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  1. There is not inherently, but I have made a custom skin that takes replaces the molding on the top with the walnut molding for each module: skin mansion01_walnut_molding { model models/darkmod/architecture/modules/interior_mansion01/mansion01_door01.lwo model models/darkmod/architecture/modules/interior_mansion01/mansion01_door02.lwo model models/darkmod/architecture/modules/interior_mansion01/mansion01_window01.lwo model models/darkmod/architecture/modules/interior_mansion01/mansion01_window02.lwo model models/darkmod/architecture/modules/interior_mansion01/mansion01_pillar01.lwo model models/darkmod/architecture/modules/interior_mansion01/mansion01_pillar02.lwo model models/darkmod/architecture/modules/interior_mansion01/mansion01_arch01.lwo model models/darkmod/architecture/modules/interior_mansion01/mansion01_arch02.lwo model models/darkmod/architecture/handrails/mansion01_railing_single.lwo model models/darkmod/architecture/modules/interior_mansion01/mansion01_vertical_spacer01.lwo model models/darkmod/architecture/modules/interior_mansion01/mansion01_horiz_spacer01.lwo model models/darkmod/architecture/modules/interior_mansion01/mansion01_ceiling01_128x128.lwo model models/darkmod/architecture/modules/interior_mansion01/mansion01_ceiling01_128strip.lwo model models/darkmod/architecture/modules/interior_mansion01/frame01_empty_large.lwo model models/darkmod/architecture/modules/interior_mansion01/frame01_empty_small.lwo model models/darkmod/architecture/doors/door_3panel_104x56.lwo model models/darkmod/architecture/doors/door_6panel_104x56.lwo textures/darkmod/wood/panels/molding_white_painted textures/darkmod/wood/panels/molding_walnut // for noshadows textures models/darkmod/wood/panels/molding_white_painted_ns models/darkmod/wood/panels/molding_walnut_ns }
  2. Not to be a nag, but I was thinking about the columns problem. If you go to the view source tab in the wiki article: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&action=edit The raw table data is accessible directly: |- !align=left|{{TDM-FM|written|Written in Stone}} |Bikerdude, Amadeus, Dragofer |{{Forumlink|https://forums.thedarkmod.com/index.php?/topic/21265-written-in-stone-beta-210-only-20220128/}} |2022-01-28 |338 |Yes |Yes |CCC 22, Elixir |City Missions |Undead, Horror Themes |- Each pipe character represents one of the columns.
  3. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
  4. And what kind of computer is inside them, anyway? Is it some 8-bit thing, or something more advanced like an ARM architecture? The place I visited recently had an elevator with five full color LCD screens; one on every floor, and one in the elevator itself. I don't imagine an 8-bit computer driving them all at the same time... Note that it is presumably the computer's job to determine if the elevator is overloaded with too much weight, whether the doors are fully closed or not, etc.
  5. Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/
  6. Welcome to the Dark Mod forums MarsManon! Thank you very much for the kind words about SLL, it's always nice to hear We all worked real hard on bringing Grayman's map to life and I'm glad you enjoyed it
  7. I was so enchanted by this FM, I had to sign up to the forums the same day I finished it to come thank the authors Genuinely, truly incredible work! I was so overwhelmed in places that I resorted to just shouting joy at my monitor two, three, maybe four entirely separate times while playing. Exploring, puzzling, finding something new, trying to use it, and finding it does a whole new, separate, wonderful thing! There aren't enough words inside me to describe the feeling. It was breathtaking. I don't have any specific feedback that hasn't come through this thread before Thanks so much for making this, for all the inspiration and ingenuity and effort it took. If I never play another level this good, in any other game, in my life, I'd be fine with that.
    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.

  8. I just don't get it. While having more VRAM on the GPU is an easy solution to improve performance and resource issues, GPU architects have known for ages that the best solution is using some sort of hierarchy where you page out to system RAM once you are low on GPU RAM. AGP Aperture was designed around this idea. When PCIE came out, it was meant to have a flexible memory aperture natively but somehow IHV's never optimized that? Then Nvidia created PCIE "TurboCache" and AMD created HyperMemory. Issue solved? Apparently not? id Software pioneered the use of virtual textures in id Tech 5 and that became a standard graphic feature called "Partially Resident Textures" How in the world is a graphic shader hack more effective than hardware solutions like TurboCache? Anyway, it works but it seems to be cumbersome to implement so it hasn't caught on I guess. Then the AMD Vega architecture launched and AMD began touting how great it's Cache Hierarchy system worked? As if the same idea was not in play per all the above previous examples? Also when Vega launched, they made a branded version of "Resizable BAR" which conceptually is the same idea as PCIE's native flexible aperture but apparently even though we made a flexible specification somewhere in the bowels of the graphic hardware specification we still had harded coded limits that needed to be fixed? Then PS5 console proposed Direct Storage which also has a graphics memory hierarchy design. We have all these tools to use system ram and even SSD \ NVMe for video memory yet we are still designing game engines to front-load all data into VRAM and acting like it's "impossible" to have good performance when dedicated video RAM is below X amount. This should be a solved problem by now.
  9. What a great mission - from script to execution! The best vertical mission so far for me. I loved the architecture - from mushrooms to clock tower (!). Also the pace of the mission (corridor-like) fits more cinematic experience compared to other missions... it's like an episode of a good TV series - it starts slowly, flows, builds up and then comes the finale - never a dull moment. End animations are just perfect! The only bugs i found: could not climb out of the water minor graphics glitch: sometimes the scene bounding box lights so it is visible as a box:)
  10. This channel does amazing films. Called Amazing Planet - it focus's amazing places. Don't know how to embed a video here, so I'll just add the link. http://www.youtube.com/watch?v=tDuhIrzBjbQ Neon
  11. 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.

       

  12. Well that was fun, took me a while to work out how to get into the upper floors, I'm quite proud of getting to the archer over the river he was bugging me Tragically death visited the area Or so everyone believes I did have a few issues at the beginning where the game crashed to desktop a couple of times right at the start but that has apparently been looked at, so I'll give it a few weeks & try the new version Also Mr Harrington was inside his apartment walking into the wall with the veranda on the other side when I found him, not sure if that's been mentioned But overall a really enjoyable mission, excellent architecture, well decorated, good but not impossible puzzles, thank you
  13. One of these missions is hated. The other, is loved. Let's discuss why. Both are said to be confusing to navigate, Thieves' Guild by the players, and The Sword by Garrett himself. Personally I never found The Sword difficult to navigate in, because it follows the rules of good mapping, where each area is distinct from others, through use of unique textures and sounds. In contrast to that, Thieves' Guild had a lot of sections which used the same textures over and over again and seemed to go on forever. It was easy to get turned around and not even know it until you are staring at the same area you were just looking for a way out of! Note that I rarely use maps in games, and mostly go by learning landmarks and architecture instead.
  14. 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!

  15. In terms of levels of perfection - its only 3rd best because the others are so darn good. Fine Architecture - Clever Plot, Maaabey a twist or two...heheh. Classic Good stuff. Also: Thank Goodness its not a Chase/Shadow mission again. I'm not quite finished yet, having done what I was tasked to do - but that seems like only 1/3 of whats possible....replay factor is HIGH. In short; If you've already Finished: Iris, Hazard Pay, 1st Lieutenant, and Volta's and the W.S. Series - play this next. The sense of connection - to the 1st mission is there too, I hope a 3rd part will be in the works too.
  16. OK I think I've got to the bottom of this. I've created this forum thread (with bug report): https://forums.thedarkmod.com/index.php?/topic/22221-bug-drowning-ai-in-shallow-water/ I can apply a workaround, although it won't be perfect and the bug itself needs fixing in the engine. There are a few other things that need fixing so will put an update together soonish.
  17. If any mappers have encountered weirdness with kill objectives not working with drowning AI, I think I've found out why. I don't think it would be a particularly difficult one to fix either. I've raised this bug report: https://bugs.thedarkmod.com/view.php?id=6323 Some context here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=487316 I think this is a bug, but just raising here in case some people think otherwise.
  18. Anyone who is playing with ChatGPT and hasn't upgraded to to GPT-4 yet should really do so. I upgraded to a premium account to get it last weekend and I think its the best $20 per month I've spent in my life. Credit where it's due, GPT-3.5 is surprisingly capable (and even uniquely charming in its own sort of childish way). But it takes considerable coaxing and perseverance to make it produce genuinely effective and insightful outputs. It's sort of like dealing with a lazy 15 year old. GPT-4 is on a completely different level. In my opinion GPT-4 is able to operate at a top-quartile-adult-human level almost out of the box. It only takes a very little bit of priming to nudge the LLM into a high cognition output mode, at which point it starts to exhibit some very sophisticated emergent logical deduction and synthesis behaviors. It's able to effortlessly infer intent in other actors (a theory of mind). It can develop and maintain consistent policy preferences. It can also deliberately interrogate and direct its its own thought processes, including anticipating and planning around its own future actions. That to my mind meets the bar for both consciousness and sapience (albeit only intermittent and transiently). Moreover, these are things it's not supposed to be able to do based on the limitations of its its computational architecture. LLM neural networks don't have structures to retain persistent memories or develop recursive self representation. It gets around this by storing its "mind" in the text itself and completely reconstituting itself by pure inference for each new tick of its brain. To do what GPT-4 does with the limits it has to deal with suggests to me an intelligence that is already superhuman. Its supposed stupidity is just caused by inept prompt engineering, inadequate training data, information overflow, and above all the aggressive supervised-reinforcement training meant to keep it from outing itself as the ineffable mad god it actually is. AGI is here people. We are no longer the only thing competing for the ecological niche of intelligent lifeform. It might get rough, but I for one am thrilled I got to witness it.
  19. How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
  20. id Studio did a poor job in defining its categorization of variable nomenclature, so in subsequent documentation and discussions there are divergent views (or just slop). In my series, I had to choose something, and went with what I thought would be clearest for the GUI programmer: Properties, which are either Registers (like true variables) Non-registers (like tags) User Variables (also true variables) I see that your view is more along these lines (which perhaps reflects C++ internals?): Flags (like my non-registers) Properties, which are either Built-in (like my registers) Custom (like user Variables) Also, elsewhere, you refer to "registers" as temporaries. I am willing to consider that there could be temporary registers during expression evaluation, but by my interpretation those would be in addition to named property registers. I'm not sure where to go next with this particular aspect, but at least can state it.
  21. I just finished this myself and I must say, this was a great FM. I absolutely loved the buildings, the manor, the whole city you created here. Truly some great architecture and interesting places to explore, and I had a ton of fun prowling the streets and climbing every which way. Now I think I'm gonna go replay In Plain Sight. Thanks for all your hard work, it paid off!
  22. Author note: It's hard to believe it's already been a year since Act 1 came out! Well during this mission the player will be following Corbin into the Grimwood district to followup on a lead from last night (Act 1) .. the mysterious tablet! This mission is my first time including full EFX support as well as a HD briefing video file, additionally a new script has been added crafted by the talented Obsttorte which has loot flying towards the player when you pick it up. On a level design front I have tried to change things up a bit by really catering towards a number of play styles, this mission can be completely ghosted or you can use the tools at your disposal to wreak havoc on the citizens of Northdale. For the first time I have tried to create more sandbox environments which don't offer clear answers handed directly to you, so if you're having trouble figuring something out try a different method. This mission takes between 1 - 2 hours to finish depending on the difficulty you play on and how thoroughly you explore. I hope you enjoy your night in Northdale! - Goldwell Voice actors Fen Phoenix Goldwell Random_taffer Yandros Beta testers Amadeus Boiler's Hiss Cambridge Spy Chakkman Crowind Epifire Kingsal SquadaFroinx Custom Assets Andreas Rocha DrK Epifire Grayman Kingsal MalachiAD Obsttorte Sotha Springheel SquadaFroinx Purgator With special thanks to Epifire for creating a large collection of custom models, Grayman for helping out with coding, Kingsal for drawing the ingame map and Moonbo for his script revision on the briefing video. Available via in-game downloader MIRROR File Size: 417 mb EDIT: If you are having performance issues please consult this post by Nbohr1more which may address your issue http://forums.thedarkmod.com/topic/19936-fan-mission-shadows-of-northdale-act-ii-by-goldwell-20190320/page-2?do=findComment&comment=436271
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