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  1. Different denominations of Imperial currency on a single material. Some ways to go finishing the pack, but when it’s done it will be made available for all mappers to use and the assets will be CC0:
    19 points
  2. DarkRadiant 3.7.0 is ready for download. What's new: Feature: Skin Editor Improvement: Script Window usability improvements Fixed: Hitting escape while autosaving crashes to desktop Fixed: Def parsing problem in tdm_playertools_lockpicks.def Fixed: DR hangs if selecting a lot of entities with entity list open Fixed: Float Property Editor's entry box is sticking around after selecting a float key Fixed: Spline entities without model spawnarg are unselectable Fixed: Entity window resets interior sizing forcing resize each time it is opened Fixed: Spline curves should not be created with a model spawnarg Fixed: Newly appended curve control vertices aren't shown at first Fixed: Light entities are zoomed out in preview window Fixed: Entity inspector spawnarg fields not always updated by UI windows such as Model Chooser Feature: Skin Editor (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.7.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
    16 points
  3. Happy mapping on this beautiful, because rainy and cold, Saturday to all mapping taffers! kingsal's beastmen, regular pagans, a very fitting AI from another misson and selected mages will be populating this area. You cannot see it in this screenshot, but you feel the humidity when walking around ingame, I am already exhausted!
    16 points
  4. DarkRadiant 3.5.0 is ready for download. What's new: Feature: More customisable layout, all windows and panes can be dragged and arranged Layouts like Embedded, Regular and Splitpane are superseded and have been removed Tweak: The LayerControlPanel's tooltip popup is now less annoying Tweak: Clarify distinction between Shadow render mode and other render modes Fixed: Show/hide Light Volumes for combined entities inconsistent Fixed: Currently applied particleDef not selected in Particle Selector Fixed: Layer visibility checkbox not reacting to double-clicks Fixed: Cannot toggle visibility of layers in Linux Fixed: Drag-and-dropping layers is not working in Linux Feature: Customisable Layout (click to see the videos) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.5.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Have fun mapping!
    16 points
  5. DarkRadiant 3.6.0 is ready for download. What's new: Feature: Selection Focus (Ctrl-F) Feature: Add Radiant.findEntityByName script method Feature: Media Browser shows a thumbnail preview when selecting folders Feature: Map is remembering layer visibilities between loads Fixed: ModelDefs are shown in T-pose Fixed: Patch vertices are the wrong colour Fixed: Shader Clipboard source gets cleared on 'copy shader' operation Fixed: Nodes of hidden layers are still visible after loading the map Fixed: Can't close properties window Fixed: Merge Action rendering is broken Fixed: After using ToggleMainControl_Camera, the center panel is grey after restart Fixed: When using ToggleMainControl_Camera, arrow keys cannot be used to move the viewer Fixed: Property Panel not remembering undocked/closed tabs Fixed: Texture Tool not updating during manipulation Fixed: Orthoview ignores filters for surfaces in models Fixed: Blue dot when selecting one face removed Tweak: Conversation Editor: double-click opens selected conversation Tweak: Preference option to disable drag select in camera view Tweak: ESC key should clear the resource tree view filter text Tweak: New layers function: tooltip popup getting in the way Feature: Selection Focus (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.6.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Have fun mapping!
    14 points
  6. This is very unfinished work in progress. It's coming along nicely though. There are 5 ways in and out of this room.
    13 points
  7. Happy Halloween! (if that's an important thing where you live, actually not where I live ) This is from my newest project, unfortunately extremely unlikely to be released before Christmas 2023, maybe even later.
    11 points
  8. -=CONTEST COBBLER PACK=- Need a SPOOKY street for your DRACULA or WOLFMAN? Mileage may vary but we got a variety of sepia stained sooty, grungy Pavers, Kerbs, Cobbles & More! I'll probably never finish my contest mission in time, but hopefully this helps you finish yours! DOWNLOAD
    9 points
  9. Thanks a lot everyone! The update is now live and the initial post and title got also updated properly. I wish everybody the most of fun! As a nostalgic piece, take this photo of the Dark Mod Mug I won back in the day (it still is on my cupboard - I love it!)
    8 points
  10. Good news for everyone who needs to bridge the time gap for the current FM contest: As a 10 year anniversary I now finished the update for my Fan Mission. It is currently being reviewed by the Team who can hopefully put it up into the mission downloader. After the Update is officially available I'll update this thread with proper information. *excited screeching*
    8 points
  11. For a while, I've been researching the under-documented GUI scripting language and writing up a new wiki series about it. Fruits of this labor can be seen here: https://wiki.thedarkmod.com/index.php?title=GUI_Scripting_Language As time, interest, and need allows, I hope people will it check parts of it out. It is certainly possible that I didn't get everything right; feedback can be offered here: https://forums.thedarkmod.com/index.php?/topic/21642-feedback-on-wiki-gui-scripting-language-series/ Thanks
    8 points
  12. The next new entity type for TDM: the audiograph. The model has been made by Epifire and was first seen in use in Goldwell's FMs, but with the new dedicated entity definition and scriptobject it's now easy to use and supports various new features. Introduction from the new wiki article It will be released with TDM 2.11 (rev 16646), but it will also work on earlier versions and can be downloaded here: Google Drive.
    7 points
  13. I got a feature in the works, allowing to select and manipulate only "focused" items, which should hopefully be useful for manipulating grouped items without having to disband the group. There's a demo video here: https://www.darkradiant.net/images/videos/selection_focus.mp4 It works like this: You select some items in the map. It doesn't matter what it is, it can be a group or many groups or just two unrelated brushes. Hit Ctrl-F to enter focus mode (the command is called "ToggleSelectionFocus" if you want to bind your own shortcut) Your actions will be restricted to just that selection You cannot select other items that are not in the group (unless you use Layer or Filter selections, or Invert selection) You'll get a visual indication about the focused items in the ortho view Grouping information is ignored while in focus, you can select single parts of any group You can select, move, rotate, delete, edit vertices etc. Hit Ctrl-F again to exit, or (maybe more intuitively) hit ESC until you left the focus The previous selection (before entering focus) is now active again, you can proceed manipulating that I'd appreciate if you folks could have a go and try it and then give feedback about it. There's no release yet, but you can grab a portable release from Github: https://github.com/codereader/DarkRadiant/actions/runs/3403010325
    6 points
  14. Hi guys, just wanted to let everyone know I bought a brand new gaming pc, so now I can beta test without anymore problems I'm gonna go play long awaited Lucy now
    6 points
  15. The volumetrics code is vastly expanded in the latest dev build. They are blurred, and rendered on half resolution. As the result, the annoying pattern is not visible anymore, and the effect is cheaper in terms of GPU work. Enjoy
    6 points
  16. Oh my god! This is Windows VM inside a goddamn M1 macbook! There are tons of shader errors BTW, most of them are probably false issues, but I guess I should review them.
    5 points
  17. @greebo If you continue at this pace, each of my rooms from my next project will be created with a different version of Dark Radiant! When are you actually going to play another mission or two? When you retire?
    5 points
  18. I do have some cut content from a mission originally intended for my Shadows of Northdale campaign. I have wanted to rework it for a while and this seems like a perfect opportunity to put it to good use. So provided folks are okay with that, I will enter. Half of the mission will be brand new and half will be from the existing map. And of course, I have prepared a video!
    5 points
  19. Nice, this reminds me of Full Moon Fever (a mission I think of very highly).
    4 points
  20. Getting close to what I want, just need to finish implementing notes and rating, it will read the FMS folder and gather the info and will launch whatever FM is selected fine.
    4 points
  21. Lets do a "The Dark Mod Launcher" contest!
    4 points
  22. Summary Greetings dear friends! To celebrate the tenth anniversary of the release of my FM, I have published a (hopefully) worthy update to it. Version 2 of my FM called "Sneak & Destroy" uses many new features that have been added to TDM over the years, fixes numerous bugs that were overlooked at the time, but the FM still remains true to the original one. So if you had problems playing this FM lately, if you never played this FM or if you wish to revisit a tiny but lovely part of the TDM history, this update is for you! Download the latest version via the in-game downloader and celebrate the past 10 years with me together! Improvements Visual improvements to city area and interior rooms Enriched the scenes with additional audio Fixed critical bugs that were introduced as TDM was updated Added triggered Conversations for NPCs Added EFX support to all areas Changed multiple aspects of the map in terms of better gameplay and progression Corrected and inserted new writings in books and notes Reduced amount of loot necessary to end mission Added lantern and looking glass to inventory Made use of new particle effects to enhance visual quality Screenshots Credits Thanks go to: bikerdude for being on call to bugfix and improve the map with me Dragofer for pushing ideas for scripting things jysk, Baal & datiswous for finding even the tiniest bugs Springheel for reintroducing me to DR after almost 10 years with his tutorials Greebo for working on the newest tools to update my rusty FM Grayman – I hope I made you a little bit proud Have fun! SeriousToni - 12.04.2012 - 17.11.2022
    3 points
  23. The assets are too damn good. BTW, does anybody need beta testers for December mission releases?
    3 points
  24. This calls for a new Bank Heißt Mission!
    3 points
  25. The latest dev build (dev16629-10139) contains some changes regarding frob highlight. The full explanation is given in 5427. Most importantly, the material stages are now generated by default if they are missing. The core materials will be cleaned accordingly in near future. Also we added new syntax for customizing frob-highlight in simple cases. First of all, you can set frob-highlight with custom texture (e.g. it can be specular map) and arbitrary coefficients: frobstage_texture textures/darkmod/sfx/whiteglass2 0.25 0.5 Since diffuse texture is used in most materials, here is a shortcut for it: frobstage_diffuse 0.1 0.35 The first number is the multiplier applied to texture, and the second number is the amount of white color added. You can also make non-white multiplier or addition by putting three numbers in parentheses, e.g.: frobstage_diffuse (0.15 0.35 0.15) 0.4 Of course, the most recommended approach is to not write any frob text, in which case frobstages are added implicitly as "frobstage_diffuse 0.15 0.4". The implicit frobstages are added only if there are no frobstages specified explicitly. If you want to suppress implicit generation of frobstages (not recommended), you can write: frobstage_none Finally, if you want to make something special and customizations listed above are not enough, then you can just write frobstages the old way via parm11 parameter. The old frob-highlight stages should continue to work properly. If you write frobstages manually, please follow the rules (or you'll get warnings): Start every frobstage exactly with if (parm11 > 0) condition. Do not mention parm11 outside frobstages. P.S. Here is previous discussion of frob highlight, in case anyone is interested:
    3 points
  26. Updated the download link with an update for the audiograph: Added custom sounds for switching on/off, loading/unloading and generic background noise for when a recording is playing, provided by Goldwell. More control over when playing a recording will trigger targets. The trigger_max spawnarg allows to limit how often targets can be triggered, while the trigger_from spawnarg(s) allows to restrict triggering to only when the spindle is played from a specific audiograph(s). More flexible support for scripting. Scripts can load any spindle regardless of whether the player has it in his inventory. Spindles can be returned either to the player's inventory or to the place they were loaded or picked up from. This allows the audiograph to be fully operated from scripts. Thanks! I actually needed an audiograph for my map, but figured I'd do it "properly" so that we have an easily reusable audiograph entity for the core mod. If you need help with implementing a crematory I can advise. S/R is fine for making stuff happen by bringing 2 entities close to each other (i.e. furnace and body), but it gets messy if you want a sequence of events to happen and more detailed stuff like placing particle emitters at specific joints. That can be done as a custom addon, just need to add a frob response to the audiograph that calls up a script which makes a video patch and a light appear until the sound is no longer playing (is_playing is 0).
    3 points
  27. https://slickdeals.net/f/16152154 https://store.steampowered.com/app/552500/Warhammer_Vermintide_2/ https://store.steampowered.com/app/1601550/Warhammer_Vermintide_2__Chaos_Wastes/ Warhammer 2 Vermintide 100% off on Steam, ends Nov. 7, 1 PM "Chaos Wastes" DLC for the game is also free. I clicked "Add to Library" after getting the base game.
    3 points
  28. I don't see how DoF can possibly work in a game which isn't tracking your eyes. How does the game know what you are looking at? Your eyes could be focussed anywhere on screen, which might show objects at a variety of distances. If the depth is taken from the central aim point, that means that instead of just moving your eyes to look at something on screen, you'd also need to move the mouse to remove the artificial blur. DoF looks nice in photos, and as stgatilov says it might work in a VR simulation with eye tracking, but for a 2D image on a standard screen I can't see it adding any value.
    3 points
  29. Grab Jazz Jackrabbit 2 before Nov 3, 9 AM EDT. https://www.gog.com/giveaway/claim https://www.gog.com/en/game/jazz_jackrabbit_2_collection Pretty nostalgic because I remember watching the trailer for this game... over 20 years ago, included on a disc for Railroad Tycoon II. It's also an early game from the company now known as Epic Games... shouldn't they be the ones giving it away for free?
    3 points
  30. The ultimate goal of on-screen computer graphics is photorealistic rendering, in which case modelling the camera lens is the only option that makes sense. If you want to aim for eye-realistic rendering, it belongs to VR mod: there you can use eye tracking to detect focus distance for the eyes. Overall, I personally don't like the idea of Depth of Field effect in TDM, and I suppose most of people won't. But yeah, you can probably use g_testPostProcess cvar to add a full-screen effect, using _currentRender and _currentDepth as input texture, and writing custom shader.
    3 points
  31. This is an irrelevant aside but... That wiki article had one of the most enlightening things I've been wanting to know about for a long time in it an almost throwaway little aside in the 2nd paragraph of https://en.wikipedia.org/wiki/Euler_angle s#properties ... which after a little following up through some of the linked wiki pages is (I think; it's nuanced math, so I'm never entirely sure) that the quantum spin of a particle is a feature of a 3D rotations in a 4D rotation space, which (again if I understand it) is very close to our Euclidian intuitions that contiguous bodies rotate together (in S^3 space), except the rotation space it actually fills up (RP^3) has these isolated 0D points that also "have rotation". I'd been trying to figure out since forever what quantum spin really was because it's crazy at face value. But seeing it as just a natural & necessary property of rotation symmetry, which is all a particle is (Poincare symmetries), somehow makes me feel better about it. It isn't so unintuitive and arbitrary seeming now. I mean imagining how space really works is still odd, but it fits the math of everything else happening in a particle like a champ, and word on the street is that spatial relations are a property of symmetry relations & not the other way around anyway. It's just funny that I'd find it in a thread following up on a game coding question of all things, after trying to understand it through so many other routes after countless direct searches and reading tutorials. Okay, sorry for the aside. I felt moved to say something to someone about it.
    3 points
  32. I'm from Spain. I use vgy becaus I think its better than Imgur and faster, apart more private. Nothing in vgy https://themarkup.org/blacklight If you upload something in Imgur, all advertising companies know it and track you, no thanks.
    3 points
  33. I finished adding all the "works" that are free for adaption.
    3 points
  34. Oh well. Perhaps, because this is a medieval elevator, of course it mangles you in the door. Just leave a health potion in the lobby.
    3 points
  35. Sometimes, you don't want to do the research right away though whether the game is any good or not, so I just get the game and check it out later. I recommend using GOG Galaxy, as you can integrate pretty much all launchers there and see all your games. You can tag your games and create gamelists this way. So, these unchecked free games go into my "check reviews"-list. If the game is any good, it goes into my "Playlist"-list. Really nice games I plan to play in the very near future go into my "Priority Playlist"-list. So, to me, owning a game does not necessarily mean it enters my backlog.
    3 points
  36. Some day, when my backlog has reached 100+ missions It might be a ghosting marathon, using a two-week supply of coke, peanuts and diapers.
    3 points
  37. I just dreamed that I was on a Dark Tranquility concert and then the vocalist took me out of the massive crowd on the stage just to leave it with me and the band together. We went to the back stage where they showed me a game they were developing with the crowd outside waiting for the next song. Then we went out for dinner and ice skating in an abandoned mall. lol
    3 points
  38. @stgatilov I tried out r10174 and tested that scene, and it's now a steady 60 fps with Frontend Acceleration disabled. Great job! I read through your code changes, and my jaw dropped. It's really impressive work! When I originally posted about the drop in FPS, I thought maybe a few basic tweaks could be made. You went above and beyond that. I appreciate that you used several different techniques to improve performance.
    2 points
  39. Thanks! Dishonored is definitely a influence for these. So far everything is being done in substance designer using a base material I made. All of the height information is generated directly in the material (no high poly baking/no photo conversion) and comes from combining alpha elements sourced from the public domain (https://publicdomainvectors.org/, https://www.rawpixel.com/category/53/public-domain, etc), generators within substance designer, or alpha textures I just made myself which substance designer can bevel and extrude.
    2 points
  40. I think you can just pass the map file name along as another argument.
    2 points
  41. You can find in this post a working example. It is built on top of some TDM Modpack scripts but it works with and without the TDM Modpack. Just place the "z_Thiefy_Doors_Mod_v0.1.pk4" file in your TDM folder. ----------------------------------------------------- For this round I am only replacing the stock "door_open_1" and "door_shut_1" sounds but this should cover the vast majority of regular doors out there. I borrowed a couple of fitting sounds from the Sneak & Destroy mission by @SeriousToni, I hope he doesn't mind What does the "Thiefy Doors" mod do? Doors manipulated by the player don't make as much noise (unless you are running!). It is just an immersion gimmick since AI doesn't care for noises coming from doors. Let me know your thoughts. z_Thiefy_Doors_Mod_v0.1.pk4
    2 points
  42. @Daft Mugi, please test the latest source code SVN. I fixed color banding issue and bumped default number of samples. Of course, shadow maps are still as bad as they where, and you won't get less work for you GPU, but I hope most of artifacts in volumetrics themselves are gone now. By the way, you can further reduce GPU load by setting "r_volumetricLowres 2", which would mean rendering volumetrics and quarter-resolution. You might get more blurry or messy look, but it should be noticeably cheaper.
    2 points
  43. Yes, with new changes you can hold Creep button, and you'll surely get not sound from moving/rotating an item. And I recall I added a cvar to configure whether this happens always, on walk, on creep, or never.
    2 points
  44. Yes, psychological horror is fine. To be clear, the mission doesn’t even have to be horror themed. You could just have a heist set in a late fall season ( for example ). It’s up to the mission author to convince players to give the mission a good theme score so the mission could completely ignore the theme as long as players are happy with its inclusion in the contest in some way. And really, going out late and stealing stuff is also already a creepy activity so any other horror attributes are a bonus to the default creep factor.
    2 points
  45. If you're asking if I have the ability to make GUIs then yes, you can literally draw them using Qt creator/designer. If you're asking if I'm going to do it for the purposes of this project, probably not right now as I've got barely enough time to play TDM as it is. I just don't think that website development translates well to desktop development. But you are right, these days you'll certainly find more people in general able to do UI development using web-based technologies, so in terms of the availability of people it most definitely has an advantage over traditional native apps. BTW, that joke about rewriting using Rust is because it's basically a meme in the programming community to rewrite old codebases in Rust because it's more secure or something like that. Plus it has a lot of fanboys. Just wanted to address the confusion.
    2 points
  46. From @AluminumHaste I updated https://wiki.thedarkmod.com/index.php/Bindings_and_User_Settings to use this as an example of binding to a sequence of console commands.
    2 points
  47. An excellent step forward. After the recent discussion in one of the newbie threads about limitations of the dockable layout, I was actually wondering whether and when should look into this, but you're way ahead of me as usual.
    2 points
  48. 1. If you want to use custom work (sound, models, textures) from released missions, best thing is to ask the author if he/she agrees. So far, Sotha is the only one who permits unlimited usage of his custom work (he expressed that here on the forums). He just wants to be credited. 2. If mission authors from released maps are not available anymore, then I do not know what to do. @Dragofer@nbohr1more: Any suggestions? I would say, that's the same situation as described above, just replace "released mission" with "abandoned work". As for my released work, feel free to use whatever you want.
    2 points
  49. The sort of person who, if you gave him a spoon, would complain about it being convex, insist that you fire up your blacksmith's forge to make him a concave one, all the while subjecting you to a barrage of condescending insults.
    2 points
  50. Just some mood shots from a forgotten island
    2 points
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