirtiest and not-workiest method is "OBJ2VMF" which converts .obj models into VMF files for hammer to then compile, the way its supposed to work is that you input a 6 sided cube and it turns it into a 6 brush room (not exactly ideal for this since that's not how TDM maps work, this honestly would have been a better idea with any thief game from 1 to the one from 2014 since they all work like that) so what ended up happening was that for every brush there was 6 brushes would be ontop of that almost inflating everything in the map like a balloon, map scale was also an issue that I couldn't fine-tune easily either so the scale is way off ontop of everything being inflated making the space inside the map very tiny! anyways heres the result of that and it looks almost nothing like footloose (plus I did add a bunch of random props in gmod for funsies and better visibility since the process involved replacing all the textures with dev ones that look very flat when in full-bright) https://streamable.com/ctmh58 (streamable link will expire in 2 days but I'll have a spoken word version of this post along side the video and other fun images relating to the bsp inflation effect in the next "Goblin Secrets" video next month)
    2 points
  39. Thanks @datiswous and @nbohr1more (and @Daft Mugi for the icon)
    2 points
  40. I am not sure if you are aware or not but your flash arrow was the inspiration for the "Alchemy" skill and your idea was fully realized in the form of a "Starlight" mixture. Developers and Mappers weren't interested in the flash arrow but a selected group of players are right now having fun with your invention in any mission and for that we are grateful to you! And this was also kind of realized in the form of a "Darkdust" compound. It isn't exactly what you had in mind but it gets the job done, I guess. Give it a try. The system I created is standalone and independent of anything else and it allows for an unlimited number of different arrow types. Thing is I tried many ideas but all arrow types I came up with ended up unbalancing gameplay too much. I may someday review what's in the shelf. @MirceaKitsune You are constant source of ideas. Please keep them coming! Thanks!
    2 points
  41. It is time to decommission "Auto Commands" and set the foundations for the future
    2 points
  42. This comment wasn't acknowledged in any way: I understand that what you are doing is difficult but please don't take shortcuts. Besides, start a mission, go to the main menu, click on objectives and you get stuck:
    2 points
  43. Congrats on the Release! I completed the mission and verified it is fully functional. Critiques: Nothing show-stopping so I will add it to the mission database. Feel free to upload an improved version in the near future.
    2 points
  44. Are you sure you don't want to beta test before release?
    2 points
  45. Maybe my gaming sensibilities are too modern, but nothing kills my desire to play this game quite like missing a ledge by a floating point rounding error, falling three hundred feet onto the cobblestones of a lovingly fm-author crafted alley somewhere in Bridgeport, shattering Definitely-Not-Garrett's knees into a fine paste, and realizing that I haven't saved in half an hour. With the release of 2.12's support for "tdm_user_addon_" scripts, and after faceplanting in Lady Leicester's back alley for the fifth goddamn time this year, I decided to crack open the scripting tutorials and try to solve this problem. An hour later, and I've hacked together this player addon mod/script to call $player1.saveGame() every five minutes during gameplay. It will create up to five autosaves, named "__autosave_X", while you're playing an fm. It simply starts at number 1 and counts up whenever you boot up an fm, wrapping around after reaching 5, so I don't think its guaranteed to always pick the oldest save to overwrite. It seems to run well enough after a quick test in "A New Job", though, so I thought I'd upload it here just in case anyone else has similar frustrations. Note that these autosaves do cause the game to stutter while the save is happening, so this little QOL feature does notably impact the game. If you're already in the habit of constantly mashing F5 you probably won't need this little mod. Also, it seems like the autosaves can't screenshot the game correctly so they are blank. To install, simply drop tdm_autosave.pk4 into your root Dark Mod install folder. To uninstall, delete the same .pk4. If there are any small, straightforward improvements I can make let me know, but I imagine there are lots of dark corner case bugs here (which may well be why this isn't officially supported in tdm itself?) and my programmer powers are limited. Feel free to copy/modify/share anywhere you like. tdm_autosave.pk4
    2 points
  46. Changelog of 2.13 development: beta213-05 (rev 17312-10946) * Removed back menuLastGameFrame feature because of random texture popup (post). * Console font minor tweak to avoid artifact under P. * Minor fix for Catalan language. beta213-04 (rev 17306-10940) * Fixed bug with compass + X-ray glasses combination. * Fixed two buttons displayed in menu objectives during game (post). * Added new smoking animation. * Added menuLastGameFrame image to show game footage in in-game main menu (6608). * Changed install/uninstall mission to select/deselect in main menu. * Fixed editor images for HD carpets (6607). * More fixes for Catalan language. beta213-03 (rev 17294-10935) * Fixed crash in WS3 due to script name collision in invisibility potion. * Added praying animation. * Fixed heat-haze shaders with nontrivial Render Scale. * Restored back tonemapping in the menus. * Allow settings hotkeys for gasmine, slowfall, invisibility, made strings translatable. * Fixed double-cursor in game console on 1920x1080 (post). * Applied noise reduction to new vocals for drunk "jack" AI. * Added support for Catalan language. * Fixed UV maps on stove models (6312). beta213-02 (rev 17281-10932) * Fixed HOM-like artifacts in AT1 Lucy and trash frames on TDM start on Linux (post, post). * Disabled tonemap compression curve and reverted settings to 2.12 defaults (post). * Added menu options to disable volumetric lights and parallax mapping. * Fixed varioius issues with largesquare01 materials (6579). * Fixed several issues in the new parallax materials (6604). * Deleted plain_redgreen_design_HD material which references non-existent textures (6601). * Some main menu buttons during game start replaced with generic "Next" (post). * Climbing sounds now depend on material (4991). * Added shaded_lamp_with_grill model (6589). * New fabric_ornate and fabric_fleur materials. beta213-01 (rev 17262-10927) * Improving the fonts continued (thread). * Fixed unwanted mine deployment when player eats the last bit of food in hands (6598). * Removed old hack to fix for scripted savegame crash (4967). * Added a model ext_timber01_window01_empty.lwo (6600). * Fixed missing skin for atdm:ai_revenant_spirit (6595). dev17251-10920 * Added slowfall potion. * Added invisibility potion. * New tonemap settings are now default (post). * Added Texture Quality settings in the main menu. * Added pipes_industrial_modular models. * Minor adjustments to colored versions of gen3 environment maps. * Default value of inv_count is back at 1 to fix issues with inventory counts. * Fixed rare crash on loading collision models (post). * Refactored heatHaze shaders. dev17234-10914 * Added many new high-res materials, half of them with parallax mapping. * Implemented optional HDR compression in tonemapping + other improvements (post). * Implemented interactionSeparator syntax in materials (post). * Added new entityDef: atdm:radio. * Added colored versions of gen3 environment cubemaps for metallic materials. * Added new environment cubemaps: sparkles, studio, blurry. * Added coat_commoner_hanging and coat_inventor_hanging models. * Added mantle_clock_ticking sound. * Improved lightgem calculations while leaning (post). * Fixed regression with double-sided materials (5862). * New sorting of inventory grid items (6592). * Reduced font size of mission list, which allows to see more missions and longer names (post). * Added scrollbar to "notes" of a mission in the main menu. * Optimization: don't render interaction groups with black diffuse & specular. * Improved "scepter" material (thread). * Fixed normal map of ornament_relief_mold_eaglelshield (6585). * More tweaks to starry2 materials. * Made material noshadows: moon_full_shaded, shooting_star, moon_glow. * Added "inv_count" "1" spawnarg to atdm:playertool. * Gas mine now costs 125 instead of 75. * Added min/max builtin functions to game scripts. * Added script events about gravity, health, in-air movement. * Added script events setUserBy, setFrobActionScript. dev17171-10894 * Added entityDef archery_target01 with hit detection, it is now used in Training Mission. * Fixed missing steam_pipe02_straight in Training Mission. * Hiding mouse cursor during briefing in official missions (6576). * Cleaned up the code for extracting interaction groups in material. * Parallax mapping: supported "translate", self-shadows are disabled properly (6571). * Fixed meshes generator_big, generator_small, generator2, warehouse_front_doorframe (6581). * Fixed material on model stove_open02 (6580). * Fixed decals on ext_timber01_window01 (5782). * Improved largesquare01 materials with bumpmap and specular (6579). * Added skybox materials clouds3 and clouds_4_small + prefabs. dev17152-10890 * Major update of Training Mission, including vine arrows (4352). * Added TDM version + engine revision in lower-left corner of main menu. * Experimental implementation of parallax mapping (6571). * Fixed frob interaction with candle holder that's initially extinguished (6577). * Better icons for scrollbar thumb in menu, fixed author search (6339 6570 6449). * Fixed hiding mouse cursor during video briefing/debriefing (6576). * Fixed map immobilization not applied if opening map with inv use key. * Forbid adding missions to download when download is in progress (6368). * Skip disabled bump stages in environment mapping (6572). * Disabled texture compression for light images: falloff and IBL cubemaps. * Minor change in shadow map acne / blur radius computation (6571). * Added banner01_edgar and banner01_viktor banners, along with long versions. * Fixed UV map for longbanner_ragged model (6573). * Added missing jack/drunk_idle13.ogg sample (6507). * Fixed handle_curved02_latch prefab, deleted pull_handle (6286). * Replaced normal map of cobblestone_blue_black with high-res version (6574). * More detailed editor images of some materials (6575). * Added small_dresser_openable prefab. * Added banner_sword + tdm_bannerlong_sword materials. * Increased size of secret message overlay GUI. dev17121-10869 * Massive improvements in mission select & download menus, added search (6339 6570 6449). * Improvements and fixes for "builder priest" animated mesh. * Improvements of idle01 animation. * Improved newspaper01 model (6568). * Added gas mine to "map start pack" prefabs (6559). * Fixed text alignment in save/load menus. * Minor CI/build fixes. dev17104-10844 * Enabled the new system for tracking light value by default (6546). * New light value tracking integration covers ropes and doors + optimized shadow rays (6546). * Added atdm:playertools_gasmine (6559). * Workaround for compiler bug which broke particle collisions with texture layout (post). * Fixed r_showTris: color, values 2 and 3 (6560). * Minor improvements to drunk vocals (6507). * More tweaks to sculpted/girard_relief_pho. dev17095-10833 * Major improvements in drunk AIs: setting "drunk" spawnarg is enough now; new sounds, animation improvements, greetings, etc. (6507). Fixed drunk women AI (5047). * Incorporated stone font updates by Geep (thread). * New footstep sounds for ice and broken glass (6551). * Fixed light culling bug on elongated models with non-identity rotation (6557). * Added new system for tracking light value of entities (6546). It is disabled yet. * Technical change in loading of particle collisions (6546). * Now AI follower settings can be set as spawnargs, added prefab (6552). * Added proper dmap error message if map file contains an entity before worldspawn. * Fixed water_medium_running sound (5384). * Fixed window/metal_irregularpanes_moonlit material. * Fixed wood/boards/rough_boards_scratched (4157). * Fixed wall/ship_wheel model (6549). * Fixed gaps in awning_cloth_01_large model (6550). * Added weather particles with static collisions enabled (6545). * Added a pack of new factory_machines models (6537). * Added fabric/cloth_baize materials (red and purple). * Added window/diamond_pattern01_moonlit_bright material (6133). * Added AO and specular maps to sculpted/girard_relief material. * Added musicbox sound, added prefabs for it and for victrola. * Added wood/panels/mary_panel model. * DarkRadiant now knows about parallelSky param (6496). dev17056-10800 * Supported "efx_preset" spawnarg on location entities (6273, thread). * Fixed rendering of volumetric light and particles in X-ray views (6538). * Fixed rendering of particles in mirrors (6538). * Improved volume estimation for subtitles, very quiet subtitles are hidden (6491). * Fixed bug in idClip::Translation of non-centered models. * Third-party integration greatly reworked for better integration with conan (6253). * Stone/subtitle font improvements by Geep. * Fixed sleeping sounds for drunk AIs (6539), and other sounds for them too (6507). * Fixed missing shadow on endtable_001 model (6288). * Added girard_relief material. Known issues: * Shadows of Northdale Act 1 does not start (6509). (mission has been updated) dev17044-10746 * Supported mission overrides for cvars which are tied to gameplay state (5453). * Fixed crash on start with 32-bit Windows build. * Rebuilt all third-party libraries with conan 2 system (6253). * Reverted improvements of capped FPS to fix video/audio desync (5575). dev17042-10732 * Restored ability to create cvars dynamically, fixing bow in missions (5600). * Fixed issue where .cfg files were saved every frame (5600). * Added sys.getcvarf script event for getting float value of cvar (6530). * Extracted most of constants from weapon scripts into cvars (6530). dev17035-10724 * Support passing information between game and briefing/debriefing GUI via persistent info. Also changed start map & location selection, added on_mission_complete script callback (6509 thread). * New bumpmapped environment mapping is now default (6354). * New behavior of zero sound spawnarg is now default (6346). * Added sound for "charge post" model (6527). * Major refactoring of cvars system to simplify future changes (5600). Known issues: * Bow does not shoot in some missions: thread (only in this dev build) dev17026-10712 * Nested subviews (mirrors, remotes, sky, etc.) now work properly (6434). * Added GUI debriefing state on mission success (6509 thread). * Sound argument override with zero now works properly under cvar (6346 thread). * Environment mapping is same on bumpy and non-bumpy surfaces under cvar (6354 thread). * Default console font size reduced to 5, added lower bound depending on resolution. * Added high-quality versions of panel_carved_rectangles (6515). * Added proper normal map for stainglass_saint_03 (6521). * Fixed DestroyDelay warning when closing objectives. * Fixed the only remaining non-threadsafe cvar (5600). * Minor optimization of depth shader. * Added cm_allocator debug cvar (6505). * Fixed r_lockView when compass is enabled. dev17008-10685 * Enabled shadow features specific to maps implementation (poll). * Auto-detect number of parallel threads to use in jobs system (6503). * Improved parallel images loading, parallelized sounds loading, optimized EAS (6503). * Major improvements in mission loading progress bar (6503). * Core missions are now stored uncompressed in assets SVN (6498). * Deleted a lot of old rendering code under useNewRenderPasses + some cleanup (6271). dev16996-10665 * Environment mapping supports texcoord transforms on bumpmap (6500). * Fully disabled shadows on translucent objects (6490). * Fixed dmap making almost axis-aligned visportals buggy (6480). * com_maxFps no longer quantizes by milliseconds on Windows 8+. * Now Uncapped FPS and Vsync are ON by default. * Supported Vsync control on Linux. * Added set of prototype materials (thread). * Fixes to Stone font to remove stray pixels (post). * Loot candlestick no longer toggle the candle when taken. * Optimized volumetric lights and shadows in the new Training Mission (4352). * Fixed frob_light_holder_toggle_light on entities with both skin_lit and skin_unlit. * Now combination lock supports non-door entities by activating them. * Added low-poly version of hedge model (6481). * Added tiling version of distant_cityscape_01 texture (6487). * Added missing editor image for geometric02_red_end_HD (6492). * Added building_facades/city_district decal material. * Fixed rendering with "r_useScissor 0" (6349). * Added r_lockView debug rendering cvar (thread). * Fixed regression in polygon trace model (5887). * Added a set of lampion light entityDefs.
    2 points
  47. BEHAVIOR CHANGES: g_lightQuotientAlgo --- which light estimate system is used by AI (0 = old system). g_showLightQuotient and g_les* --- can be used for debugging of the new system. r_envmapBumpyBehavior --- selects visual behavior of bumpmapped environment mapping (0 for the old behavior, 1 for the new one). s_overrideParmsMode --- selects the behavior of zero value in sound emitter parameters (0 for the old behavior, 1 for the new one). r_materialNewParse --- how are material stages grouped into interaction groups (0 for the old behavior, 1 for the new one). r_shadowMapAlphaTested, r_shadowMapOnTranslucent --- enable some shadow effects which can only be implemented with shadow maps, and don't work with stencil shadows. See also this post. TROUBLESHOOTING: r_lockView --- a debug cvar which freezes culling, so you can fly around and see what is rendered in the frozen frame (thread). r_subviewMaxDepth --- limit on depth of nested subviews. Worth trying to lower this if performance is suddenly awful. dmap_outputNoSnap --- control flag for the latest fix in dmap. Ideally, you never need to change it, unless you try to understand why dmap works differently in 2.13. r_skipEntities, r_skipParallax --- new debug cvars, might be useful to detect performance issues. s_levelLoadParallel 0 --- disables parallel loading of sound samples. jobs_numThreadsRealtime, jobs_numThreadsNonInteractive, jobs_maxHddThreads --- various cvars to tweak parallelism across threads/cores, mainly affects level loading. OTHER: r_postprocess_compress --- controls the new compression curve for overbright colors in tonemapping. r_postprocess_compress*, r_postprocess_overbright_desaturation, r_postprocess_desaturation --- tweak the specifics of this addition. Please read this post! r_tonemapOnlyGame3d 1 --- tonemapping is disabled outside 3D game (e.g. in main menus). tdm_subtitles_volume* --- how volume of played sound is converted to opacity of the location ring on subtitles. CMDS: printPersistentInfo --- debug command that prints "persistent args" to game console. These arguments are used to pass information between missions in a campaign. setm/unsetm --- commands that set mission override value for a cvar, equivalent to setting cvar value from game script.
    2 points
  48. TDM Modpack v4.2 Introducing Fragile Bottles and the Ring Helper mods. -:- FRAGILE BOTTLES MOD -:- What can I say, no stealth game is complete without some good bottle smashing! There are hundreds and hundreds of bottles in our mission catalogue: go to your nearest kitchen, take a bottle and throw it to distract AI, extinguish fires... Please note the Fragile Bottles mod is tightly integrated into the Core Essentials. Availability: All mission except for few items in A Reputation to Uphold and Shadows of Northdale ACT I & ACT II. Topic: Breakable throwables Thanks @MirceaKitsune for bringing this good idea back! Please note this mod has been possible thanks to the previous efforts by other community members. -:- RING HELPER MOD -:- The official Frob Helper becomes active when small objects are within range and this new modded Helper expands the functionality to objects of all sizes, large and small. In addition, the default white dot has been replaced with a ring-shaped aimer, which I find more suitable for exploration games. The Ring Helper is by no means perfect but instead of explaining/justifying each little detail I leave it to you to experience it first hand and determine what works and what doesn't. Let us know your opinion here or in this topic: Frob Helper discussion. The Ring Helper respects the options available in Gameplay > General > Show Frob Helper but there are some changes: Always: Pointer and Ring Hover: Ring delayed by zero seconds Fade In: Ring delayed by one second Fade In Fast: Ring delayed by half second No: Off As you can see, Hover, Fade In and Fade In Fast are essentially the same thing, the difference lies in the delay before the Ring appears. Oh, the mandatory screenshot The download can be found in the opening post. I hope you have fun with these new mods. Full change log: • v4.2 New release - CORE ESSENTIALS - FRAGILE BOTTLES: Initial release. - RING HELPER: Initial release. - SKILL UPGRADE - COMBINATION: New shadow effect for the dark arrow. - SIMPLE SUBTITLES: Fonts updated to version 20240520 (Geep). - Modpack: Minor internal adjustments. Cheers!
    2 points
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