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  1. Mods can this moved again? @Acolytesix- can you make sure you post in the beta thread instead of this one please (this one is public, the beta thread is only for logged-in forum members): https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/
  2. sure - I would only ask that you follow the thread to make sure you don't report stuff that has already been mentioned: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/
  3. heh i was thinking the same though it might just have been a glitch when writing the names are pretty similar. But for correctness it is called the dark engine and the newer version that allows us to run these beauties on win10/11 is called newdark. newdark is kinda interresting as it just suddenly popped up on a french forum some time ago by an anonymous developer with the alias le corbeau who allegedly got his hands on the original source code and started updating it for modern OS. this was the original thread i believe -> https://www.ttlg.com/forums/showthread.php?t=140085 bikerdude was on that forum to when the patch hit i noticed hehe.
  4. Okay, I had no idea, I have googled it up now and you are right, to my own surprise. Done, I´ve put some paragraphs which were previously not in spoiler tags into spoilers.
  5. Thebigh is right. The pronunciation tripped me up too, but that is apparently how Leicester is pronounced. Also @TarhielI'm glad you are loving the FM but do you mind putting spoiler tags on your post please
  6. We will look at some of this stuff, but SPOILER tags, please!!!
  7. This may make sense in that the performance impact of the volumetric effect can scale with how much of the effect is filling the screen. We shipped with a “performance mode” but had to setup the entities by hand to do it (so it’s not perfect). If you change the LOD detail settings to “Low” or “Lowest” this will disable certain lights, particles and such that can be very heavy to render. You can try these settings and see if you notice an improvement. If not sending us some pictures of heavy areas (with spoiler tags please) will be helpful with tuning these “performance modes” in subsequent patches. Thanks for playing!
  8. Interesting, although I'm not sure what to make of that. One of my favorite games (The Chronicles of Riddick Assault on Dark Athena) was published by Atari, and, they don't even seem to care to keep the activation servers running much. Or remove/change the copy protection, which doesn't work at all on Windows 11. I really hope that Nightdive delivers at the end of May... I'm not one of the shit storm crowd (it's absolutely horrible on the Steam forums...), but, 7 years of development is a long time, and delaying the release obviously has become a bit of a habit, to say the least.
  9. (I apologize for the odd poll question layout. I wasn't able to add five yes-no questions, because polls are limited to three questions.) Hi everyone, I've recently been working on some patches for issues that I've read about from players on the TDM and TTLG forums — and Discord. My goal is to make it as easy as possible for players, especially new players and those who need usability/accessibility options, to find what they need in order to have a better TDM experience. I've already written the GUI and game engine code for these settings, which I've been using in my personal build. The reason for this poll and discussion is to both guide the finalization of my work and collect data to help inform the dev team. Which patches I submit depend on the outcome of this poll, discussion, and what the dev team agrees to accept. Once decided, I can coordinate with the dev team. I've attached screenshots of what the new settings menu would look like if all of the settings are accepted. Below, I have detailed each menu setting, so you can have an easier time understanding each one. Very important to keep in mind: None of these settings change TDM default behavior. They are all opt-in. If you are already happy with the behavior of 2.10, 2.11, etc. and these menu settings are accepted, nothing will change for you. Rename "Always Run" to "Run Mode" with options "None, Always, Toggle" After 2.11 was released, @i30817 requested that "toggle run" be added to the settings menu. Its cvar is already in TDM as "in_toggleRun" (same as Doom 3). I propose renaming the "Always Run" setting to "Run Mode" with options: "None", "Always", and "Toggle". None = in_alwaysRun 0; in_toggleRun 0 Always = in_alwaysRun 1; in_toggleRun 0 Toggle = in_alwaysRun 0; in_toggleRun 1 Show Blackjack Helper @Wellingtoncrab suggested that the new blackjack helper be added to the settings menu. Its cvar was added to 2.11 as "tdm_blackjack_indicate". More info: It's the new blackjack helper added to 2.11. When the game detects that the blackjack can be used for a successful hit or KO, the blackjack will rise slightly. I propose a "Yes/No" setting for this. Slider for "View: Head Bob" @ChronA requested a way to disable head bobbing, because a viewer watching him play was having severe motion sickness. Also, there was a bug in TDM that made setting the head bob in the console not stick after loading a saved game. (Even with 2.11, if a mission overrides the "tdm_player_thief.def" file and sets "pm_bobroll", "pm_bobpitch", "pm_bobup", and other cvars, it will override player preferences.) As far back as 2008, players have had trouble setting head bob. Another one from 2018. At the end of 2022, @Shadowex3 registered just to voice the need for a way to control head bob. I propose that a slider be added to adjust the amount of head bob. This would use a new "pm_headbob_mod" cvar with a value between 0.0 and 1.0 (default 1.0, no change). The "pm_headbob_mod" would be a multiplier for "pm_bobroll", "pm_bobpitch", and "pm_bobup". The advantage to this approach is that missions like Volta 2 and Hazard Pay would not need to adjust their "tdm_player_thief.def" files for head bob to work properly. And, the player can still adjust "pm_bobroll", "pm_bobpitch", and "pm_bobup" as they like. Slider for "View: Mantle Roll" This is similar to head bob for those who are sensitive to motion. Its cvar was added to 2.11 as "pm_mantle_roll_mod". A Thief player on Discord said, "2.11 will have a cvar to tune down the mantling animation at last." I propose that a slider be added for "pm_mantle_roll_mod". Auto-Search Bodies @Zaratul requested the "auto-search bodies" feature from Thief 1 & 2. Its cvar was added to 2.12 dev16783-10307 as "tdm_autosearch_bodies". I did a poll on the a Thief Discord server and roughly 20% of players there use the Thief auto-search bodies feature. I propose a menu setting for this, so that players coming from Thief 1 & 2 can easily find it.
  10. Surrounded by greedy noblemen and treacherous siblings, Lady Kamila Leicester gets more than she bargains for after acquiring an ancient tome and performing the dark rituals within. Bikerdude, Wellingtoncrab, Dragofer, and I proudly present Grayman’s FM “Seeking Lady Leicester.” Notes - TDM 2.11 or later is REQUIRED to play this mission. You can get the latest TDM version via the installer or here. - Seeking Lady Leicester was originally a work-in-progress given to the Dark Mod community per Grayman’s wishes after his passing and was initially adopted by Bikerdude before Dragofer, Amadeus, and Wellingtoncrab joined to complete the FM. -This FM does NOT support any unofficial gameplay patch or mod. The use of such a patch and/or mod could break things in this FM. You've been warned. - "Story" subtitles are available for this FM. Simply go to Settings --> Audio and select "Story" or "On" for the subtitles setting. - This FM may be more hardware intensive than normal. LOD settings can be set below "Normal" to improve performance on low-end machines by disabling certain features. - This FM implements the func_peek mechanic, allowing players to peek through any door that has a keyhole on it by leaning forward. PLEASE NOTE: This function has been known to cause crashes for a small number of players in the past, likely due to using the 32-bit version of TDM. At no point in this mission is it required to use the func_peek mechanic; it is purely optional, so feel free not to use it. Download Version 1.1 This FM is available for download via the in-game mission downloader, or here via Google Drive. Promotional Screenshots ThiefGuild Thread Credits A big thanks goes out to Noelker and Goldchocobo for their wonderful voice work with the briefing and conversations, JackFarmer and itsPapiD for their fantastic briefing video, and nbohr1more for his story contributions and writing one particular gameplay feature that I won’t spoil here but you can read about in the readme.txt. An even bigger thank you goes out to our beta testers: nbhor1more, Daft Mugi, Silverwolf, Havoc, Datiswous, Cambridge Spy, Aluminumhaste, Thebigh, Ate0ate, Acolyte6, Kalavi, JoeBarnin. Thank you all very much for your fantastic feedback and tireless efforts as this FM evolved throughout the course of development! Asset Credits - Arx EOS’s Fish - Epifire’s models - Kingsal's Assets and Textures - WellingtonCrab’s assets and textures - Obsttorte's frob loot script - ZergRush's custom Grayman painting ===================Rest In Peace Grayman. You are missed=======================
  11. After completing nearly every TDM mission, I'm finally working on one of my own. It won't be terribly long, but something manageable for my first fm. It starts out in a small wooded area, then ends up at a modest manor. Things are going pretty well so far. The environment and basic architecture are done, it just needs to be prettied up. After fixing many leaks, I also have all the Visportals working now. Challenges: I managed to successfully export an asset from Blender and texture it for tdm. I think this is the most difficult thing I've ever done. DarkRadiant didn't like the file generated from the Blender ASE exporter I'm using. I was able to correct the output by comparing the file to one from another fm and also figured out how to get the textures in there. It took me a couple days, but at least now I know the process. Currently adding furniture and AI.
  12. Above 3 items are released now, on the "Barks" thread: https://forums.thedarkmod.com/index.php?/topic/21740-english-subtitles-for-ai-barks/&do=findComment&comment=483331
  13. Instead of that, you could, in that time period, start learning your own missions and in doing so become more active on the forums, learning from others. It's also great to understand how things work in the engine, when you play. It might spoil some immersion though.. Or learn to build games with other engines, like Godot for example.
  14. Keep in mind also that mission size, and complexity have increased dramatically since the beginning. For a lot of veteran mappers, it can take over a year to get a map made and released. The last dozen missions have for the most part been pretty massive, with new textures, sounds, scripts, models etc. We seem to be long past the point of people loading up the tools, and banging out a mission in a few weeks that's very barebones. We still do see some of those, but I noticed in the beta mapper forums and on Discord, that mappers seem to make these maps, but don't release them, and instead use the knowledge gained to make something even better. Could just be bias on my part scrolling through the forums and discord server though.
  15. There is no SS3, how can they do a remake? And thank god they got rid of unity, that engine is total trash garbage on anything over 60 fps. Just spend 5 minutes on steam forums for Unity project games, and there's just thousands of people complaining about poor performance, stuttering etc.
  16. I would have thought that if it's included as a core asset, the script objects should be bundled with the game. There is no comment on the prefab itself.
  17. Probably the .script file that's needed, but unfortunately can't be included with a prefab. Maybe there's a comment somewhere in the prefab (or in the wiki or forums) that says what script it needs and where to find it. (The similar combination setup I used earlier doesn't involve "slot", so clearly uses a different script that I what I have.)
  18. Thank you for a great puzzle fm! I'm having real trouble with the TDM v 2.10-64bit on Linux Mint 21.1 Link to the guide supplied by V-Man339 https://forums.thedarkmod.com/index.php?/topic/15844-fan-mission-the-gatehouse-by-bikerdude-goldchocobo-updated-02112014/page/7/#comment-429405
  19. I agree. I'm copying this idea over to the https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/ thread. Related: I'll probably do some more experiments with the current TDM font & size, to understand max char count versus field width.
  20. Some years ago i succesfully downloaded the wiki with wget, for TDM dvd. I dont know if this method wikl work now. https://forums.thedarkmod.com/index.php?/topic/19998-tdm-collection-dvd/#comment-437887
  21. @datiswous, made that correction fm_test.subs --> fm_conversations.subs @stgatilov, about srt naming and file location, would you be OK with the following edit? New/changed stuff in italics: srt command is followed by paths to a sound sample and its .srt file, typically with matching filenames. An .srt file is usually placed either with its sound file or in a "subtitles" folder. The .srt file format is described e.g. [1]. The file must be in engine-native encoding (internationalization is not supported yet anyway) and have no BOM mark. It contains a sequence of text messages to show during the sound sample, each with start and end timestamps within the sample's timeline. It is recommended to use common software to create .srt files for sound samples, instead of writing them manually. This way is more flexible but more complicated, and it is only necessary for long sounds, for instance sound sample of a briefing video. It's a simple enough standard that it can be shown as an short example, demonstrating that subtitle segments can have time gaps between them. And the example can show correct TDM usage, without requiring a trip off-site and picking through features that TDM doesn't support. Specifically, the example shows how to define two lines by direct entry, rather than using unsupported message location tags (X1, Y1, etc.). And skips other unavailable SRT font markups like italics, mentioned in the wikipedia description. The example would also show the TDM-specific path treatment. The example could be inserted before the sentence "It is recommended to use common software...."
  22. I guess the best image-to-normal conversions I've seen here in the forums are via njob. I am curious about this AI thing though: https://github.com/HugoTini/DeepBump has to be installed into Blender as a plugin?
  23. We are proud to announce the release of: The Dark Mod 2.11 ! The Dark Mod 2.11 is primarily a bug-fix release. The majority of development time was dedicated to fixing or improving long-standing bugs or problem areas with the project rather than focusing on new features. That said, some of the improvements that were introduced to address these issues could very well be classified as new features in terms of the amount of changes required to bring them to life. A full changelog can be viewed here, but some highlights include: Major gameplay improvements! For players, Stealth Score and AI alert behavior has been improved to better detect tactile contact with AI and proximity. An older TDM release introduced a grace period feature that was overly broad and made some AI ignore players that were right in front of them. This has been substantially improved so stealth scoring and AI reactions should be a lot more consistent and logical. Players will also have a new Blackjack experience with better cues about whether a blackjack attack will succeed and improvements to the way that the blackjack attack is executed. Players can more smoothly transition from climbing as the player is now permitted to be crouched during the climb. There is a new multi-loot feature which allows you to pickup multiple loot pieces by holding down the frob button! Performance Improvements! The new volumetric light feature has been improved via a new blur phase. This means that you no longer need to increase the samples to reduce or remove banding and performance should be substantially improved. Before 2.10 ( dithering and low sample count): After 2.11 ( blurred and higher default sample count ) : Soft Shadows now utilize scissors and tile-based evaluation in stencil mode so that Anti-Aliasing no longer need be applied to the entire shadow buffer. Shadow Maps have improved mipmap, LOD and texel utilization. There should be fewer artifacts and better performance. Large models are now evaluated via a BVH structure so that they can be split for lighting and culling optimizations. AI think cycles have been optimized and perform less work per-frame. GLSL programs have been rewritten to have better performance on AMD graphic cards. Included mission improvements! Mission 1: A New Job now features subtitles! Mission 2: Tears of Saint Lucia has been improved with EFX reverb and a few bug fixes! Asset fixes and additions! Dragofer has fixed hundreds of assets that were missing setup definitions or other components that would cause the console to flood with errors on TDM launch or on the launch of missions. In addition, he has added hundreds of new and old assets from both TDM team members and members of the TDM community. Improvements for Mappers! The Engine now supports Obj model format Material Shaders no longer require you to add frob stages. Frob is now auto-generated. You can still add custom frob effects to materials if preferred Missions can now include decls that override those in the core TDM without using an override file to replace the entire core file. GUI scripting has been overhauled with better syntax and error reporting Dmap precision has been increased and Dmap T-junction performance has been optimized Please see our Moddb article for the full developer blog entry: https://www.moddb.com/mods/the-dark-mod/news/the-dark-mod-211-is-here To update, simply run the tdm_installer.exe file in your darkmod folder. Note that tdm_update.exe is no longer supported, but you can download the new installer from the Downloads page if you don't have it yet. Please be aware that old saved games will not be compatible with 2.11, so finish any missions you might be in the middle of first!
  24. DarkRadiant 3.8.0 is ready for download. What's new: Feature: Support new frob-related material keywords Improvement: Mission selection list in Game setup is not alphabetically sorted Improvement: Better distinction between inherited and regular spawnargs Improvement: Silence sound shader button Improvement: Add Reload Definitions button to Model Chooser Fixed: Model Selector widgets are cut off and flicker constantly on Linux Fixed: DarkRadiant will not start without Dark Mod plugins Fixed: GenericEntityNode not calculating the direction correctly with "editor_rotatable" Fixed: RenderableArrow not drawing the tip correctly for arbitrary rotations Fixed: Light Inspector crashes on Linux Fixed: Models glitch out when filtering then showing them Fixed: Skin Editor: models not centered well in preview Fixed: "Copy Resource Path" includes top level folders Fixed: Skin Editor: internal test skins are shown if Material Editor was open previously Fixed: Changing Game/Project doesn't update loaded assets correctly Fixed: Model Chooser: initially hidden materials aren't revealed when enabling them Fixed: Choosing AI entity class 'atdm:townsfolk_commoner_update' causes crash Fixed: Sporadic assertion failure on shutdown due to LocalBitmapArtProvider destruction Fixed: Prefab Selector spams infinite error dialogs on Linux Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.8.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  25. TTLG? That's Through the Looking Glass Forums. A looking glass fan community. Has been around for a long, long time. https://www.ttlg.com/forums/
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