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Showing content with the highest reputation on 11/16/20 in all areas

  1. The quick answer is no. TDM runs Doom3 .map files and Thief2 runs .mis files. It's imaginable somebody could make a script that converts .mis files to .map files, but it's unlikely because it might be considered violating IP, and nobody wanted TDM to be threatened with a cease & desist letter that had shut down fan remakes in the past. All that said, there was a guy that made a few T2 maps in TDM, at least the shells of them, I believe by hand. He never released it, but he released some videos of them. Go to http://www.shadowdarkkeep.com/videos.htm and find "runspeedwide", then watch that. Oh, there were some people that made some TDM FMs that used parts of T2 OM maps. One of them was of the Bonehoard, but it was never publicly released (this is all I can find on it now), another was Assassins, and recently somebody posted a screenshot of their work in progress FM, and I don't know what OM it's from. I'm sure there are other examples of OM areas that are in FMs, but I can't think of them just now. I think that's as close as you're going to get to what you're asking.
    3 points
  2. Those last 3 missions are looking awesome. Amadeus, isn't that from one of the abandoned missions? I recognise that treehouse part. This is what I've been working today, finishing up one of the shops.
    3 points
  3. Decided to light up my mission and take an eagle eyes view...Gotta finish this mission, it would be sad to let all this go to waste eh?
    2 points
  4. Well done Joebarnin for an absolute top class Thief mission! I'm stuck though I am at a standstill with progress as I seem to keep going in circles now. I've found the song verses in the abandoned house and then figured out the code from it but I have no idea where to use it. I'm losing my mind cycling through all the houses and trying windows etc. I'll take a break for now I think.. just wanted to say that so far the quality of your mission has left me very impressed! Anyhows, thank you for the time and superb effort you put in for this! *Edit* Found where to use the combo and am rolling along again now - hurrah!
    1 point
  5. Not really But now if a map entity uses rotation hack, then the game embeds this "rotation" into the model automatically during map load, i.e. creates a scaled model. So yes, the game engine has said goodbye to it completely. As for maps and mappers... don't know.
    1 point
  6. When put in perspective though, I'd rather deal with first world problems than third world problems. Of course I'd rather deal with no problems at all, but that ain't gonna happen until I'm dead. Or the king of the world. Working on that goal.
    1 point
  7. Legally, a script converting maps from other games to TDM wouldn't be a problem. But you would not be permitted to release the generated derivative works to the public without explicit permission by the party currently owning the rights on the original maps. The legally correct way to make such a script useful to the TDM player base would be to add a feature to TDM or provide a standalone executable, wich lets the user select the original map from their legally aquired local T1/T2/TDS installation and generates/installs a playable TDM map from that. The generated map may not be distributed or used in any non-private context (fair use rules apply in countries wich have them though, so letsplayers may or may not still be able to monetize their play time). For the probable case, that the script's output would not be playable without further adjustments or additions, such adjustments itself could legally be made available publicly as long as they themselves are not derivatives or contain (parts of) the original maps. Like downloading entire fanmade maps now, there could be map-specific patchset downloads wich contain commands and assets needed to make the conversion results playable. The player would still need a locally installed copy of the original game, but deriving a TDM map, pathing it and installing it in TDM would be automated so for the user it could be almost as easy as playing an original TDM map. Technically, Building such a converter script is a lot of coding work. It is highly likely, that the generated output needs further modifications to become enjoyable by the common TDM player - so that project would definitely need a mapper too. But generating the patch sets from the script result and the final version is a solved problem since the 70ies. So the hard parts are the converter itself and the post-conversion editing. Integration into TDM does not have to be present from the start to make the project useful to a considerable part of the community and get beta testing reports. As a player, i would love to replay the original maps in TDM too. For me, improved graphics and mechanics do considerably add to the fun and immersion while playing - and the mechanics can't really be improved in a closed engine. I hereby opt in as a beta tester. I own T1/T2/TDM on GOG and am able to use the command line to execute scripts for extracting maps and applying patches given to me. I might or might not be able to apply easy adjustments in Dark Radiant to the resulting maps and generate new patchsets from the result.
    1 point
  8. I had no better luck with 3.1.4 from github than with 3.1.4 installed by Mageia. I then tried 3.0.5 from github after having uninstalled all wxgtk devel packages provided by Mageia. This resulted in DR not finding 'libwx_gtk2u_gl-3.0.so.0'. This was weird because the 'libwx_gtk2u' libraries in my system are from version 2.8, not 3.0, so even if they are installed they are named wrong in this case. Re-installing the Mageia devel packages for wxgtk 3.0 allowed DR to build and run again, but the problem with the textures refreshing still persists.
    1 point
  9. @Geep You can set that as a (hidden) objective. You can choose Readable is opened, Readable is closed Or certain page of a readable is reached.
    1 point
  10. I have tried two builds of 2.9.0. The current build and the previous build. Both showed the same behavior, but the previous build had the issue with the segfault. I could have sworn that I had previously built 2.8.0 using wxgtk 3.1.x and all worked well, while I also had these issues with 2.8.0 when built with wxgtk 3.0.x ... at least I believe that was the case. My latest attempt to build 2.8.0 with wxgtk 3.1.x failed. DR 2.9.0 has so far failed to build with wxgtk 3.1.4
    1 point
  11. Textures can now be selected in the texture browser and changed on brushes and patches without causing a segfault. However, now I can see that the texture browser does not refresh it's view unless I re-size the frame around it. Scrolling the texture window only shows the scrollbar moving and the texture list stays put until I re-size the frame. I also cannot preview textures in the Media browser. I can select them, but the texture preview does not show until the frame around the media browser is re-sized.
    1 point
  12. Stolen Heart Today it's a pleasure to announce "Away 0: Stolen Heart" as the formal name of the WIP underway this year and destined for beta by next Spring. This is a prequel to "Away 1: Air Pocket", and builds on the foundation of "Setting the Scene". Those of you around a decade ago may remember these early screenshots of "Setting the Scene" by _Atti_ (with Melan): You'll get to experience these vistas, slightly tweaked, in "Stolen Heart". And screenshots of fresh content will start to be posted later this month.
    1 point
  13. Hello everyone, Bikerdude's made significant updates to this mission and it's now fully playable in 2.08. Available in the in-game downloader or Download here (v3.1)! We'll update the OP to reflect this. Thanks! “I usually welcome the shadows, a place of refuge for a master thief like me. However, there are dark places that even I fear. That place being the plague ward at the edge of town. Rumour has it that it was cursed by a pagan witch and its inhabitants died from an incurable plague..." Build Time: Update Build Time: Original version - 3-4 weeks. Updated version - 2 days  Credits: Flanders - Prebuilt maps and textures Readables – SirTaffsalot. FieldMedic - ghost begger (which I fixed and updated). Springheel - jack-o-lantern (gotta have them)  Thanks:- Special thanks to my beta testers: Flanders, SirTaffsAlot, nbhormore, Pranqster, RPGista, Thor, Xarg, Glyph Seeker, Amadeus, Garret42 & Bluerat.
    1 point
  14. OK, I'll do that now. Thank you! Got it sorted. Building now.
    1 point
  15. double post, what is the name for the "arbitrary transformation" widget (Modify > Rotate and scale...) in the shortcut list? I had it assigned to "A" but now the aforementioned crashes have also deemed it necessary to reset my keybinds as well so "A" is back to CameraMoveUp or however that goes. I would check the non-beta version but I don't want to destroy my camera mouselook move shortcut keys again...
    1 point
  16. checking for GL/glew.h... yes checking for main in -lGLEW... no configure: error: GLEW not found I have built DR many times in the past, and always make sure the dependencies are installed, etc. I have never had an issue w/ GLEW dependencies before. DR 2.8.0 built properly for me a few months ago, but now I get this. lib64glew-devel Version: 2.1.0-5.mga8 Currently installed version: 2.1.0-5.mga8 Group: Development/C Architecture: x86_64 Size: 1584 KB
    1 point
  17. Indefinite app hang seemingly out of nowhere. I was in the process of making a foglight and probably pressed the light inspector button, L, while still focused on the entity pane rather than the orthoview. Or at least that's what I think was my last action. Here's the dumpfile.
    1 point
  18. I'm sure some of you will recognize where these shots were taken from
    1 point
  19. Thank you! This is still an early stage though, there are no windows, or roof, I have to rework some of the models like the wireless generator, candles, wall panels will need a clip/collision model, because moving nearby them is wonky, etc. The list grows But I wanted to expand a bit on why I tried to make something like that. During my first months with TDM, I was getting to know the editor and the engine, and testing their capabilities. My knowledge about engines, editors, and making content is related to Unreal engines, but most techniques are rather versatile and engine-agnostic. While I was browsing TDM model/material/entity folders, there were a few things that looked like instant red flags to me (at least from what I know about gamedev and content creation workflow). Materials often had many stages, and the number of materials per model was often very high (here you can read why this is bad). At the same time, most materials didn't use specular workflow (here you can read why everything is shiny and how to achieve it in a non-PBR engine). I think I understand some of these decisions, like using simple projection mapping and multiple tiling materials everywhere allows the mod to be a 3 GB download instead of 8. At the same time, I was curious if by using "standard gamedev approach" to asset creation and optimization I could both yield better performance and have higher quality of assets. By that I mean using 0-1 UV space for texturing, unwrapping more than one model per texture space, and using as few (and as simple) materials per model as possible. The example map is a bit barren at the moment, but I think the answer to that question is a cautious "yes". These are the longest views / highest drawcall counts I could find. So, even if this environment was more complex and DC count was doubled, this would still be a pretty good result. What's also important, the CPU and GPU load looks like this: 37% GPU is probably due to factors like 2k textures everywhere, FXAA, and 1440p. These are stencil soft shadows btw, not shadowmaps. I think in that regard 10% CPU use looks promising here. So "the standard approach" seems to be working well with the engine, graphics pipeline looks less disrupted. The only downsides are larger file sizes and less flexible model/material editing options (although you shouldn't edit and re-save compressed DDS textures anyway, you need source files for that). Gamers are used to everything between 15 to 50 gig downloads these days, and GPUs with 2 gigs of VRAM are considered quite old. So, I think this is rather safe concession to make. If the model library is comprehensive enough and uses skins for variation, mappers will find ways to kitbash geometry to keep things fresh for a long time without editing textures or models much. There's also one important problem, the asset creation time. Using full specular workflow, making 2k textures, baking normalmaps, designing modular sets, all that takes a lot of time. Sometimes, and especially for one-man projects, it's easier to switch to something less complex and faster to deliver. But it's also hard not to love how the engine handles all the good stuff you're making for it
    1 point
  20. So ummm... you know how I posted a few days ago how COVID was basically a non-entity in my state and we had no community transmission for about 100 days? Well, we went from 0 -> 3 -> 18 cases in the span of two days. That's not much and fortunately we're enacting restrictions and can hopefully stomp on it quickly (with lessons learnt from Melbourne/Victoria), but still, unfortunate. And it's all because I opened my big mouth! Not literally mind you, but... you know what I mean.
    0 points
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