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  1. Oh, some implementations might work a little differently from what I remember the term megatexture referring to. From what I used to know, it meant turning the entire level into a single model or set that uses a single enormous texture. While the concept may have its upsides, there are two major issues that negate any benefit in my view: The first is system resources, you don't benefit from any reuse as every pixel is unique, the only way to do it at scale is with a gigantic image thus a huge performance drop in pretty much every department. The second issue is that level design becomes far harder and more specialized... while here in TDM we only need to draw a bunch of brushes and place some modules to make a level, an engine based on megatextures would require level designers to sculpt and paint the entire world in software like Blender which is far more difficult and we likely wouldn't have even half of the FM creators we do today, even for those that know how to do it imagine the task of manually painting every brick on every home and so on.
  2. Also, related to font improvement, I've just released "ExportFontToDoom3All256", a reconstruction of an earlier but now lost tool variant. This is described and available in the wiki article ExportFontToDoom3 I tested that tool using one of the TDM FM fonts, Andrew Script, for which a TTF file is available. I generated a fresh set of bitmaps (newly including any available Latin-1 characters). I also mucked about with FontForge, to reconfigure that TTF to be ordered like the TDM custom codepage. However, Andrew Script is missing a fair number of Latin-1 glyphs, so it would take some work to make it good (whether by editing in FontForge or post-export as bitmaps). I'm putting that aside for now, since the jury is out on whether Western language support in FMs and their fonts will become viable (see Western language support in 2024?). Instead, I plan to turn my font-improvement-for-2.13 attention to Stone 24pt, which (because its used in HUD captions) is more clearly worthwhile to work on. Looks like I'll have to convert the Stone DDS to TGA as a prerequisite to bitmap editing.
  3. If it's supposed to be an octagon, I don't think the corners need to be bevelled. Certainly it looks much better to bevel square corners, but the angles of an octagon don't look bad imo. If you want a smooth cylinder though, the default cylinder patch has 16 sides, which looks smooth enough in game. That would be easier than bevelling 8 corners. Speaking of smoothing; I was pleasantly surprised to find that if you make a model in Blender with smooth-shading ticked, then export an ase file, it will retain the smooth shading when imported to darkradiant.
  4. The Blender export scripts have been updated to work with the new Blender 4.1 series. In this Blender version, they removed "Autosmooth" altogether, along with the corresponding parts of the Python API. This meant that the "Use Autosmooth settings" option had to be removed from the LWO exporter, where it was previously the default setting. The new default is "Full", which smooths the whole mesh, giving similar behaviour to ASE models, although "None" is still an option if you want a completely unsmoothed mesh.
  5. i am so euphoric to see new FMs keep coming out and I am keen to try it out in my leisure time, then suddenly my PC is spouting a couple of S.M.A.R.T errors...

    tbf i cannot afford myself to miss my network emulator image file&progress, important ebooks, hyper-v checkpoint & hyper-v export and the precious thief & TDM gamesaves. Don't fall yourself into & lay your hands on crappy SSD

     

    1. Show previous comments  2 more
    2. taffernicus

      taffernicus

      i wanna try my luck with ddrescue, Unfortunately my external 3.5" hdd/ssd docking hasn't arrived yet. 

       

      as a former sysadmin, the funny thing is that I used to remind my coworkers about migration and backup, but now i am careless about my own personal data.

      it's time to reiterate 321 backup rule

       

    3. The Black Arrow

      The Black Arrow

      Remember when the SSDs recently arrived, we were all talking about how they're expensive and pointless due to the low storage?

      Well, not all of course, but most of us were, I sure remember that.
      I was more a "give it time" guy, prudent as hell, the moment I got my first SSD I thought it was good, but not really a big deal...Because it was just a puny 120GB Kingston SSD and I even put it on my old SATA2 instead of SATA3, no need to mention that despite having a badass CPU, the 2600k, it's still 2014 tech!

      But man, I just went further generations, got me an M2 Gen 4 SSD, a complete new PC too of course...And I don't ever regret buying it.

      You should do like me and put your Thief, Thief 2, Thief 3 and The Dark Mod into your M2. Gen 4 SSD if you ever get the chance to buy one, it's a guilty pleasure I have no shame with considering that any average SSD will be fine enough for all these games.

    4. The Black Arrow

      The Black Arrow

      -SNAP- somehow the forum double posted the same message, I think we are in The Twilight Zone of the Internet.

  6. Interesting idea. Not sure about my upcoming time availability to help. A couple of concerns here - - I assume the popup words uses the "Informative Texts" slot, e.g., where you might see "Acquired 80 in Jewels", so it likely wouldn't interfere with that or with already-higher subtitles. - There are indications that #str is becoming unviable in FMs; see my just-posted: https://forums.thedarkmod.com/index.php?/topic/22434-western-language-support-in-2024/
  7. In post https://forums.thedarkmod.com/index.php?/profile/254-orbweaver/&status=3994&type=status @nbohr1more found out what the Fixup Map functionality is for. But what does it actually do? Does it search for def references (to core?) that don't excist anymore and then link them to defs with the same name elswhere? Also I would recommend to change the name into something better understood what it is for. Fixup map could mean anything. And it should be documented in the wiki.
  8. This appears to be the function which calculates the texture values for Q3 export: https://gitlab.com/orbweaver/DarkRadiant/-/blob/master/radiantcore/map/format/Quake3Utils.h?ref_type=heads#L56 It's largely based on legacy GtkRadiant code and means absolutely nothing to me.
  9. Yes. Sure, I will change it, but I do mind. In addition to changing the forum title, I have also had the name of the pk4 changed in the mission downloader and the thiefguild.com site’s named changed. It's not just some "joke". The forum post and thread are intended to be a natural extension of the mission’s story, a concept that is already SUPER derivative of almost any haunted media story or most vaguely creepy things written on the internet in the past 10 or 15 years. Given your familiarity with myhouse.wad, you also can clearly engage with something like that on some conceptual level. Just not here on our forums? We can host several unhinged racist tirades in the off-topic section but can’t handle creepypasta without including an advisory the monsters aren’t actually under the bed? (Are they though?) I am also trying to keep an open mind, but I am not really feeling your implication that using a missing person as a framing of a work of fiction is somehow disrespectful to people who are actually gone. I have no idea as even a mediocre creative person what to say to that or why I need to be responsible for making sure nobody potentially believes some creative work I am involved in, or how that is even achievable in the first place. Anyway, apologies for the bummer. That part wasn’t intentional. I am still here. I will also clarify that while I love the game, I never got the biggest house in animal crossing either. In the end Tom Nook took even my last shiny coin.
  10. I've seen fun workarounds like that in other game modding as well. Years ago, maybe even a decade, some fella who was making a mod for Mount & Blade over at the Taleworlds forums revealed that he put invisible human NPCs on the backs of regular horse NPCs, then put the horse NPCs inside a horse corral he built for one of his mod's locations/scenes and then did some minor scripting, so the horses with invisible riders would wander around the corral. The end result was that it looked they're doing this of their own will, rather than an NPC rider being scripted to ride around the corral slowly. Necessity is the mother of invention. I don't know about the newest Mount & Blade game, but the first generation ones (2008-2022) apparently had some sort of hardcoded issue back in the earlier years, where if you left a horse NPC without a rider in its saddle, the horses would just stand around and wait and you couldn't get them to move around. Placing an invisible rider in their saddles suddenly made it viable again, at least for background scenes, of riderless horses wandering around, for added atmosphere. First generation M&B presumed you'd mostly be seeing horses in movement with riders, and the only horses-wandering-loosely animations and scripting were done for situations when the rider was knocked off their horse or dismounted in the middle of a battle. Hence the really odd workarounds. So, an invisible NPC trick might not be out of the question in TDM, even though you could probably still bump into it, despite its invisibility.
  11. DarkRadiant 3.9.0 is ready for download. What's new: Feature: Add "Show definition" button for the "inherit" spawnarg Improvement: Preserve patch tesselation fixed subdivisions when creating caps Improvement: Add Filters for Location Entities and Player Start Improvement: Support saving entity key/value pairs containing double quotes Improvement: Allow a way to easily see all properties of attached entities Fixed: "Show definition" doesn't work for inherited properties Fixed: Incorrect mouse movement in 3D / 2D views on Plasma Wayland Fixed: Objective Description flumoxed by double-quotes Fixed: Spinboxes in Background Image panel don't work correctly Fixed: Skins defined on modelDefs are ignored Fixed: Crash on activating lighting mode in the Model Chooser Fixed: Can't undo deletion of atdm_conversation_info entity via conversation editor Fixed: 2D views revert to original ortho layout each time running DR. Fixed: WX assertion failure when docking windows on top of the Properties panel on Linux Fixed: Empty rotation when cloning an entity using editor_rotatable and an angle key Fixed: Three-way merge produces duplicate primitives when a func_static is moved Fixed: Renderer crash during three-way map merge Internal: Replace libxml2 with pugixml Internal: Update wxWidgets to 3.2.4 Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.9.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep creating Fan Missions! 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!
  12. Ah, pity I wasn't reading the forums back in February. I'm fond of that game, along with Bugbear's other early title, Rally Trophy. I was never too good at FlatOut, but it was always a hoot to play.
  13. It doesn't matter if you want to warp the pointer every frame or only once, in both cases GTK3 chose not to support it on Wayland. Here's the hack that Blender came up with: https://projects.blender.org/blender/blender/issues/77311 They found they had no choice but to render the cursor internally to get the intended behavior. Probably easier to do when you built your own widget toolkit like they did, rather than having to go through wxwidgets and GTK.
  14. I notice that what Blender does is not lock or hide the mouse cursor, but allows it to move, then snaps it back to the other side of the window so you can drag infinitely in one direction. I.e. if you are dragging to the left, when the cursor reaches the left-hand window edge, it immediately re-appears at the right-hand window edge and continues moving to the left. I wonder if re-writing the code to use the Blender approach would solve the problem? Perhaps the back-end code can handle instantaneously changing the mouse pointer position more reliably than trying to lock it in place.
  15. @snatcher I understand that when you feel your work doesn't live up to your goals that you don't want it out in the wild advertising your own perceived shortcomings but that leads to a troubling dilemma of authors who are never satisfied with their work offering fleeting access to their in-progress designs then rescinding them or allowing them to be lost. When I was a member of Doom3world forums, I would often see members do interesting experiments and sometimes that work would languish until someone new would examine it and pickup the torch. This seemed like a perfectly viable system until Doom3world was killed by spambots and countless projects and conceptual works were lost. I guess what I am trying to say is that mods don't need to be perfect to be valuable. If they contain some grain of a useable feature they might be adapted by mission authors in custom scenarios. They might offer instructive details that others trying to achieve the same results can examine. It would be great if known compelling works were kept somewhere safe other than via forum attachments and temporary file sharing sites. I suppose we used to collect such things in our internal SVN for safe keeping but even that isn't always viable. If folks would rather not post beta or incomplete mods to TDM's Moddb page, perhaps they would consider creating their own Moddb page or allow them to be added to my page for safe keeping. Please don't look at this as some sort of pressure campaign or anything. I fully understand anyone not willing to put their name next to something they aren't fully happy with. As a general proviso, ( if possible \ permitted ) I just want to prevent the loss of some valuable investigations and formative works. The end of Doom3world was a digital apocalypse similar to the death of photobucket. It is one of my greatest fears that TDM will become a digital memory with only the skeletons of old forum threads at the wayback archive site.
  16. Congrats on the release! Remember to check ThiefGuild as well as the DarkFate forums (via Google Translate) for additional feedback.
  17. I think only in your last mission it could be useful though. In Plain Sight doesn't have a map I think. It's interesting, I might give it a try. It's not actually so hard it seems. You just have to create a layer for every location that you paint over the map, making it semi-transparant in a specific color (in fm A House Of Locked Secrets it's light-blue), or maybe that isn't need, because it could be specified in the gui file I think. Then you have to export all layers as seperate files. Krita has an export command for this and Paintdotnet a plugin. Then you have to specify all the files with the correct (info-)locations in a gui file. I wonder if this could be scripted.. Edit: So it's not very difficult, but just a lot of work.
  18. Welcome to the forums Ansome! And congrats on making it to beta phase!
  19. "...to a robber whose soul is in his profession, there is a lure about a very old and feeble man who pays for his few necessities with Spanish gold." Good day, TDM community! I'm Ansome, a long-time forums lurker, and I'm here to recruit beta testers for my first FM: "The Terrible Old Man", based on H.P. Lovecraft's short story of the same name. This is a short (30-45 minute), story-driven FM with plenty of readables and a gloomy atmosphere. Do keep in mind that this is a more linear FM than you may be used to as it was deemed necessary for the purposes of the story's pacing. Regardless, the player does still have a degree of freedom in tackling challenges in the latter half of the FM. If this sounds interesting to you, please head over to the beta testing thread I will be posting shortly. Thank you!
  20. New script for mappers: my flavour of a fog density fading script. To add this to your FM, add the line "thread FogIntensityLoop();" to your map's void main() function (see the example in fogfade.script) and set "fog_fade" "1" on each foglight to enable script control of it. Set "fog_intensity_multiplier" on each info_location entity to change how thick the fog is in that location (practically speaking it's a multiplier for visibility distance). Lastly, "fog_fade_speed" on each foglight determines how quickly it will change its density. The speed scales with the current value of shaderParm3, using shaderParm3 = 1000 as a baseline. So i.e. if shaderParm is currently at 1/10th of 1000, then fade speed will be 1/10th as fast. Differences to Obsttorte's script: https://forums.thedarkmod.com/index.php?/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/&do=findComment&comment=310436 my script uses fog lights you created, rather than creating one for you. Obsttorte's script will delete the foglight if entering a fogfree zone and recreate it later more than one fog light can be controlled (however, no per-fog-light level of control) adding this to the map requires adding a line to your void main() script, rather than adding an info_locations_settings entity with a custom scriptobject spawnarg in my script, mappers set a multiplier of fog visibility distance (shaderParm3), while in Obsttorte's script a "fog_density" spawnarg is used as an alternative to shaderParm3 smaller and less compactly written script fogfade.scriptfogfade.map
  21. Here's my first FM. A small and easy mission, inspired by Thief's Den and The Bakery Job, where you must find and steal a cook's recipe book in order to save a friend from going out of business. Download: Mediafire (sk_cooks.pk4) TDM Website's Mission Page The in-game mission downloader Thanks to: The people who helped me get this far, both in the forums and on Discord. The beta testers: MirceaKitsune, Mat99, Baal, wesp5, Cambridge Spy, jaxa, grodenglaive, Acolytesix ( Per the author in the beta testing thread. ) Skaruts has given permission to the TDM Team to add Subtitles or Localization Strings to this mission. (No EFX Reverb.) If anyone from the Community or TDM team wishes to create these we will gladly test them and update the mission database.
  22. 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
  23. 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/
  24. Is there something wrong with the forums lately, or is it my browser? I've been having trouble formatting posts, and just now I couldn't format anything at all.

    I'm using Vivaldi.

    Usually I have to: select text, click bold, nothing happens, select again, click bold, then it works. 

    Same for other stuff, like creating spoilers, bullet points, links. Nothing works the first time. 

    1. datiswous

      datiswous

      I have no problem. I use Firefox. @Zerg Rush also uses Vivaldi. Have you tried without extensions, or in another browser?

      (btw. bold, italic and underline have shortcut keys: Ctrl B, Ctrl I and Ctrl U, you could try that)

       

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