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  1. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  2. Every now and then people post silly screenshots they've taken from TDM. Why not start an own thread for it? Recently, I've experimented with adding props to AI's. The wiki says "Attaching things to AI is an important way to make your AI unique," and indeed really unique AI's can be created this way. It is summertime. Even the crypt's residents need to do something about that awful pallor...
  3. The attribution ("BY") part of the CC-licenses requires: 1) You must give appropriate credit, 2) provide a link to the license, 3) and indicate if changes were made. The TDM license provides a link to the CC-BY-NC-SA 3.0 license, so part (2) could be said to be fulfilled. For (1) I would expect that each asset author is somehow credited by name and a link if the asset was found online, and for (3) I would expect a comment saying something if a change was made to the asset before it was added to TDM. Correct me if I'm wrong, but there are currently no core assets licensed as anything else than CC-BY-NC-SA. If there are, please tell me how to find them and how I can read their respective licenses. I don't think there is a way to track licenses on a per-asset-basis. I raised that question in this topic. Given the thousands of hours of work put into this game, I wouldn't want to leave it to chance... This licensing stuff may not be the hottest topic, but it may be worth talking about to prevent unpleasant surprises. Agree. And that a mapper working in Dark Radiant can see the license for each asset when they choose which asset to use, as suggested in the "tracking licenses"-thread I mentioned above. Yes, a mapper who wants to create a libre mission will have restrictions on which assets to use. If they don't require their mission to be libre, it will work as usual. If there is a way to add libre assets to the core assets, then it will get easier with time. Under current circumstances, a libre mission will not be nearly as good as any of the few missions I have played so far, but I wouldn't go so far as to call it pointless. I think it would be good enough to qualify the mission+engine as a game and get it into e.g. both the Debian repository and the LibreGameWiki. It's a starting point and hopefully it can attract the attention of more people wanting to work on the game. "def files" are CC-BY-NC-SA according to the TDM license. Does anyone know which license the core scripts are?
  4. The beta testing thread is up a bit early, lest I forget to make one:
  5. Hello! Tracking down information on software and plug-ins that work with D3 / TDM can be a tough. So I have created a thread here where people can post what software/ plug-ins/ tutorials or other references they've had success or failure with in TDM. 3DS MAX 2013 64bit .ase - Default .ASE model exporter works. However you have to open the .ase file in text edit and manual change the *BITMAP line on each material to read something like: "//base/textures/common/collision" which allows the engine to read the correct material path. md5.mesh / animation - Beserker's md5 exporter/importers for 3dsmax. http://www.katsbits.com/tools, Importing and exporting works. The model must be textured, UV'd, with a skin modifier attached to the bones to export. PM me (Kingsal) for help with this. Imported models using the script will not be weighted appropriately, so this is not recommended if you are simply trying to edit existing tdm content. (Use blender instead) MAYA 2011 32bit md5.mesh - So far I've not had any luck with Maya 2011. I am using Greebo's MayaImportx86 for Maya 2011. I've got the importer working however I get a "Unexpected Internal Failure(kFailure)" and the import fails. This could be due to something finicky in Maya that I am not doing correctly. Will keep trying.. Blender 2.7 about - Blender is commonly used and pretty well supported on the forums/ wiki. Various versions may work as well - https://www.blender.org/download/ md5.mesh / animation Blender MD5 importer/exporter (io_scene_md5.zip): https://sourceforge.net/projects/blenderbitsbobs/files/ Sotha's guide Blender Male/ Female rigs by Arcturus - Here Edit by Dragofer: more links found in this post.
  6. I'm the developer of AngelLoader, a fan mission loader/manager for Thief 1/2/3/SS2. I recently decided to try adding Dark Mod support. The latest release is here: https://github.com/FenPhoenix/AngelLoader/releases I'm going to keep a log of issues, ideas, notes, etc. here and we can discuss them or whatnot. If anyone has ideas or suggestions, feel free to post them here. TDM version requirement: I've only tested it with TDM 2.11. I'm not sure but I dimly remember FMs used to be stored differently at some point in the past? If so, it wouldn't work with those older versions. I assume people would normally keep their TDM install up to date, but just a heads up. How it works: In the Settings window -> Paths tab, choose your Dark Mod executable. Click OK. Now your TDM FMs will be detected, scanned, and added to the list. For the other supported games, there is the concept of "installed" vs "not installed", this is because they normally come in archive files and then the loader can "install" them (extract the file into the "installed FMs" folder). For TDM there is no such concept (FMs are always installed), so the green checkmark "installed" indicator means that that FM is the currently selected one (the one that is loaded up when you start TDM), and only one TDM FM can be "selected" at a time. This indicator is kept in sync with the game, so if you change your selected FM inside TDM, AngelLoader will update its "selected" indicator in-app. Notes & Issues: Deleting FMs: Deleting TDM FMs is not supported yet. I notice TDM itself doesn't allow you to delete FMs either; it has been noted that people have accidentally lost their data and so the option was removed. AngelLoader puts files into the recycle bin when it deletes them, and I could add the option, but figured it was okay to leave it out initially since the game doesn't let you do it either. Note, though, that you can still delete TDM FMs from AngelLoader's database if you've manually deleted the actual FM from disk first. To do this, first click the "Show only unavailable FMs" button (red X page icon on the top bar). Last Played and Finished-On-Difficulty: Finished-on difficulty is now autodetected. Last played date is taken from the game's database only if AngelLoader doesn't have one in its own (its own is more granular). In the FMs folder, there is a file missions.tdminfo which stores certain pieces of data about FMs. Included among this data is which difficulty the mission has been finished on, and the last played date (down to the day only). AngelLoader also stores this information, but it doesn't get these values from this file at the moment. Instead, the last played date (down to the instant, not just the day) is set whenever an FM is started, and the finished-on state must be set manually. I could have it watch the file for changes and update the finished-on-difficulty automatically for the current FM. This would override the user setting, but in theory should be accurate anyway. I could also auto-update the last played date, but because it's only down to the day, that would be less optimal than just setting it on FM start, which would give a more granular date and would have sorting working better. So if you played two FMs in one day, the latest played one would sort at the top. Mods tab is disabled: For NewDark games, there is built-in support for mods, and they can be enabled or disabled per-FM in an official capacity. I've disabled the Mods tab for TDM because - from a cursory look anyway - I don't think there's such a per-FM method of mod management. Language selection is disabled: In the Edit FM tab, there's an option to choose which language to play an FM with. I've disabled it for TDM because there's a language option in-game (not the case with NewDark) and I haven't looked into how I would scan a TDM FM for supported languages anyway. "Play Without FM" Option: For the other games, there is the option (in the bottom bar) to play them with no FM. For TDM there is no such thing as "no FM", but the option is still there currently. It will simply start TDM without passing it anything, and whatever FM it has selected will be there. I might remove the option since it doesn't really make sense. This might make people wonder "where's the button for TDM" but on the other hand having it isn't really useful. Not sure. Mission downloading and updating: An in-app mission downloader is in progress. There is no mission downloader or anything like that currently. It simply lists what you've got on disk. This means that to get new FMs or check for updates to existing ones, you still have to go in-game. I don't know how people feel about the convenience factor of this, having to go in-game to get your FMs and then back out to AngelLoader. However, duplicating the TDM download functionality would mean it might well break if TDM ever changes anything about its downloader. Custom resource stats: In the Statistics tab, custom resource display is disabled for TDM. I haven't looked into what sort of "custom" things a TDM FM can have and how I can detect them. I may do this in the future.
  7. Changelog of 2.11 development: beta211-08 (rev 16770-10264) * Fixed crash when minimizing TDM on Windows (post). * Added HD carpets (thread). * Fixed player getting delayed and lower damage on high fall ending with mantle (6231). * Removed wrong LOD stage in atdm:env_ragdoll_commoner_female. * Reverted addition of default "map of" inventory item. * Made it easier for modders to substitute invgrid parchment background (6241). beta211-07 (rev 16758-10258) * Fixed extinguished candles stim-lighting each other on game start (6223). * Added menu settings for sheathe toggle, and changed default (6232 thread). * Saint Lucia mission improvements (thread). * Fixed GUI warnings in New Job. * Renamed "New Missions" to "Missions List" in main menu (6230). * Fixed initial difficulty highlight on Objectives screen (6229). * Fixed Objectives title slightly cut off on low text scale (6234). * Added mansion01 window assets (6235). * Fixed normal map of turquoise_uneven (6222). * Allow user to tweak pm_noclipspeed (6237). beta211-06 (rev 16739-10248) * Saint Lucia mission improvements (thread). * Fixed rare crash during melee combat (6225). * Fixed func_peek crash on Linux (5553). * Fixed bottle crash in "Pearls and Swine" (6227). * Fixed textures of cheapbeermug (post). * Fixed warnings in book_ornate_gothic readables (post). * Fixed minor issue in broad phase of collision detection. beta211-05 (rev 16727-10239) * Fixed rare NaN blocks from volumetric lights on AMD driver (post). * Fixed rare thin holes in geometry on low "render scale". * Fixed major performance regression in "r_shadowMapSinglePass 1" mode. * Added subtitles to New Job mission (5914). * Fixed subtitles hidden during CameraView type of cutscene (6197). * Fixed last character of subtitles occasionally clipped away (5914). * Fixed missed alert count if player hides into darkness during guard's combat startup (6211). * Added blueprint assets by Dram. * Fixed UV map in bwindow01_frame model (6217). * Allow female guards to sleep on floor (6208). * Dmap messages about PlanarGraph and EarCut now include 3D world position. * Some minor rounding changes in text placement in GUI. * Restored value of pm_bobup from 2.10. beta211-04 (rev 16714-10226) * Fixed wrong lightgem values briefly after game load/start (6088). * Fixed alert counter for civilians immediate alert (5286). * Some main menu text made translatable (2960). * New assets: Precursor "ancient" loot by Kingsal, galleon wreck, gothic cabinet, grandfather clock with new clock scriptobject, pagan menir (standing stone statue), pair of large marble lion statues, feather duster prop * Make sure all newly created door entities have the right rotate value set (5051) * Fix missing normalmap for audiograph, fixed shadowmesh for armchair_victorian_02.ase * Various small asset fixes (missing faces in LOD stage of boiler02_med.lwo, mangled stairs in galleon.lwo, gaps in spade models, normals on desk2 and desk3 models, UV issues on various other models) (3771). * Improved resolution for shield_goldarms texture (4894). * Added "looping" keyword to looping clock ticking sounds. * Exclude female pagan materials from release builds. beta211-03 (rev 16689-10219) * Avoid copying of large array on AMD, fixing a terrible performance regression (thread). * Enabled Frontend Acceleration = r_useParallelAddModels by default. * Fixed error when same decl file exists packed and unpacked with different case (post). * Don't crash TDM if automation port is occupied: warn, retry, and disable instead (thread). * New Job: the mission is no longer unfinishable if you guess the safe combination without visiting the Lord's room + visportal fixes. * Ambient world prefab: expanded light radius from 1K to 10K. * Added currency pack, cobblestone pack, furniture pack and tiling treasure hoard texture * Added wall mounted locks, improved sofa and leather ottoman * Added star wallpaper * Block CMake build without setting build type (post), fixed CMake + MSVC build. beta211-02 (rev 16670-10208) * Fixed bugs with counting number of alerts (5286, 6186). * Fixed bugs in in-game and savegame screenshots (link). * Disable GL debug groups to fix performance on some AMD drivers. * Added a lot of new assets from Epifire's missions (6188). * Added and refactored locks/safes by Obsttorte, Epifire, Dragofer. * Added book skins by Wellingtoncrab. * Fixed missing wastebasket material in Hazard Pay (link). * Support r_skipAmbient and r_skipInteractions in new backend. * Added spawnarg call_used_action_script on frobable movers. * Fixed definitions of ambient lights with normal-dependent color (6090). * Fixed KOBoxSize not being restored for the sake of blackjack. beta211-01 (rev 16656-10189) * Many improvements in new volumetric lights implementation + added cvars (5850, thread). * r_softShadowsMipmaps: fixed render scale, fixed screenshots. * Faster shadow volume generation with BVH, more cvars and tweaking (5886). * Optimized stencil shadows: turbo shadow vertices are static on GPU. * Improved solidness / visibility logic on models (6175). * Added spawnargs allow_idle_anims and allow_random_headturning. * Avoid sound amplification due to negative sound loss spawnarg (5913). * Fixed weird glitch on game load (6149). * Removed one frame of latency from "com_smp 0" mode (5875). dev16650-10157 * Volumetric lights reimplemented: dither pattern removed, performance improved (5850). * Added audiograph entity and assets. * Fixed shader compilation with r_softShadowsMipmaps on some Linux AMD GPUs (post). * Fixed bug in new frobstage_xxx material macros (5427). * Massive frobstages refactoring in materials: new macros are used now (5427). * Trace model: limits increased and refactoring (5887). * Massive cleaning of prefabs, automaton station script fix (6013). * Fixed rotten_paper_nancy_hand GUI in world view. * Perfume bottle model uses smooth shading, lampion skin fixes. * Some cleanup: idRenderMatrix memory alignment, face planes in SEED model clone, Elbrus FFmpeg compile fix, old shaders disabled. dev16629-10139 * Added implicit generation of frobstages and simple customization macros (5427, thread). * Added support for OBJ models (thread). * Fixed chandelier_gas4 model (6125), improved wooden chest prefab sounds (4206). * Optimized silhouette preprocessing during model loading. dev16625-10132 * "Light from above" behavior applies only to lights of ambient_world type (6090). * Major changes in normal-dependent ambient shading (6090). * Optimized FixGlobalTJunctions in dmap, restored vertex grid snapping (6085). * Updated "Tears of Saint Lucia" mission with EFX and other fixes (thread). * Replaced algorithm for assigning shadow maps resolution. * Fixed a brief wrong frame with X-ray (6109). * Added getCurInvItemCount script function (6096). * Fixed old rendering backend. * Slightly better culling due to fixed depth bounds computation. * Added textures/darkmod/window/metal_irregularpanes_moonlit_bright (6119). dev16617-10107 * Major changes in ambient/interaction shaders for more consistency (5828, thread). * Major changes in blackjack knockout behavior (4289 thread). * Optimized stencil shadows with antialiasing by using scissors (5851). * Stencil shadow shadows tile-based culling optimization (6076 thread). * Added wiki article (link) about Tracy timeline profiler; thread names fix, print version. * More asset changes to fix warnings, added "load all assets" test maps (6019). * Added teleportArea command, which allows to find area by number (6083). * Refactored ambient interaction shader, deleted unused ambientRimColor (5828). * Fixed overflow crash in idAASBuild::GetFaceForPortal. * Enabled GL debug groups by default, fixed borderless FBO mismatch warnings. * Added transparent grate textures (6089). * Fixed textures/common/mirror. Known issues: * ambientCubicMap broken yet, will be restored in future (6090). * Visual look has changed, mostly with stronger specular. dev16599-10071 * Fixed startup error on: Night to Remember, Cole Hurst 1 Eaton (5845). * Shadow maps refactoring: now volumetrics work if stencil shadows are selected (5880, post). * Fixed SSAO on new AMD driver (post). * Ensured that mission decls silently override same-named core decls (5766). * Fixed order of operations in expressions in materials and GUI scripts (6026). * GUI scripts: do not block autoupdate for window registers referenced in scripts; fixed vector component indexing, allow expressions on the right side of Set command (6028, thread). * Major refactor of objectives GUI: checkboxes no longer empty on failure screen (5852). * Added pm_mantle_tilt_mod cvar to tone down mantle movements. * Fixed noclip while shouldering a body (5244). * Fixed textures/skies/cubeSky material (5218). * Fixed items frobability in cabinet prefabs (6025). * Hundreds of fixes for core asset issues that were detected by a new systematic procedure. There should be far fewer broken assets and console warnings. Ongoing process (6019). * testmap command no longer sets developer mode, saving us from some warnings. * Started refactoring of interaction shaders (5828). dev16574-10036 * Add Dragofer's fully mapped ship prefabs, vintage lamps set, barouche carriage and camgoyle sentry turret with power source (4687) * Added BVH-based interaction culling for large meshes (5886, thread). * Added warnings for wrong GUI code, fixed them in core GUI (5869, thread). * Fixed leaning against non-axis-aligned door (5899). * Fixed skin of non-rotating security camera (6004). * Tweaked inlining and optimization, new debug builds Fast/Editable. * Disabled multiple rendercopies for warping materials (post). * Created materials for previously unreferenced textures, now available for use (5563, 5178) * Fixed 50 skin-related, auto-detected bugs that were generating console warnings (6019) * Female mage legs are now textured (5994) * Adjusted LOD offsets for atdm:nature_pine to avoid popping (3987) * Wooden torches now have burning/burnt tops (1293) * tdm_grass_clump and tdm_wildgrass particles no longer render fullbright (5689) * Added inclusion guards to all core script files (4427) * small_round_furnace_openable.pfb fixed with regards to model gaps and door origin (6018) * Fixed underwater_bubblesbubbles particle (5198) * Fixed burnt log end cap texture alignment (4896) * Added unlit and moonlit versions of textures/darkmod/window/ornate/round_spokes01 (5857) * Added specularmap to rivet_strip01 textures (5999) * Restored plain_robes skin for mages, pagan_orb_effect particle, fix windows in tudor building4 etc. (5690) * Fixed models that made use of missing materials (4390) * Diffusemap for wallpaper_ornamental_01_red now matches its normalmap (4798) * Hardwood materials now use wooden footstep sounds (4988) * Fixed skins for 6-candle chandeliers and nails (5900, 5217) * All fence_spike_01_tall models are now solid (6010) * Fixed typo in shouldered manbeast name (5877) dev16519-9985 * Now AIs think once per frame on low FPS when several game tics are modelled (5992). * More responsive crouch toggle (5973, thread). * Added "absence_alert_increase" as correct implementation of "absence_alert" (5987). * Allow drawing up to 4 postprocessing surfaces, as long as draw order is right (thread). * Missions can be sorted by date in in-game mission downloader. * Added getAnimRate/setAnimRate script events (540). * Fixed lean-peeking sound not always stopping when player goes away from door (5899). * Fixed wrong sounds of func_fracture after save/load (5363). * Fixed scorch and smear01 decals (5970). * Fixed fx/sparks effect, set "triggered 1" for newly added effects (5034). * Fixed startup image/sound warnings on some AIs (5993). * Fixed joints warnings on zombies (5466). * Fixed "screw" skin not showing in DR on appropriate models (5217). * Fixed for frobability in kitchen_cupboard_openable.pfb (5989). * Added editor images for panel_halfcircle_walnut and panel_vase_polished_walnut. * Bumped maximum number of edges to 1 million for stencil shadows, added overflow warning. * Fixed debug cvars tdm_ai_opt_forceopt and tdm_ai_opt_forcedormant 5992). * Tiny optimization: memcpy is now using streaming stores only at vertex cache. * Removed support of bindless textures (5891). * Extracted tdm_package and removed tdm_update source code (5076). dev16498-9944 * Updated Tracy library, hopefully fixed running on Windows 7 (post). * Fixed crash on loading save done while elemental is dying (5845). * Implemented multiloot on holding frob button (5984). * Crouched state does not affect player speed on ladder/rope (5961). * Crouch-toggle takes effect on keydown rather than release (5973). * Added setviewpos to screenshot filename (5819). * Show estimate for total number of pickpockets on end-mission screen (5678). * In-game downloader: show asterisk/sharp at the beginning (5842). * Trigger entities now work on AI which stands still (5319). * Added setObjectiveNotification, which allows to change objective silently (5967). * Added script functions to add/remove frob peers (5976). * AIs notice destroyed fracture entities (5978). * Enabled frobhelper by default (post). * Fixed some architecture skins by Nort. * Fix graffiti materials (5930). * Now default quicksave/quickload are F5/F9 (post). * Minor optimizations: SSE in idRenderMatrix, cache "drunk" spawnarg. * Looped bind does not cause crash, although behavior is undefined (post). Known problems: * Night to Remember, Cole Hurst 1 Eaton: cannot start missions due to hard error. * Painter's Wife: killing elemental should cause hard error (mission fixed). dev16487-9919 * Fixed saving/loading JPEG crash on Linux (5881). * Fixed wrong sound on strafe right (5554). * Major refactoring and optimization on LOD system, LOD entities no longer "think" (5944). * Improved time distribution of stims and LOD checks for more solid performance. * Optimized creation/destruction of script threads. * Optimized idClip = broad phase collision detection (5954). * Reduced size of Linux executable back from 24 MB to 18 MB by removing globals. * Now in-game downloader prints URL of download to game console. Known problems: * Won't boot on Windows 7 dev16485-9903 * Optimized iteration over active entities by switching from linked list to array. * Fixed bow sometimes not working on savegame load (5928). * Allow headbob cvar changes to persist between sessions (post). * Player speed modifiers (like pm_runmod) are no longer archived (post). * Applied Clang build fixes by @Partmedia (post). * Fixed "testVideo withAudio" command. * Fixed unbounded brush AAS warning by trying to process each edge of brush once (5648). * Use double precision for winding splits in dmap and collision. * Reworked FFmpeg player to not use deprecated functions, fixed protocol warning (5881). * Fixed 2GB overflow in printMemInfo. Known problems: * Won't boot on Windows 7 * JPEG saving and loading crashes on Linux. Setting r_screenshot_format to "png" may help... dev16481-9881 * Updated Visual C++ from 2017 to 2022, build game and idlib as on VC project (5820). * Updated all third-party libraries (5881). * Render scale does not affect main menu GUI. * Optimized compass rendering: don't copy depth buffer. * Fixed debug polygons not showing up. * Don't draw debug lines in subviews. * Don't open game console by tilde if com_allowConsole is 0 on Linux (post). * Moving GUI slider with mouse now results in discrete increments. * Restored code for 16-bit colors (via r_fboColorBits cvar only). * Game console bottom line gets thinner on smaller console font. * Added tuneDown command to quickly ender very low graphics mode. * Added r_fboScaling cvar which allows to change Render scale filtering to nearest. * Avoid purging/reloading all images on Alt+Tabbing in Windows. Known problems: * Won't boot on Windows 7 Changelog of earlier versions can be found here.
  8. Changelog of 2.11 development: beta211-08 (rev 16770-10264) * Fixed crash when minimizing TDM on Windows (post). * Added HD carpets (thread). * Fixed player getting delayed and lower damage on high fall ending with mantle (6231). * Removed wrong LOD stage in atdm:env_ragdoll_commoner_female. * Reverted addition of default "map of" inventory item. * Made it easier for modders to substitute invgrid parchment background (6241). beta211-07 (rev 16758-10258) * Fixed extinguished candles stim-lighting each other on game start (6223). * Added menu settings for sheathe toggle, and changed default (6232 thread). * Saint Lucia mission improvements (thread). * Fixed GUI warnings in New Job. * Renamed "New Missions" to "Missions List" in main menu (6230). * Fixed initial difficulty highlight on Objectives screen (6229). * Fixed Objectives title slightly cut off on low text scale (6234). * Added mansion01 window assets (6235). * Fixed normal map of turquoise_uneven (6222). * Allow user to tweak pm_noclipspeed (6237). beta211-06 (rev 16739-10248) * Saint Lucia mission improvements (thread). * Fixed rare crash during melee combat (6225). * Fixed func_peek crash on Linux (5553). * Fixed bottle crash in "Pearls and Swine" (6227). * Fixed textures of cheapbeermug (post). * Fixed warnings in book_ornate_gothic readables (post). * Fixed minor issue in broad phase of collision detection. beta211-05 (rev 16727-10239) * Fixed rare NaN blocks from volumetric lights on AMD driver (post). * Fixed rare thin holes in geometry on low "render scale". * Fixed major performance regression in "r_shadowMapSinglePass 1" mode. * Added subtitles to New Job mission (5914). * Fixed subtitles hidden during CameraView type of cutscene (6197). * Fixed last character of subtitles occasionally clipped away (5914). * Fixed missed alert count if player hides into darkness during guard's combat startup (6211). * Added blueprint assets by Dram. * Fixed UV map in bwindow01_frame model (6217). * Allow female guards to sleep on floor (6208). * Dmap messages about PlanarGraph and EarCut now include 3D world position. * Some minor rounding changes in text placement in GUI. * Restored value of pm_bobup from 2.10. beta211-04 (rev 16714-10226) * Fixed wrong lightgem values briefly after game load/start (6088). * Fixed alert counter for civilians immediate alert (5286). * Some main menu text made translatable (2960). * New assets: Precursor "ancient" loot by Kingsal, galleon wreck, gothic cabinet, grandfather clock with new clock scriptobject, pagan menir (standing stone statue), pair of large marble lion statues, feather duster prop * Make sure all newly created door entities have the right rotate value set (5051) * Fix missing normalmap for audiograph, fixed shadowmesh for armchair_victorian_02.ase * Various small asset fixes (missing faces in LOD stage of boiler02_med.lwo, mangled stairs in galleon.lwo, gaps in spade models, normals on desk2 and desk3 models, UV issues on various other models) (3771). * Improved resolution for shield_goldarms texture (4894). * Added "looping" keyword to looping clock ticking sounds. * Exclude female pagan materials from release builds. beta211-03 (rev 16689-10219) * Avoid copying of large array on AMD, fixing a terrible performance regression (thread). * Enabled Frontend Acceleration = r_useParallelAddModels by default. * Fixed error when same decl file exists packed and unpacked with different case (post). * Don't crash TDM if automation port is occupied: warn, retry, and disable instead (thread). * New Job: the mission is no longer unfinishable if you guess the safe combination without visiting the Lord's room + visportal fixes. * Ambient world prefab: expanded light radius from 1K to 10K. * Added currency pack, cobblestone pack, furniture pack and tiling treasure hoard texture * Added wall mounted locks, improved sofa and leather ottoman * Added star wallpaper * Block CMake build without setting build type (post), fixed CMake + MSVC build. beta211-02 (rev 16670-10208) * Fixed bugs with counting number of alerts (5286, 6186). * Fixed bugs in in-game and savegame screenshots (link). * Disable GL debug groups to fix performance on some AMD drivers. * Added a lot of new assets from Epifire's missions (6188). * Added and refactored locks/safes by Obsttorte, Epifire, Dragofer. * Added book skins by Wellingtoncrab. * Fixed missing wastebasket material in Hazard Pay (link). * Support r_skipAmbient and r_skipInteractions in new backend. * Added spawnarg call_used_action_script on frobable movers. * Fixed definitions of ambient lights with normal-dependent color (6090). * Fixed KOBoxSize not being restored for the sake of blackjack. beta211-01 (rev 16656-10189) * Many improvements in new volumetric lights implementation + added cvars (5850, thread). * r_softShadowsMipmaps: fixed render scale, fixed screenshots. * Faster shadow volume generation with BVH, more cvars and tweaking (5886). * Optimized stencil shadows: turbo shadow vertices are static on GPU. * Improved solidness / visibility logic on models (6175). * Added spawnargs allow_idle_anims and allow_random_headturning. * Avoid sound amplification due to negative sound loss spawnarg (5913). * Fixed weird glitch on game load (6149). * Removed one frame of latency from "com_smp 0" mode (5875). dev16650-10157 * Volumetric lights reimplemented: dither pattern removed, performance improved (5850). * Added audiograph entity and assets. * Fixed shader compilation with r_softShadowsMipmaps on some Linux AMD GPUs (post). * Fixed bug in new frobstage_xxx material macros (5427). * Massive frobstages refactoring in materials: new macros are used now (5427). * Trace model: limits increased and refactoring (5887). * Massive cleaning of prefabs, automaton station script fix (6013). * Fixed rotten_paper_nancy_hand GUI in world view. * Perfume bottle model uses smooth shading, lampion skin fixes. * Some cleanup: idRenderMatrix memory alignment, face planes in SEED model clone, Elbrus FFmpeg compile fix, old shaders disabled. dev16629-10139 * Added implicit generation of frobstages and simple customization macros (5427, thread). * Added support for OBJ models (thread). * Fixed chandelier_gas4 model (6125), improved wooden chest prefab sounds (4206). * Optimized silhouette preprocessing during model loading. dev16625-10132 * "Light from above" behavior applies only to lights of ambient_world type (6090). * Major changes in normal-dependent ambient shading (6090). * Optimized FixGlobalTJunctions in dmap, restored vertex grid snapping (6085). * Updated "Tears of Saint Lucia" mission with EFX and other fixes (thread). * Replaced algorithm for assigning shadow maps resolution. * Fixed a brief wrong frame with X-ray (6109). * Added getCurInvItemCount script function (6096). * Fixed old rendering backend. * Slightly better culling due to fixed depth bounds computation. * Added textures/darkmod/window/metal_irregularpanes_moonlit_bright (6119). dev16617-10107 * Major changes in ambient/interaction shaders for more consistency (5828, thread). * Major changes in blackjack knockout behavior (4289 thread). * Optimized stencil shadows with antialiasing by using scissors (5851). * Stencil shadow shadows tile-based culling optimization (6076 thread). * Added wiki article (link) about Tracy timeline profiler; thread names fix, print version. * More asset changes to fix warnings, added "load all assets" test maps (6019). * Added teleportArea command, which allows to find area by number (6083). * Refactored ambient interaction shader, deleted unused ambientRimColor (5828). * Fixed overflow crash in idAASBuild::GetFaceForPortal. * Enabled GL debug groups by default, fixed borderless FBO mismatch warnings. * Added transparent grate textures (6089). * Fixed textures/common/mirror. Known issues: * ambientCubicMap broken yet, will be restored in future (6090). * Visual look has changed, mostly with stronger specular. dev16599-10071 * Fixed startup error on: Night to Remember, Cole Hurst 1 Eaton (5845). * Shadow maps refactoring: now volumetrics work if stencil shadows are selected (5880, post). * Fixed SSAO on new AMD driver (post). * Ensured that mission decls silently override same-named core decls (5766). * Fixed order of operations in expressions in materials and GUI scripts (6026). * GUI scripts: do not block autoupdate for window registers referenced in scripts; fixed vector component indexing, allow expressions on the right side of Set command (6028, thread). * Major refactor of objectives GUI: checkboxes no longer empty on failure screen (5852). * Added pm_mantle_tilt_mod cvar to tone down mantle movements. * Fixed noclip while shouldering a body (5244). * Fixed textures/skies/cubeSky material (5218). * Fixed items frobability in cabinet prefabs (6025). * Hundreds of fixes for core asset issues that were detected by a new systematic procedure. There should be far fewer broken assets and console warnings. Ongoing process (6019). * testmap command no longer sets developer mode, saving us from some warnings. * Started refactoring of interaction shaders (5828). dev16574-10036 * Add Dragofer's fully mapped ship prefabs, vintage lamps set, barouche carriage and camgoyle sentry turret with power source (4687) * Added BVH-based interaction culling for large meshes (5886, thread). * Added warnings for wrong GUI code, fixed them in core GUI (5869, thread). * Fixed leaning against non-axis-aligned door (5899). * Fixed skin of non-rotating security camera (6004). * Tweaked inlining and optimization, new debug builds Fast/Editable. * Disabled multiple rendercopies for warping materials (post). * Created materials for previously unreferenced textures, now available for use (5563, 5178) * Fixed 50 skin-related, auto-detected bugs that were generating console warnings (6019) * Female mage legs are now textured (5994) * Adjusted LOD offsets for atdm:nature_pine to avoid popping (3987) * Wooden torches now have burning/burnt tops (1293) * tdm_grass_clump and tdm_wildgrass particles no longer render fullbright (5689) * Added inclusion guards to all core script files (4427) * small_round_furnace_openable.pfb fixed with regards to model gaps and door origin (6018) * Fixed underwater_bubblesbubbles particle (5198) * Fixed burnt log end cap texture alignment (4896) * Added unlit and moonlit versions of textures/darkmod/window/ornate/round_spokes01 (5857) * Added specularmap to rivet_strip01 textures (5999) * Restored plain_robes skin for mages, pagan_orb_effect particle, fix windows in tudor building4 etc. (5690) * Fixed models that made use of missing materials (4390) * Diffusemap for wallpaper_ornamental_01_red now matches its normalmap (4798) * Hardwood materials now use wooden footstep sounds (4988) * Fixed skins for 6-candle chandeliers and nails (5900, 5217) * All fence_spike_01_tall models are now solid (6010) * Fixed typo in shouldered manbeast name (5877) dev16519-9985 * Now AIs think once per frame on low FPS when several game tics are modelled (5992). * More responsive crouch toggle (5973, thread). * Added "absence_alert_increase" as correct implementation of "absence_alert" (5987). * Allow drawing up to 4 postprocessing surfaces, as long as draw order is right (thread). * Missions can be sorted by date in in-game mission downloader. * Added getAnimRate/setAnimRate script events (540). * Fixed lean-peeking sound not always stopping when player goes away from door (5899). * Fixed wrong sounds of func_fracture after save/load (5363). * Fixed scorch and smear01 decals (5970). * Fixed fx/sparks effect, set "triggered 1" for newly added effects (5034). * Fixed startup image/sound warnings on some AIs (5993). * Fixed joints warnings on zombies (5466). * Fixed "screw" skin not showing in DR on appropriate models (5217). * Fixed for frobability in kitchen_cupboard_openable.pfb (5989). * Added editor images for panel_halfcircle_walnut and panel_vase_polished_walnut. * Bumped maximum number of edges to 1 million for stencil shadows, added overflow warning. * Fixed debug cvars tdm_ai_opt_forceopt and tdm_ai_opt_forcedormant 5992). * Tiny optimization: memcpy is now using streaming stores only at vertex cache. * Removed support of bindless textures (5891). * Extracted tdm_package and removed tdm_update source code (5076). dev16498-9944 * Updated Tracy library, hopefully fixed running on Windows 7 (post). * Fixed crash on loading save done while elemental is dying (5845). * Implemented multiloot on holding frob button (5984). * Crouched state does not affect player speed on ladder/rope (5961). * Crouch-toggle takes effect on keydown rather than release (5973). * Added setviewpos to screenshot filename (5819). * Show estimate for total number of pickpockets on end-mission screen (5678). * In-game downloader: show asterisk/sharp at the beginning (5842). * Trigger entities now work on AI which stands still (5319). * Added setObjectiveNotification, which allows to change objective silently (5967). * Added script functions to add/remove frob peers (5976). * AIs notice destroyed fracture entities (5978). * Enabled frobhelper by default (post). * Fixed some architecture skins by Nort. * Fix graffiti materials (5930). * Now default quicksave/quickload are F5/F9 (post). * Minor optimizations: SSE in idRenderMatrix, cache "drunk" spawnarg. * Looped bind does not cause crash, although behavior is undefined (post). Known problems: * Night to Remember, Cole Hurst 1 Eaton: cannot start missions due to hard error. * Painter's Wife: killing elemental should cause hard error (mission fixed). dev16487-9919 * Fixed saving/loading JPEG crash on Linux (5881). * Fixed wrong sound on strafe right (5554). * Major refactoring and optimization on LOD system, LOD entities no longer "think" (5944). * Improved time distribution of stims and LOD checks for more solid performance. * Optimized creation/destruction of script threads. * Optimized idClip = broad phase collision detection (5954). * Reduced size of Linux executable back from 24 MB to 18 MB by removing globals. * Now in-game downloader prints URL of download to game console. Known problems: * Won't boot on Windows 7 dev16485-9903 * Optimized iteration over active entities by switching from linked list to array. * Fixed bow sometimes not working on savegame load (5928). * Allow headbob cvar changes to persist between sessions (post). * Player speed modifiers (like pm_runmod) are no longer archived (post). * Applied Clang build fixes by @Partmedia (post). * Fixed "testVideo withAudio" command. * Fixed unbounded brush AAS warning by trying to process each edge of brush once (5648). * Use double precision for winding splits in dmap and collision. * Reworked FFmpeg player to not use deprecated functions, fixed protocol warning (5881). * Fixed 2GB overflow in printMemInfo. Known problems: * Won't boot on Windows 7 * JPEG saving and loading crashes on Linux. Setting r_screenshot_format to "png" may help... dev16481-9881 * Updated Visual C++ from 2017 to 2022, build game and idlib as on VC project (5820). * Updated all third-party libraries (5881). * Render scale does not affect main menu GUI. * Optimized compass rendering: don't copy depth buffer. * Fixed debug polygons not showing up. * Don't draw debug lines in subviews. * Don't open game console by tilde if com_allowConsole is 0 on Linux (post). * Moving GUI slider with mouse now results in discrete increments. * Restored code for 16-bit colors (via r_fboColorBits cvar only). * Game console bottom line gets thinner on smaller console font. * Added tuneDown command to quickly ender very low graphics mode. * Added r_fboScaling cvar which allows to change Render scale filtering to nearest. * Avoid purging/reloading all images on Alt+Tabbing in Windows. Known problems: * Won't boot on Windows 7 Changelog of earlier versions can be found here.
  9. All right y'all. We need some good ole data instead of 28 pages of -- well, you know. The "mantle roll" is the amount the view rolls or tilts during a mantle. So, if you could be so kind as to: Launch TDM 2.12 Beta Go to Settings -> Gameplay Set "View: Mantle Roll" to: 1.0 and test in game (100% of original mantle roll) 0.5 and test in game (50% of original mantle roll) 0.1 and test in game (10% of original mantle roll) Finally, vote for your preferred setting. The increased mantle speed changed the feel a bit and perhaps the mantle roll would feel better tweaked some to match it. (Edit: To clarify, this is about a potentially different default mantle roll value. The "View: Mantle Roll" slider in the settings will remain, regardless.) This thread is for your click-ity click vote on the poll at the top of this page. All constructive comments about the increased mantle speed in 2.12 are welcome on its own, wonderful thread:
  10. 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!
  11. With TDM 2.12, after the credits finished, the "Mission Complete" screen did not display. I found that the screen was black and I could hear my footsteps when I tried to move around. I think the reason for the mission not completing successfully was that the "Do not kill or harm allies" objective was never marked as "1 = STATE_COMPLETE" instead it was left as "0 = STATE_INCOMPLETE". Note, I didn't use noclip throughout the mission. Same as: https://forums.thedarkmod.com/index.php?/topic/18054-fan-mission-the-accountant-2-new-in-town-by-goldwell-20160509/&do=findComment&comment=458491
  12. How about using TDM automation framework (and maybe pcem/qemu)? More info see: https://forums.thedarkmod.com/index.php?/topic/19828-automation-features-and-discussion/
  13. 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
  14. After taking a gaming break for 1 week, i decided to get back into playing games yesterday especially stealth game like TDM. Coincidentally, this new fan mission appeared in the online mission archive when i was clicking "download mission" button, so I decided to download & try playing it. I like this manor/estate fan mission so far. i like the starting point of this FM where you have to venture silently into small-scale spider-infested forest. On a related note, i have sporadic spider phobia and again this mission helped me to desensitize myself to spider. I usually find the entry point to the manor disguised as a wall with loose bricks or covered with tall green grass but i have to find stone walled key for this one
  15. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

  16. I'd like to chip in and say I think basing the script name on the archive/file name is not a good idea. Filenames are extrinsic to the mod and something you have no direct control over. Someone may unwittingly change the filename and wonder why the mod stops working. You'd be better off having a fixed script name for all mods which is, I think, what dragofer says is being considered.
  17. Similar: My suggestion is getting rid of needing tdm_custom_scripts.script as a requirement. The problem is that unlike every other asset, be it a def or a skin or model or texture, scripts need to be referenced from a core script file for execution: FM's each need to contain a file with that exact name including their custom scripts. The problem with this is that no mods containing scripts can work out-of-the-box as a drag-and-drop pk4, the same way that say a custom character (just AI model or skin) can: Each individual FM needs to integrate it manually, universal mods aren't possible since the last pk4 loaded will override tdm_custom_scripts.script or tdm_user_addons.script breaking all previous mods referencing their own scripts from those files. The ideal solution would be just auto-loading scripts like everything else. But I imagine this may no longer be possible as it could break a lot of existing things like older FM's. One compromise I believe I suggested was allowing a dynamically named script to be auto-loaded by the engine, which would make it so different pk4's don't override the exact same file and conflict with each other: If your mod is named "whatever.pk4" for instance, the engine should auto-execute the script named "scripts/whatever.script" located in that archive... this would provide an elegant and equally sandboxed solution to this long standing issue.
  18. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  19. So, if I understand you, no Thief Gold FM does sound and text notifications of completed objectives? The missions in The Black Parade surely did. I'm completely confused now. I was sure that original Thief Gold had those objective complete notifications (at least the sound). Reading this thread suggests otherwise though: https://www.ttlg.com/forums/showthread.php?t=132977
  20. To cater to both audiences. I mentioned LibreGameWiki as one example. nbohr1more mentioned other uses. Explicitly allowing reuse and spread will help TDM reach a wider audience and would hopefully attract more volunteers. More volunteers which can help improve both TDM versions. There are several benefits for a project of being in the Debian repo. One is that TDM Debian-users can report defects on any package directly to Debian (no need to register on separate forums). Debian may then fix the issue themselves (in their "TDM-libre" package) and will offer the patch upstream to TDM, who can then choose to accept or reject the patch. I envision "TDM-libre" to have the same capability of downloading any mission as regular TDM. The only difference is that "TDM-libre" would come packaged with the regular engine (which is GPL+BSD) and an included mission that has libre media/gamedata. When I play TDM by myself, I want the unlimited-play and can accept commercial restrictions. But if I were to promote it somewhere, or charge for a stream when playing online, or make a video, I would want a version without commercial restrictions (and can temporarily accept limited-play) to make sure I don't violate anyone's copyright. Perhaps. That's what I'm trying to find out.
  21. I suggest you use the term "I", to make clear that it is something YOU want, and that you speak for yourself. But, as wesp5 mentioned, I don't really know what this is about, at all. And, I'm also wondering about all the newly registered people lately, who just arrived at this forum, and already want to revolutionize this mod. This is a thing I noticed 2 or 3 years ago, and which hasn't been present in the 15 years I play this mod and frequent these forums now. Really seems like a common thing these days, to not knock on the door, but kick it in, and stomp right in.
  22. Public release v1.7.6 (with Dark Mod support) is out. Improvements since the final beta 14 are: Fixed a few remaining bugs with zip/pk4 support. Game Versions window now properly displays TDM version. Import window no longer has a vestigial off-screen TDM field (because TDM doesn't need or support importing). Web search option is now disabled if an unknown/unsupported FM is selected. If an FM with an unknown or unsupported game type is selected, the messages in the tab area now no longer refer to Thief 3 ("Mod management is not supported for Thief: Deadly Shadows"). The full changelog can be viewed at the release link. The de facto official AngelLoader thread is here: https://www.ttlg.com/forums/showthread.php?t=149706 Bug reports, feature requests etc. are usually posted there. I'll continue following this thread though. Thanks everyone and enjoy!
  23. TDM has tons of textures from "free" texture resources that do not allow redistribution and cannot be incorporated into a commercial project. Someone would need to create a huge replacement pack of textures that do not break the look of existing missions and do not infringe on the copyrighted textures. Also, many artists who contributed to this project do not want 3rd party entities to use their work in commercial projects. They intended the models, textures, sounds, animations to be exclusively used for Darkmod content. You would either have to replace ALL assets or contact every contributor and ask them to re-license their assets. Many contributors are no longer active with the project and haven't visited the forums in years so it would be no easy feat. I cannot speak to Debian policy but I think that they treat installers that add non-free content the same as non-free content itself. One could argue that Steam is such an installer but I guess Debian would counter that there are a few fully Libre games on Steam. I think Debian, Ubuntu, or Linux Mint need to consider a repo that allows for games (etc) that include non-libre content but intentionally offer this content for free to the community with no stipulations other than "don't try to sell it as a product".
  24. The gamepad implementation allows for a great degree of flexibility to personalize settings, aside from a few minor issues that I mentioned here: https://forums.thedarkmod.com/index.php?/topic/22337-gamepad-bindings/ I would say that playing TDM with a gamepad works very well, especially considering that it was implemented as experimental and hasn't been changed since then. If I could, I'd go back to 2021-you and congratulate you on buying that gamepad. I notice that your DarkmodPadbinds.cfg looks very different from mine...
  25. It seems like more and more "thief" and "thief players" is becoming a short hand to dismiss community members earnest desire to improve the game - which happens to be a barely legally distinct "thief style" game which was made by thief fans for thief fans and is "designed to simulate the stealth gameplay of Thief". Who is the predominant player base of the game supposed to be beyond fans of the thief games? Is there some better avenue to find feedback for the game beyond this forum? FOSS and linux forums? I have seen maybe half a dozen posts from that segment. I am a thief fan, I play thief fms, my association with those games is what drives me to play and make things for this game. Are we supposed to pretend the original games are not a huge reason why most of us are here at all? TL;DR version:
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