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  1. We didn't make the holidays (such a busy time of year) so here's a New Year's gift, an unusual little mission. Window of Opportunity Recover an item for a regretful trader out in a wilderness setting, and discover more! Available within the in-game mission downloader or: Download: http://www.thedarkmo...ndetails/?id=79 Alternative: https://drive.google...WTMzQXZtMVFBSG8 Some unorthodox gameplay on regular/ghost difficulties. (Arachnophobes might prefer short mode...) Please expect to need your lantern in regular and ghost modes! Short ("easy") mode is a smaller map, so if you are looking for areas others reference below, or 100% of the loot, you'll need to play on another mode. I wanted to create my first mission before I became influenced by too many others' ideas, and limited myself to what has been done before. As such, this mission is not set in a city/town, and has some features that are likely to be provocative. There's a section some really like, which others don't, either way I kept it short to not last too long. That being said, I hope you do find it fun! :-) Special thanks to those who provided valuable testing and feedback: Goldwell, Kyyrma, plotzzz, 161803398874989, PPoe & Bikerdude (who also contributed a sound). (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] If you are having trouble finding the main objective, here's what to pay attention to in the mission for hints: There is a spot it's possible to get stuck on the ground in the corner by the cliff/rockfall where there's a rope laying on the ground, please take care if you poke around there!
    1. Tarhiel

      Tarhiel

      Awesome, congratulations!!! :o

    2. Bikerdude

      Bikerdude

      Yup, all the remianing bugs were ironed out, so it nigh on perfect now.

    3. AluminumHaste

      AluminumHaste

      version 2.1 is now uploaded to mirrors ready to download.

  2. Beta 11 Fix finished-on state auto-update was unreliable Slighty improve scanner title/author detect Tags are now named some whatever regular-version-looking thing to force GitHub to put the newest at the top
  3. That isn't one of the scripts I maintain. Mine only deal with LWO and ASE, not MD5. Updating this script to work with Blender 4.2 and integrating it into the LWO/ASE add-on ought to be possible of course, but I don't know how much work is involved (and I know next to nothing about armature animation in either Blender or TDM/D3).
  4. Deform expand doesn't work with diffusemaps, unless you want to use shadeless materials. Here's animated bumpmap. With heathaze, to better sell the effect: table customscaleTable { { 0.7, 1 } } deform_test_01 { nonsolid { blend specularmap map _white rgb 0.1 } diffusemap models\darkmod\props\textures\banner_greenman { blend bumpmap map textures\darkmod\alpha_test_normalmap translate time * -1.2 , time * -0.6 rotate customscaleTable[time * 0.02] scale customscaleTable[time * 0.1] , customscaleTable[time * 0.1] } } textures/sfx/banner_haze { nonsolid translucent { vertexProgram heatHazeWithMaskAndDepth.vfp vertexParm 0 time * -1.2 , time * -0.6 // texture scrolling vertexParm 1 2 // magnitude of the distortion fragmentProgram heatHazeWithMaskAndDepth.vfp fragmentMap 0 _currentRender fragmentMap 1 textures\darkmod\alpha_test_normalmap.tga // the normal map for distortion fragmentMap 2 textures/sfx/vp1_alpha.tga // the distortion blend map fragmentMap 3 _currentDepth } } At the moment using md3 animation is probably the best option for animated banners:
  5. That demo used MD5 skeletal animation. That's not the best solution for large fields of grass. Funny, I actually just made this: It's a combination of func_pendulum rotation and deform turbulent shader applied to some patches. With func_pendulum speed and phase can vary for more randomness. Here's the material: deform_test_01 { surftype15 description "foliage" nonsolid { blend specularmap map _white rgb 0.1 } deform turbulent sinTable 0.007 (time * 0.3) 10 { blend diffusemap map models/darkmod/nature/grass_04 alphatest 0.4 } } It doesn't really deform vertices but rather the texture coordinates. One small problem is that when applied to diffusemaps, only the mask gets animated - the color of the texture stays in place: Whereas if you use any of the shadeles modes, both the color and the mask get distorted, as you would expect:
  6. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

  7. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

  8. This is a list of all Animations (human, 3rd person) needed for TDM. It provides both a list of what we would ideally like to have for TDM 1.0, as well as a guideline to future animations after release. Currently I'm only tracking the animations used with our default skeleton, as all our humanoid AI should eventually use that skeleton, and therefore the same list of animations (some characters, like zombies, would be an exception). The first number indicates how many animations already exist and have been exported to the proguard and similar models. The second number indicates how many versions of the animation we would like to have for the 1.0 release. Obviously it's better to have at least one version for each animation before working on alternative versions. ***NOTE: This list should now be up to date for our new skeleton as of May 01, 2009*** ** entries with stars beside them are not essential for 1.0, and should wait until after release. Entries that are essentially completed are crossed off. Animations Master List Movement Walk, generic (1/2) (a serious patrol walk and casual civilian stroll) **Walk, female (0/1) Walk, torch (0/1) (holding object in left hand with closed fist) **Walk, drunk (0/1) Walk, blind (0/1) (for AI blinded by flashbombs, or possibly in pitch darkness) Walk, alert (0/1) (patrolling with weapon in right hand, ready for trouble; like T2 walks) Walk, alert, torch (0/1) (weapon in one hand, torch in the other)? Walk, suspicious (1/1) (walking slowly towards stimulus, alert 2) **Walk, carry (0/1) (holding a tray or other two-handed thing out in front) **Walk, wading (0/1) (AI wading through water or deep snow) Walk, frightened (0/1) http://forums.thedarkmod.com/index.php?s=&am...st&p=108009 Run, generic (1/1) **Run, female (0/1) Run, torch (0/1) Run, defensive charge (0/1) (AI raises left arm to shield face, weapon drawn) Run, panic (0/2) (fleeing, no items carried) Search, active (1/2) (AI walks around cautiously looking for the player, weapon drawn) Search, active, torch (0/1) (same as above but AI holds up light to illuminate their way) **Land from fall (0/1) (AI lands after falling, use knees to cushion fall) ================================ Idling Idle, generic (0/3) (just standing there doing nothing) Idle, drunk (0/1) (swaying back and forth; poor balance) Idle, torch (0/1) (holding torch in left hand) Idle, sit (1/1) (sitting down on chair; hands in lap?) Idle, sleep (0/1) (lying down, breathing) Idle, waiting (0/1) (hands behind back) **Idle, crossbow (0/1) (Holding crossbow in both hands, casually) Idle, turn 90 degrees (0/2) (left and right) Idle, turn 180 degrees (0/2) (left and right) Idle, cough (0/1) Idle, minor movement (0/5) (shifting weight, turning slightly, tapping foot etc) Idle, stretching (0/3) (stretching arms forward, arching back, yawning, etc) Idle, scratch (0/3) (scratching chin, hands, butt, etc) Idle, drink/eat (0/2) (reach out at table level and bring hand to mouth) Idle, spit (0/1) (turn head and spit on the floor) ================================ Combat Pain, generic (0/3) (AI flinches in pain--must be very quick animation) **Pain, leftarm (0/1) **Pain, rightarm (0/1) **Pain, head (0/1) **Pain, gassed (0/1) (AI clutches throat) Pain, failed KO (0/3) (AI just took blow to head; perhaps stumbles; but shakes it off) Draw, weapon side (1/1) (draw weapon from left hip, like sword) Draw, weapon back (0/1) (draws weapon from over right shoulder, like hammer) Sheath, weapon side (1/1) Sheath, weapon back (0/1) Combat idle (1/3) (AI stands ready to attack; eventually different animations for different weapons) Attack, bow (0/1) (includes drawing an arrow over right shoulder, then aiming and firing--code will pause during aiming) **Attack, crossbow (0/1) (raise crossbow, aim and fire (no drawing quarrels)) Attack, right slash (1/3) (eventually different animations for different weapons) Attack, left slash (1/3) (eventually different animations for different weapons) Attack, overhead slash (0/3) (eventually different animations for different weapons) Attack, quick thrust (0/2) (eventually different animations for different weapons) **Attack, spell (0/2) (mage/priest does some magical gesture then throws a spell effect) Attack, throw (0/1) (throws a bottle/shoe/dagger) Parry, high (0/1) Parry, left (0/1) Parry, right (1/1) Parry, thrust (0/1) **Death, drowning (0/1) (AI struggles to swim for a moment but sinks) Cower (0/2) (panic state, hiding or cringing) **Surprise (0/2) (jumps back, startled) ================================ Conversation Conversation, generic (0/4) (generic mild hand gestures people make while talking) **Conversation, angry (0/2) (shaking fist, gesturing wildly) **Conversation, shrugging (0/1) (an "I don't know" shrug) **Conversation, shout (0/1) (one or two hands up to mouth to call/shout loudly) **Conversation, salute (0/1) (roman military salute; fist to chest and then hand out straight: http://www.romanempire.net/romepage/images...001/salute.jpg) **Conversation, affirmative (0/1) (nod head) **Conversation, negative (0/1) (shake head) **Conversation, blessing (0/1) (raises two fingers and makes sign of the hammer in the air; like the sign of the cross but only two strokes) ================================ Actions Sit down (1/1) Stand up from sitting (1/1) Lie down on bed (0/2) (left and right) Get up from bed(0/2) (left and right) Search, give up (0/2) (suspicious look around yields nothing; hands on hips, looking aroung perplexed: http://forums.thedarkmod.com/index.php?s=&am...t&p=108009)) Search, kneel (0/1) (kneel down on one knee to check out blood/body, etc --assume weapon in right hand) **Search, look under (0/1) (bend over to check under bed, table, etc) Interact, grab (0/2) (generic reach out for something--high, med) **Interact, turn page (0/1) (reach out and move hand horizontal as if turning page) **Interact, grab low (0/1) (bend over and pick something up) **Interact, pound (0/1) (pounding on a door to get someone's attention) Interact, warm hands (0/1) (hold out hands towards heat source to warm them; perhaps rub them together)
  9. I dom't use it, i found it here with the filter set to OpenSource. the TOS and PP isn't excluding for an OpenSource app, if they use ads mean that they also need to pay an server for this online service. OpenSource is not synonymous with free either, perhaps after the beta phase it is no longer free, so perhaps you can take advantage of the fact that it is still free to create a series of textures that can be used or search another one in Futuretools. AI generated textures and assets, by definition, don't have any copyright, so you can use them as you want. https://www.futuretools.io/?pricing-model=free|open-source&tags-n5zn=gaming
  10. Maybe you can do something with the animated grass demo: Topic https://forums.thedarkmod.com/index.php?/topic/12985-animated-grass-test-map/ Video: https://www.youtube.com/watch?v=LRCzWOeYxd0
  11. (Original Post) Hey ho. I am currently working on an alternative approach to blackjacking that doesn't rely on animation based hit collision, as it is now. Part of this approach is that the player gets a feedback on whether he can knockout the enemy in front of him via a suitable animation. As I am not familiar with neither modeling nor animating I would humbly ask for someone to help me out here. What I need is an animation that starts in the blackjack's idle state. The blackjack should then be slightly raised. Thanks in advance. ========================================= To test this out you can run the tdm_installer, select custom version and then select the dev16599-10071 dev build that can be found under dev/2.11. In addition you have to use this custom manifest url: http://ftp.thedarkmod.com/custom_builds/blackjack/manifest.iniz EDIT: There is a newer dev build available containing all the changes. The manifest is no longer needed. The ko indication can be toggled via the cvar tdm_blackjack_indicate. =========================================
  12. Sometimes I just want to come here and say stuff like "hah, how about those biscotti biscuits, eh? Tried for the first time and my mind was blown into a million tiny biscobits. They're pretty good! also, I'm a dad now. anyway, bye" But I feel a new topic would be too strong, and I'm not yet sold on the Discord. I was an avid IRC user in the past (where I met my current wife, btw) but even so discord still doesn't work for me, I don't know. So yeah, I am a dad now! that is actually a thing. He looks like me and is very tiny and I love him. Also, the easiest personality to raise a child I've ever seen! this is baby easy mode, for sure. He barely screams and cries and just generally makes my life happier. The day before he was born I was super insecure and afraid. Would I love him? would I raise him well? as soon as I held him I knew that if anything happened to him I would murder an entire football team with my bare hands and then kill myself. As grim as that sounds this is actually a good thing. Also, a good use for this topic is for all of us to dump our TDM-unrelated game dev projects! I decided to make a game for the SEGA Mega Drive (Genesis for the Americans). It's a grid platformer akin to Flashback, prince of persia, blackthorne and others. I reject the term "cinematic platformer"; I think it's silly. But, brushing aside nostalgia, the only things I like about those games is the animation, obviously, and the grid snapping. There is potential for strategic gameplay in grid-based games and I think those games I mentioned should have focused less on precision platforming and more on semi puzzle gameplay. So I'm making it a stealth game! I don't think Mega Drive has any of those yet. Having some fun with debug logs: I have currently 4 game dev projects, which I cycle through periodically, but this is my main obsession right now.
  13. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

  14. Have you looked in this topic? https://forums.thedarkmod.com/index.php?/topic/21549-fan-mission-in-plain-sight-by-frost_salamander-20220807
  15. well it seems to be a problem for many amd users i see from skimming unity forums, everything from outright crashes to awfull framerates ouch . one user found that running unity in a window made it run flawlessly while fullscreen made it run like alan wake2 on a 1050 gtx
    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

  16. A point made by people is that they don't remember which Doom 3 creature the ghoul enemy was a reskin of. I believe it may have been of "boney", the unique fast zombie from the beginning of the Doom 3 campaign. That doesn't matter as much now that the game uses its own unique models, but it made me wonder, what made boney different from the other zombies? For starters, he was less damaged, quicker, and moved with an almost Apelike gait, loping and half-hopping after you. So, if anyone wants to make a ghoul model, the key difference should be speed and an appearance that contrasts the slow, desiccated corpse look of a Dark Mod zombie with an alive yet diseased, more animalistic movement speed.
  17. Google translated: https://rutracker-org.translate.goog/forum/viewtopic.php?t=6419292&_x_tr_sl=ru&_x_tr_tl=en&_x_tr_hl=nl&_x_tr_pto=wapp === There are lots of topics about black screens during the main menu. https://forums.thedarkmod.com/index.php?/search/&q=Black screen&type=forums_topic&nodes=58&search_and_or=and
  18. Changelog of 2.12 development: release212 (rev 16989-10651) * Training Mission reverted to 2.11 state, except for text changes about new controls. beta212-07 (rev 16982-10651) * Fixed save/load of turrets. * Fixed some more cases of camera clipping during force-crouched mantle (6425). * Fixed crash if player wins twice in quick succession (6489). * Added angRotate script event. * Fixed church_altar prefab (6285). beta212-06 (rev 16970-10644) * Fixed light leaks workaround dropped after save + load (post). * Force doors which connect visportal to cast shadows regardless of light flow (post). * Improved candle vs junk detection for new frob controls (6316). * Fixed player getting stuck at start of "One Step Too Far" (post). * Fixed warning on spawning atdm:env_ragdoll_tdm_spider. * Fixed wrong skin in mechanical/switches/switch_rotate_lever prefab (6479). * Fixed double slash in lady02 subtitle decls (post). * Fixed rotated versions of safe03_wall prefab (6268). * Tweaked fogging of health potion. * Fixed overbright skins for nature bushes (6478). * Fixed Grandfather_clock_victorian_01 model (6383). * Removed pause from looping sound machinery/machines/m3_loop (6384). * Fixed broken func_portals in Training Mission (4352). * Minor improvements in Saint Lucia mission. * Doubled game scripts memory limit (post). * Improved normal map of long banners (6355). beta212-05 (rev 16950-10635) * Fixed player seeing through ceiling when mantling into crouched state (6425). * Improved how frobbing works on junk items (6316). * Toggled states of player movement are saved and restored properly (6458). * Fixed back image loading optimization. * Added canCloseDoors spawnarg on AI, which allows to block closing only (6460). * Rats and spiders are non-shoulderable by default (6456). * Increased wait in screenshot_viewpos macro command (6331). * Added forest models from The Valley abandoned mission. * Fixed frobstage on sign models (6457). * Added vine arrows to training mission (4352). * Improved Merry Chest prefabs (6459). * Fixed normal map of dirt_packed_muddy (4668). * Fixed nails in door_boarded_up01 model. * Fixed attachments of atdm:fireplace_place_base (6474). * Fixed editor image of blocks_large_sandstone, rough_grey_dirty_sepia_grey_trim (6281, 6464). * Added editor image for grey_dirty_trim material. * Adjusted tooltip for auto-search bodies. beta212-04 (rev 16932-10626) * Added massive package of subtitles for AI sounds (6240, thread). * Fixes in envshot command (5796). * Added nature/dirt/ash_and_coals texture (6441). beta212-03 (rev 16902-10623) * Improved subtitles layout and location ring picture (p1 p2). * Fixed broken remote render with soft stencil shadows. * Added color buffer clears to fix remote render breaking skybox (6424). * Fixed warning generated by remote render (6424). * Fixed min_lod_bias being ignored if no other LOD settings is specified (6359). * Now changing LOD settings effects objects with min_lod_bias immediately (6359). * Fixed text & background alignment in mission lists (6337). * Fixed gaps in chandelier models (6433). * Added missing editor texture for carpet/runners/ornate_red_black03_end (6435). * Further expansion of listRenderLightDefs and listLightEntityDefs commands. beta212-02 (rev 16889-10613) * Fixed underwater rendering due to missing doublevision shader (post). * Exclude more lights from the new light portal flow optimizations (5172, 6321). * black_matt is now fully black, no tiny green bias (post). * Fixed lockpick interruption when mouse cursor switches between door and handle. * Extended listRenderLightDefs and listLightEntityDefs commands. * Fixed church_altar.pfb (6285). * Added window01_curtains01.lwo in separate parts (6356). * tdm_open_doors now opens locked doors too. * Fixed rare case of getting NaN in spline mover. * Added r_skipEntities cvar, similar to "filter entities" in DR. * Added editor spawnargs for volumetric light properties (6322). * Fixed radius override and added position override for script-based stims. * Fixed warnings with wrong virtual function overrides. beta212-01 (rev 16879-10584) * Fixed player falling through elevator when shouldering a body (6259). * Rebalanced volume of all player footsteps (6348). * Fixed weird animation when mixing drawn bow and main menu (2758). * Fixed all kind of issues with bc_teatray material. * Added alternative frob controls mode tdm_holdfrob_drag_all_entities for dragging on hold. * Fixed non-actor entities always getting full splash damage. * Hide console before screenshot with screenshot_viewport command (6331). * Added tdm_subtitles_ring cvar to disable subtitles location ring. * Added mission.cfg as a temporary way for mission to override non-archived cvars (5453). * Cvars "pm_lean_*" are no longer archived (6320). * Removed some cvar overrides from atdm:player_base. * CFrobLock now supports script events: Lock, Unlock, ToggleLock, IsLocked, IsPickable (6329). * Simplified flee script event, supported fleeing from non-actor entity and fleeFromPoint. * Fixed crash on some non-standard cases of flinderize. * Can set spawnarg "douse 0" on damageDef to not extinguish lights from splash damage. * Added setFrobMaster script event. * Added script-based stim type, which triggers only when stimEmit script event is called. * Added on/off script events to func_emitter entity. * Added setSmoke script event to change particle decl for a func_smoke. * Added hasInvItem script event to check if player has some item. * Added launchGuided script event to start guided projectiles. * Added getInterceptTime script event for shooting projectile and running target. * Added "bounce_sound_min|max_velocity" spawnargs to control projectile bounce sounds. * Added "postbounce_*" spawnargs to change projectile properties after bounce. * Fixes to moor guard ragdoll (6345). * Fixed wench AI sounds (6284). * Added new experimental entityDef for an automatic turret. * Official missions no longer pretend to be part of 3-mission campaign (6338). * Removed AI PAIN messages console spam. * Removed excessive "s_volume 0" from base loot entityDefs (6346). * Replaced symbol on the proguard's belt. * Default value of com_maxfps increased from 144 to 300. * Improved idEntityPtr, fixed some warnings. dev16854-10518 * High mantle animation has become much faster (6343). * Crouching while on ladder/rope now causes player to slide instantly. * Added "forceShadowBehindOpaque" hack to workaround shadow leaks in old missions (5172). * Fixed and revised underwater "double vision" effect (6300). * Add scratch images have alpha = 1, which fixes some mirror materials (6300). * Added warning if material output color depends on input alpha, fixed it in core assets (6340). * Support several independent user addon scripts (6336). * Fixed missing headbob and footsteps at very high FPS (4696). * Fixed player hanging mid-air in a jump at very high FPS (6333). * Don't crash if player's head does not exist (6326). * Added "fade in fast" options for frobhelper (6342). * Removed "show tooltips" option, now it is always on (6344). * Added default spawnarg values to "text" debug entityDef (6325). * Fixed some uninitialized values, float overflows and NaNs across the code. * Reorganized covered furniture models from Seeking Lady Leicester (6289). dev16842-10488 * Major changes in frob/use controls: holding frob does different thing now (6316, thread). * Fixed some electric lights not spawning. * It is no longer necessary to specify extension to reference PNG image. * Added cvar tdm_show_viewpos and command screenshot_viewpos (6331). * Fixed hanging when light is moved through a plane with many visportals (3815, thread). * Fixed multipage readables stuck on empty page, improved page flipping (6313). * Fixed WAV sounds playing in main menu, all sounds are streaming now (6330). * Fixed light leaks along scissor rectangle boundary with soft stencil shadows (thread). * Better subtitles location visualization (6264). * Changed position of subtitle blocks and subtitle font (6264). * Internal refactoring of idImage class (6300). * Fixed rare bug in renderworld raycasting... might happen with particle collisions. * Fixed warnings in newspaper_bridgeport0X core readable GUI (6245). * Added vec4 GUI keyword (6164). * Renamed pm_lean_toggle cvar to tdm_toggle_lean. * Improved "head bob" and "mantle roll" settings in main menu. * Updated FFmpeg to 4.4.4 (6314). Known issues: * Various problems after image refactoring: underwater, mirrors, etc. dev16829-10455 * Allowed to mantle while carrying/manipulating an object (5892, thread). * Allowed to change weapon while mantling or on rope/ladder (6319). * Several leaning improvements (6320, thread). * Parallel shadow-casting lights are deprecated, use parallelSky instead (6306). * Added many menu settings for autoloot body, blackjack helper, and other (6311). * Deleted option for autolooting bodies with one item per frob, added menu setting (6257). * Added cvar to modify all head bobbing settings (6310). * Fixed some corner cases with multiloot (6270). * Fixed frob helper's "always visible" mode (6318). * New&fixed versions of atdm:lamp_electric_square_3_lit_unattached (6315). * Fixed UV map on Stove models (6312). * Reworked r_showPrimitives + deleted code for rendering from CPU buffers. * Shortened name of end-mission autosaves (6294). * Consistent names of various arrows. Known issues: * Some electric lights don't spawn. dev16818-10434 * Fixed projectiles flying through player and enemies sometimes (6292). * Lights with noshadows spawnarg pass through walls again (5172). * Disabled portal flow culling optimization for parallel lights (5172, 6306). * Faster light-entity interactions matching if light is noshadows due to spawnarg (6296). * Compression of images to DXT1/3/5 is done in software (6300). * Cleaned up rounding math routines (6300). * r_showportals 2 is easier to understand now * Changed rules for getting start areas of parallelSky light (6306). dev16814-10408 * Optimized portal flow culling for shadowing lights (5172). * Extended dmap diagnostics to info_portalSettings, improved editor descriptions (6224). * Added test commands: tdm_open_doors and tdm_close_doors. * Minor adjustments to ear-cutting algorithm in dmap. * Minor refactoring in image compression code (6300). dev16809-10394 * r_shadowMapSinglePass is enabled by default now. * Fixed lack of shadows in volumetric lights under r_shadowMapSinglePass (6271). * Fixed interaction rendering on materials with polygonOffset (5868). * Optimized code for finding light-entity interactions on large maps (6296). * Optimized moving shadowing lights: don't create interactions in unreachable areas (5172). * More refactoring in backend: tonemap shader (6271). * Added more covered furniture models (6289). * Added wall models from Seeking Lady Leicester (6293). Known issues: * Some noshadows lights no longer pass through walls. dev16801-10370 * Supported -durationExtend for inline subtitles (6262). * Added blue noise dithering to tonemap shader, which fixed color banding of fog (6271). * Optimized away unnecessary render copy under "useNewRenderPasses 1" (6271). * Refactored blend and fog lights into new backend architecture. For troubleshooting, reduce cvar useNewRenderPasses to 1 or 0 (6271). * Added 30 case to max FPS selection in settings menu. dev16792-10357 * Fixed particles bound to animated joints (6099). * idVec3 is no longer initialized to zero by default (6280). * Integrated Address Sanitizer tool and fixed a few found bugs (6280). dev16789-10349 * Deleted old backend completely + some cleaning (6271). * Fixed map icon wrong name (thread). * Now light entities support noPortalFog spawnarg (6282). * Support fonts aspect ratio correction (6283). * Fixed playerstart customization (thread). * Refactored "render pass" part into new backend architecture. For troubleshooting, try cvar "useNewRenderPasses 0". Also "textures/particles/blacksmokepuff" now works (6271) * Now arithmetic expressions in materials support min/max functions (6271). * Minor initialization cleanup (6280). dev16785-10319 * "r_shadowMapSinglePass 1" now respects noselfshadows flag (6271). * Continued refactoring in shadow maps and render-pass shaders (6271). dev16783-10307 * Backported new rendering backend to uniforms, should work like the old one now (6271). * "Auto" lockpicking difficulty now unlocks pin from after one cycle (6256). * Added "auto-search bodies" feature under tdm_autosearch_bodies cvar (6257). * Added r_shadowMapAlphaTested cvar for single-pass shadow maps (6271). dev16781-10289 * Added first version of direction and volume cues to subtitles (6264). * Allow subtitles to extend duration of sound sample (6262). * Improved slot allocation algorithm for subtitles, a subtitle no longer changes slot (6264). * Fixed bug that stereo sample plays for 2x duration due to length confusion. * Upgraded libpng and rebuilt third-party packages. * Internal fixes of depth bounds test asserts. dev16778-10275 * Allow limited mantling with a shouldered body (5892). * Fixed toggle creep and improved settings layout in the menu (6242). * Fixed bounding boxes of animated entities and particles, enabled r_useEntityScissors by default (6099). * Trigger call_on_exit before call_on_entry when switching locations. * Don't expand bounds of surfaces with turbulent deform (5990). * Removed "gui" spawnarg on GUI message to avoid first frame (6117). Known issues: * Particles bounds to animated joints broken. Changelog of earlier versions can be found here. Source: 2.12 beta testing thread
  19. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

  20. On the wiki, I'm working on a set of pages with the title-preface and broad theme "The Parts and Whole". This looks at the hows and whys of map objects being formed into collections. The hub of this is The Parts and Whole: Overview Within the hub, so far, the section "Techniques that Affect DR Only" is built out with comparison tables and child pages. This covers these techniques: Hide/Show, Region, Layer, Filter, Group, Selection Set. I'd appreciate any eyeballs on the work so far. Please suggest or edit-in improvements. In particular, are there links to videos or other wiki or forum pages that you think most apt and should be added, e.g., to the "See Also" section? "The Parts and Whole" effort is mostly intended for newbies and so is not afraid to state the obvious at times. In some cases, it covers ground also handled by the necessarily-concise DarkRadiant User Guide, but with more depth and context. In other cases, the info was only found buried in forums. Because I'm trying to cover a fair amount of ground, the pages are text-only. Some of the child pages could benefit from screenshots some day.
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