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Showing content with the highest reputation since 02/20/21 in Posts

  1. Just skimming through the topic here so I may miss some of the nuances of the conversation. I've been part of the Thief community since 1999. From the very beginning, mappers have made use of existing assets and often modified them...for better or worse...for use in their own missions. Generally, most asked permission and mentioned original authors in their credits. I've seen horrific modifications made, but those modifications have no bearing on the original assets...whether they were core mod assets or borrowed from an FM, the original versions do not magically get overwritten
    6 points
  2. 3 days w/o power in texas. Froze my nuts off. But, power's back on. Upgraded to 2.09, then messed with shaders some more. Mainly the glprogs/stages/interaction/ ... common & ambient, b/c they control bulk of lighting. broke out diffuse & specular lighting from each other again.. and figured out why specular was getting cut-off seams last time. It's because I didn't mul specular by light source, which takes attenuation into account. Did that this time. ambient.fs specular is generated from world light shining straight down, so was creating a spotlight under player on
    5 points
  3. Tadaa! Thank you @peter_spy and everyone else who helped ( @HMart) This is from peter_spy's test:
    5 points
  4. I get the sentiment here, I really do. However, if someone wants to take models (my own included) and change them for better or for worse - I consider that their problem and not mine. Thats just the nature of contributing to a free mod. We're not going to boot model exporting.
    5 points
  5. Loosely following the discussions on Discord, I think I know where this topic is coming from. The conclusion to solve the past problems by removing the model export functionality from DR is wrong on so many levels, my answer just has to be nope. Besides the technical discussions, I personally find the thought of artists being that retentive about their work a bit strange, at least in the context of this community. If all the folks contributing to the mod had thought this way, there simply wouldn't have been a The Dark Mod at all.
    5 points
  6. https://www.moddb.com/mods/the-dark-mod/news/the-dark-mod-209-is-here
    4 points
  7. The "OpenTechEngine" team added "Crazy Eddie's GUI" ( CEGUI ) to replace the Flash based GUI of Doom 3 BFG: https://github.com/OpenTechEngine/OpenTechBFG/tree/master/neo/cegui http://cegui.org.uk/ If we were to embark on something like this, we would need to have it available in parallel to the existing GUI system until GUI files can be ported or the syntax of the Doom 3 GUI can be reconciled to that of the CEGUI system (alias tokens, etc). @stgatilov has already dabbled in improving the GUI code but I doubt he would be enthusiastic about this option.
    4 points
  8. 4 points
  9. I've made a temporary solution for Windows 10. After applying everything dark radiant looks like this: Here are the steps: 1. In dark radiant in the menu "View" > "Colours" select "Black & Green" 2. Create a default_colors.reg file by just creating a text file and renaming it and insert the following into the file: (you can also export the reg file of your system by going to the address HKEY_CURRENT_USER\Control Panel\Colors in regedit and export for safety reasons) File: https://das-kartell.org/files/darkradiantdarkmode/default_colors.reg Win
    3 points
  10. Oh absolutely. And just to be clear, my interest in PBR isn't really in giving TDM a stylistic overhaul, "next-level graphics" or any such nonsense I'm more interested in if it could make our artists' lives easier, as peter_spy hinted. As an "industry standard" in some sense, it has better tooling and potentially a more consistent look across different scenes, which might need less tinkering. But again, that's all speculative
    3 points
  11. A potentially significant difference, though, is that Doom 3 assets all have a coherent source and style. That makes it potentially easier to apply some kind of hacks to make them look decent when combined with PBR. This might be a lot harder to do for TDM, where assets come from various authors with different creation process and style. Ultimately, though, all of this is pure speculation. We won't know anything until we actually experiment with it in a controlled fashion. Then, and only then, will we see what may or may not be possible and how best to move forward. But either way, before
    3 points
  12. I played around with this a little last night. The ambient improves the appearance of some assets but makes the AI too shiny. Full disclosure: my interest in this is because your original screens resembled the original TDM 1.03 ambient by JC Denton. I am hoping that this work can lead to a "legacy mode" where missions like "Inn Business" that rely heavily on the original Ambient Fresnel can look more like they were intended to. For forward development, the TDM team is speculating about a PDR pipe-line similar to what RBDoom3BFG is currently working on: https://git
    3 points
  13. Hi, thanks for the responge.... first I tryed TDM version 2.08 and still the same problems , but i checked Bienies page and read, the Problem with the lever behind the Door occurs only when you have selected in the Options "open on unlock --> NO". Change the Option to YES solves the Problem. Good tip to look at Bienies Page , I could have thought of it myself xD, Thanks Im not a Coder so i have no idea how to change the classname of "atdm_teleport_10" to "func_remove, xD but... THANKS both of You for your Help and your Magic Programmer Witchcraft have a ni
    3 points
  14. Not if you don't have his permission. Do not try to guess what someone may or may not find respectful. If he vanishes in the middle of his work, that does not give you the right to decide what should be done with it. This is the part where I have to agree with peter_spy strongly.
    3 points
  15. I've found some value in this, specifically in order to combine several models into one. I over-modularized some pieces in my walls, and once I was sure of the sizing I was going to use I combined a wall, window sill, horizontal spacers, etc into two different 3-story wall slice models which are still highly reusable but much simpler to place. I've tried to avoid too much premature performance optimization but I also expect combining models to sometimes be a valid technique for reducing entity counts and drawcalls if modules or detail/clutter models push things over the edge. I
    3 points
  16. Restricting and locking isn't the right direction to take TDM or DR. For me the atmosphere would become one where we can't trust each other, and I think that would do irreparable harm over the long term. It's unfortunate that you feel such measures are necessary "especially in the context of this community", but I believe there's in fact no active mapper here who would knowingly ignore a modeller's request not to alter their work. Unknowingly is another matter, and there will probably be another bad apple in the future or from off-site, but that's a limitation of uploading your work
    3 points
  17. Ugh, no. DarkRadiant is a mapping tool, not a DRM enforcement system. Disabling or removing features because someone, somewhere might use them to violate someone's copyright is the sort of rubbish we saw when the late-twentieth-century RIAA and MPAA wanted to ban MP3 players and CD writers because people might use them to copy commercial music. Then those models are not compatible with the CC license used by the Dark Mod can cannot be used as part of the mod, full stop. Our CC license requires sharing alike and restricts commercial use, but no more. There are no restrictions on fo
    3 points
  18. Just replayed this one. It had the dubious honor of being the only TDM mission I actively disliked, for two reasons. 1. The insane darkness in some areas, and no reliable light source. It's like Thief 2 fan missions, where some authors have a completely wack idea of proper darkness levels. But now with the experience of all the available missions under my belt, I gave it another go. And it's not as bad as I remembered, I think. I recall being stuck in the first dark room (with the candle and statue trinket) for like an hour, and I'm not sure why, since you can just bash the door op
    2 points
  19. v 0.14 Switched fake AO & fallback Spec maps to use dot(raw normal map, 0.33) in both ambient & common fs. Switched specular over to use diffuse.rgb color as specular color if no specular.rgb / map texture instead of default static value Normals as fake maps... wasn't happy with how over-dark some things were, eg: the pillars on BikerDude's Training MIssion, when using dots of specular or diffuse as fake maps. So, decided to check out normals instead. I knew normals provide edges to help create the bump-mapping. However, using the normalized & TBN'ed
    2 points
  20. @Dragofer Just wanted to let you know that your suggestion solved it and load times are significantly improved. Thanks again @nbohr1more I didn't see much difference with r_gpuBufferNonpersistentUpdateMode 0 but I'll keep it on just in case. Either way everyone's help here made a huge improvement and I appreciate it. It sucks that this laptop, like many, have soldered RAM which is probably a huge reason 550MB missions like TPW don't want to play nice when others do.
    2 points
  21. New version (see attached .zip) Uses texture diffuse color as fresnel highlight color for the fallback fresnel branch in interaction.ambient.fs. This helps fresnel blend into the surfaces and scene better, instead of looking like a monochromatic haze on everything. Also, in some missions I'm seeing a pink / red sky (eg: Lord Edgar's Bathhouse). I looked at screenshots of the mission, and it's supposed to be blue. Not sure if something in my shaders is doing that. I thought I had set something to .r *= 10 to highlight what the shader impacts. But, sifted through the shaders and I had
    2 points
  22. I use .lwo exclusively and there's nothing more simple than that, just give the model surfaces materials, in the 3D editor, the name of the engine materials they need and that's that, example textures/somefolder/materialname. textures/folder/materialname <----- this is the full material name "path" you want to use { blend blend map textures/somefolder/someTEXTUREname } If you can export .lwo IMO it is a better format, because is a binary format and not a text based format, in theory, making .lwo faster to load than ASE files, plus you need to always edit the bitmap option, in
    2 points
  23. @VanishedOne An alternative that I just found is this zip of the website on https://www.moddb.com/downloads/iddevnet-archive Now also from the TDM server: http://ftp.thedarkmod.com/backup/iddevnet.zip
    2 points
  24. I think I've found a bug, albeit an amusing one: https://streamable.com/qasfb5 1. Throw body into water 2. Go underwater and frob body 3. Swim a far away as you'd like, but stay in the water 4. Continue to manipulate the ragdoll because your frob never disengaged 5. Get back onto dry land to stop the madness It doesn't seem to happen all the time, but probably more like 90% of the time for me. I can file a bug report if this isn't already a known issue.
    2 points
  25. Move all the global keywords to the top, then replace the diffusemap stage with: { blend diffusemap map textures/darkmod/decals/signs/hare_sign_001_512 alphatest 0.5 }
    2 points
  26. 2 points
  27. I may have to see such a license to understand what is truly required, because from a technical perspective, an "unopenable package" is clearly nonsense. The game would have to be able to open it, and with the game being open source, that would immediately tell anyone who is interested how to do it. Add to that the potential effort and added complexity to implement any sort of protection (which takes dev time away from other areas) and potential increase to load times, I'm very sceptical this would be worth it. For me, this is a common theme with DRM measures - they tend to hurt the honest peo
    2 points
  28. Definitely. I think in all cases its proper etiquette to ask the artist/ creator for permission to use their work. I also think its also our responsibility as creators to use our best judgment when we put our work on the internet, because inevitable not everyone is going to ask, unfortunately. Assets that come packaged with the mod (part of the core) are up for grabs for editing, modifying, ect without permission. Just not using commercially of course.
    2 points
  29. TDM is an open source project, and as such there are certain ideological aspects that tend to come with such projects. Not everyone cares about that of course, but the idea of copy-protecting resources in an open source project doesn't really go down well. It's the kind of idea that tends to be a part of corporate/proprietary software, not a free and open project. I'm not sure how widespread the abuse of freely provided assets in different projects is, although I've definitely seen it happen. It's something of a balance between the interests of the artists and that of the project. If you'
    2 points
  30. My opinion peter_spy, as a modeler in some extent my self, i do comprehend your feeling, I really do, modeling of your caliber, is a big amount of work but I also agree with the others, this is not the type of direction that a open source tool, open community should follow, if you really care about who uses your models, than I can only say, don't make models for TDM period or spend less time and effort on them, even if that means TDM losing a source of high quality models. There's nothing you can do about leaches trying to use your work, someone somewhere will just find a way to rip your
    2 points
  31. Sorry, false alarm. Problem (1) was due to an AI renaming I did a while ago breaking the script. I only noticed the effect of the breakage coincident with the 2.08 -> 2.09 upgrade. Likewise, I have a hypothesis of what caused problem (2) and have applied a fix to prevent recurrence.
    2 points
  32. @stgatilov Yes the crash dump was taken as TheDarkModx64.exe was hung up. I did it as the tutorial suggested and did not close it before exporting the dump. I had tried to open the executable a few times before however if that matters. "r_useFenceSync 0" - No change "com_smp 0" - No Change To confirm, 2.09 TheDarkModx64.exe does not work, TheDarkMod.exe that you linked to does work. EDIT: While the executable runs and I can get to the main menu, trying to download a mission causes the program to crash to desktop. Also tying to play a mission leaves me hanging at the loading scr
    2 points
  33. Wooden fireplace in Braemar Castle
    2 points
  34. Snow White and the Seven Dwarves Door knob. Take a moment to admire the detail in this.
    2 points
  35. Hi all, As the title suggests, I cannot run the dark mod. After installing, I run the 64 bit exe (there is no 32 bit exe) and the game freezes just after the cursor appears. Windows 10 then says the program is not responding. Have tried looking around the forums and changed various cfg values and tried using compatibility settings to no avail. My machine is a Lenovo Yoga 2 laptop with the standard Intel HD onboard graphics card and 4gb ram. I have tried updating and reinstalling to no success. Any thoughts? I have pretty standard hardware and can't understand the issue.
    1 point
  36. Unfortunately this cannot be changed with these windows registry values. I guess it's somehow hardcoded in the framework dark radiant uses. ------------- But I've found another registry value to make inactive title bars dark, which means that the inactive floating title bars will also be dark: Windows Registry Editor Version 5.00 [HKEY_CURRENT_USER\SOFTWARE\Microsoft\Windows\DWM] "AccentColorInactive"=dword:00303030 The value is not present by default, so to revert to the original, this one entry in the folder just can be deleted again. The encoding of the DWORD 32 bit
    1 point
  37. I agree with what Dragofer posted. The skybox is only rendered when there is at least one surface within the currently rendered areas that has the portal_sky texture on it. This doesn't imply that this surface or the skybox as such is neccessarely visible. I am not sure what older engine version you are refering to, but it was always the case since I started working with the code, so I would assume for about 10 years at least. Actually I assume it was always like that. @Petike the Taffer there are essentially two "easy" ways to keep performance issues low in a scene like you are describin
    1 point
  38. @Petike the Taffer, a few thoughts... I dunno about the transparent room idea. Maybe you could achieve the same thing (I'm guessing a minor improvement in performance in some circumstance) with lots less effort by using a horizontal visportal at the interface between floors. A design with a spire or tower in the center of the courtyard, extending up to the skybox, could serve as an anchor for radial visportals to the courtyard walls. Festoon with worldspawn buttresses and arches as needed to make that work.
    1 point
  39. @johlkien Regarding loading times, I have a PC in a similar situation as yours (onboard graphics, loading times longer in 2.09) and found that I could get much faster loading times by applying this with the console: image_useNormalCompression 0 This stops your PC from compressing normalmaps during loading. In theory this should lower your fps if you run out of graphics memory to store all those huge normalmaps, but I didn't notice a difference, only much better loading times.
    1 point
  40. Is AmbientRimColor here related to the ambientRimColor material keyword? I'm not aware of that having been used yet except in experiments.
    1 point
  41. @Zeen, I have published version "test_release209_5542" with this problem fixed (only in Windows build). One can update to this version in tdm_installer, and check that it does not crash. Set "tdm_force_savegame_load 1" in order to load existing savegame (saves are compatible with 2.09, but the game will complain). I do not recommend leaving this version for playing though! Just check that the issue is gone, then revert back to release209.
    1 point
  42. Hi Everyone, I am jumping over from the discord, from a tangentially related discussion which was occurring there regarding including “licensed” assets in FMs. Admittedly as a new author the idea that I could not include ostensibly “free” textures or ones I had purchased with a commercial license in my FM did not occur to me, though it retrospect it was perhaps obvious. One of the reasons this did not occur to me as I have years of images I have gotten from sources like cgtextures.com, many of which I used to use when I was tinkering around with TDS editing and I recognized right away man
    1 point
  43. Hey, that GUI editor looks really nice and clean. http://cegui.org.uk/features
    1 point
  44. I have a Radeon HD 6450 graphics card. test15973-8778 works but test15973-8797 starts with the black screen.
    1 point
  45. This is almost 2.08, so it is not suitable for playing. I'll create new version now.
    1 point
  46. You can download 32-bit executable of 2.09 from the Downloads page on website. Oh crap, for some reason it is not there! We'll add the link to archive. Meanwhile, you can download 32-bit executables here: http://update.thedarkmod.com/zipsync/_aux/209/tdm_exe32.zip Could you please confirm that "TheDarkModx64.exe" does not work for you in 2.09, but "TheDarkMod.exe" from the archive does work for you in 2.09? Also, could you please go to properties of "TheDarkModx64.exe" and post a screenshot showing the exact size of it (up to the last byte).
    1 point
  47. Absolutely stellar mission. I love the little notice board side quest system. Very innovative. I have to try the astronomer's challenges yet. I did run into that game breaking lever bug. Very abrupt end to the immersion, though the mission is still one of the best. I initially thought that the note mentioning the code could be changed was some sort of hint and spent quite a whiles trying different things, rereading the readables and searching everywhere only to realize it was a bug in the end. Still, thanks for the work you did here. Missions like these are among my favorites. EDIT
    1 point
  48. Yes, the .pk4 is just a zip file with the assets already set up to drop into a mission and you get the bonus of seeing them in-game. It's not really meant as a mission at all. As for a separate one for each modeler, the idea I mentioned before on that is just to release successive asset pk4s for all of the asset sets that were either made, discovered, or anyway got packaged since the last set. So it'd be like Asset_Pack1, Asset_Pack2, etc., and each one could be like maybe a few 100MB. I didn't think it was good idea to break them up by author because they'd be so lopsided, some of them
    1 point
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