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  1. Unfortunately, TDM forum deletes the separator between the numbers. So I have to guess where one number ends and the next starts Also, user can rename screenshot manually, or push it through something that would rename it automatically. Thenwe won't see coordinates on screenshot address on forums.
  2. tdm_show_viewpos cvar and screenshot_viewpos command: https://forums.thedarkmod.com/index.php?/topic/22310-212-viewpos-on-player-hud-and-screenshots/
  3. Relax @Näkki, it's great to hear you enjoyed the game. My personal expectations were just a bit different when I read the Steam page, although the various trailers should have been a warning that stealth maybe wasn't the biggest priority of the devs. From the Steam page: "Weird west legends meet eldritch horror in BLOOD WEST, an immersive stealth FPS." Also "Blood West is a stealth FPS inspired by the genre classics such as the Thief series (whose fans will be happy to hear the voice of Stephen Russell, the actor voicing the master-thief Garrett, returning here as the protagonist), S.T.A.L.K.E.R. games, or - from the contemporary catalog - Hunt: Showdown. The gameplay rewards the careful approach: scouting the area, stalking your enemies, and striking from the shadows. Can you figure out a way to clear a fort full of ghouls and monsters without raising an alarm?" From my personal experience I think the game is predominantly Hunt: Showdown, a bit of S.T.A.L.K.E.R. and a very small portion Thief. Stealth is very unforgiving and makes it almost impossible early game when there are various enemies around, but hey maybe I just suck at it. I don't see Deus Ex in it, unless the skill leveling is the Deus Ex part for you and then I have to disagree with you, as that seems like the trait system in Hunt: Showdown. Edit: What I also understood from the Steam forums is that the original VA was dropped close before the release of the full version and replaced by Russell with no real explanation from the devs why this was done.
  4. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  5. 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
  6. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
  7. A Problem Arises I've paused subtitling of the Lady02 vocal set, because of a problem with the voice clips described here: https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/&do=findComment&comment=490151 While a way forward is being determined, I'll work on a different vocal set. Maybe manbeast, for which Kingsal just provided me the voice script.
  8. The subtitles of The Simpleton vocal set is now available for eventual incorporation into TDM: testSubtitlesSimpleton.pk4 "Vocal Script: Simpleton" says that he is "an uneducated, simple character, who speaks in a slow, measured voice. He goes about his life dealing with the here and now, and doesn’t think much about anything beyond what he’s doing. He could be a simple servant or labourer. For inspiration, think of the pirate with the wooden eye from 'Pirates of the Carribean', or Hank Hill from 'King of the Hill'. This is the default voice for common townsfolk, so don’t give him too much personality, or over-exaggerate it for laughs (even though some of the lines are played for comedic value)." Statistics In file fm_root.subs there are 496 inlines, including: 52 with an explicit linebreak, intending 2 lines 444 without Of these, 59 with explicit duration extensions, as follows: 37 from 0.25 to 0.49, for 17 cps 22 capped at 0.50 seconds, for 17-20 cps There are 3 SRTs, all representing vocalized tunes. Each has 2 messages, with a 2-second start message and later 2-second end message. None required an explicit linebreak. In all, there are 499 voice clips with subtitles, showing 502 messages. Corresponding Excel File SubtitlesSimpleton.xlsx As usual, this is based on Version 5 of the Excel Template for TDM bark subtitles.
  9. Here are my thoughts on version 20-Oct: Consideration: as a general rule, the vast majority of players will never know what a cvar is, much less how they work. I don't consider cvars an option because after a while, people forget what they changed, how and probably why. - Snuffing out candles feels very natural and I don't personally perceive players could unintentionally put them out often. The risk is there though, especially for people with especial needs. - In my opinion, the probabilities of unintentionally dropping bodies while operating doors is considerable, specially when the frob distance of doors is reduced. - Moving a leg of a body aside is ok but dragging or toying with bodies is no fun anymore therefore the feature is gone for (old and) new players. I personally see more cons than pros and I don't feel I can do anything new, faster or better. It actually is a little confusing that I can do a same thing in different ways now. I am convinced this is a missed opportunity and a common place exists but... Having said all that, if I was a new player I guess I would have to do with what I am given and there's no way for me to tell if I would have felt that something was off or missing therefore: if this change is to take TDM to new heights I will rewire my brain. I would just appreciate that the shortcomings are properly and honestly acknowledged, instead of telling tales. Fun fact: we now have three different keys to drop bodies.
  10. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  11. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
  12. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  13. I loved it. Awesome game. I faceplanted at the people who asked for quest markers in the Steam forums there... Herr, lass Hirn regnen. The game is so great, and so true to the original, because it doesn't hold your hand. When is the new breed of gamers gonna learn.
  14. My wife got me my first iPhone around 2013 I believe ( old iPhone 4 classic ). At the time I had very mixed feelings as I really hated Apple's walled garden OS, lack of MicroSD slots, lack of replaceable battery, and proprietary charging \ data transfer port. That said I was still a little jealous of my old co-worker who had the first iPhone and showed off the wonders of the Lightsaber App and reading websites with pinch zoom so it was cool to finally have these capabilities on my own device. Since I am ostensibly a hermit and do not really "consume" digital goods like paid apps and music, I jailbroke the phone not long after owning it and gleefully installed a number of janky retro emulators on it. I kept that phone for a LOONG time. I believe it was about 1.5yrs ago when my phone provider was acquired \ merged and the new owners mandated that I could no longer use my ancient beast on their new network. My wife ( who is now thoroughly entrenched in the iPhone world ) insisted I get a newer iPhone as a replacement so I got a slightly aged iPhone 11 due to the supply shortages. At first I was thrilled at the increases in storage and processing power but then using phone began to sour my mood. They removed the headphone jack in iPhone 8 (?) I believe so obviously this was strike one against the device. I think the home button was removed in iPhone 10 so "strike two". Then the charging cable does not connect to a standard USB port on a PC or standard USB charger so I could no longer sync iTunes over a cable without buying some specialized adapter cable. Third strike. Since the whole world followed Apple's lead and no other phones offered these features either I was consigned to fume about the supposed "progress" of my new device. Flash Forward to 2023 and the iPhone 15 Pro launch and now we can see that they are removing the "Easy silent mode toggle switch" and are replacing it with a haptic multi-function button. Garbage. The point of having a silent toggle is that you can quickly silence your phone even if it's dark or in your pocket. Now you need to look at your phone to see that you actually succeeded in silencing it. How can they possibly think this was an improvement? I really am stumped here. Did someone at Apple think that forcing you to look at your phone to silence it will give advertisers more time to show you advertisements on lock-screen news-feed? Are the trying to make going to the movies more inconvenient so that you will stay home and watch Apple TV+ instead? Did the US Government tell Apple to change this so that law enforcement or intelligence agencies and explicitly tell when you are silencing your phone so that no clandestine recordings can be captured without an easily spotted visual of someone struggling to silence their phone? Is this just more "reduce the number of buttons" Apple insanity? It really boggles the mind. When they got rid of the Home Button, they seriously damaged the product brand in my opinion. The whole point of having a Home Button is that if you are stuck in some misbehaving App or Website and you need to get back to the starting GUI you can press a button to get safely home. Now if the bottom swipe is obscured by a misbehaving App your only choice is to power off the phone. The excuse for the removal of the Home Button as that it made the phone less water resilient. In that case, how did the buttons on the side of the phone continue to persist? If there is some absurd logic that can be put forth about why side buttons are more water resilient than a front button, then why not move the Home Button to the side? So I went around looking for iPhone 15 critique videos and to my utter dismay nobody was complaining about the removal of the Silence Toggle switch. Instead they bemoan that the iPhone 15 is "more of the same" even though the CPU, GPU, RAM, and Storage are all significantly upgraded. The common complaint is that Apple hasn't improved the physical aspects of the phone such as not having a folding or flip phone design. I find that to be a completely crazy take on things. The classic buttons worked fine. The form factor did not need to be substantially changed. The underlying CPU and GPU is where you should expect to see improvements for products like these. Beyond bringing back the Home Button and Headphone Jack ( and preventing the full removal of the Silent Mode toggle ), the only "form factor" change I would like to see is some sort of accessory that approximates a slider era cellphone keyboard so I can type out texts or phone numbers with real keys as feedback. Nakey Jakey sorta touched on a few of these issues in one of his newer videos:
  15. Whereabouts, in Yorkshire perhaps? I have lived in England all my life, mainly the east midlands, the north west and the south east, and everyone I know pronounces threepenny as threppenny, the double e being pronounced as a short e rather than a long e. The UK has many accents for a relatively small place, so the pronounciation you suggest may exist, but is not the most common one.
  16. Horror themed fan mission - exploration of seemingly deserted keep in the middle of swamps. Spiders, undead, darkness. ----------------------------------------------------------------------------------------------------------------------------- This is the story about the fate of my family. My uncle, Ralph Mac Roberts, is the baron of a keep nestled deep within the Rahenaen marshes. It was once an important outpost tasked with guarding one of the few Builder roads that cross the marsh, but after the Inventor`s Guild built a system of nearby dams that flooded the whole land, the road closed and there was no longer anything to watch over anymore. The keep itself needed reinforcement against the raising water level and the trade routes become almost impassable, not only for the carriages but for lone couriers as well. There hadn`t been any messages coming from the keep for over a year and my father was about to assemble a caravan so he could go on an expedition to the keep himself. However, in the middle of the night before he was set to leave, a carrier pigeon landed on his windowsill. My father received the letter and read the apologies from my uncle and his family, excusing their long absence. As a way to make reparations for their extended silence, my uncle invited me to the keep to stay there for a fortnight or so. My uncle had instructed me to leave my horse three leagues away from the keep by the nearest charcoal burning hut and hike the remainder of the road on foot, as the trek through the marsh is treacherous for horses. The weather will be awful this time of year, but my father insists that I should go anyways to ensure that our relatives are okay. These plains become dreadfully deserted - to the point where you more expect to meet the dead than the living. And by the way - I think I`m lost. ----------------------------------------------------------------------------------------------------------------------------- Download link: https://1drv.ms/u/s!Aj1DVS465udZgVkXteBbr6cUxdPH Thanks: to the TDM team for great tools, and all the contributors for their assets, to betatesters: Amadeus, Bienie, Boiler's_hiss, Dragofer, Filizitas, Judith, nbohr1more, s.urfer, again to Amadeus for proofreading and text tweaks, and to all the players for their time! Few screenshots: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=434716 http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=429558 http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing/?p=434507 Enjoy! Walk-through !major spoilers! Finding a way across the marsh area: Getting inside: Bed objective: Light sources: Maps: Enemies: Room objective: Hut objective: Sealed objective: Gold: Key: Bodies:
  17. That is incorrect. Multiloot is still click and hold to loot. It's a compromise, and that compromise is only for moveable light sources. It gives players a way to extinguish a candle without picking it up first, reducing steps. And, it gives players who ghost the ability to extinguish it without moving it. The point I was trying to make is that holding frob to perform an action is common. Multiloot happens while holding frob. Dragging a body happens while holding frob. Extinguishing a candle happens while holding frob. As another example, some missions have a wheel (switch) that opens a gate. While the player holds frob, the wheel turns, opening the gate more and more. I'm not sure if there is a TDM mission with one, but there are Thief missions that do. There's hold "attack" or "use" button to throw objects farther. There's hold "manipulate" button to rotate objects.
  18. There's no conflict there, though. If you're aiming at the belt-purse, you loot the purse. If you're aiming at the body, you shoulder it. Just like you do in Thief. Shouldering is the most common action when you're deciding what to do with the body, not with the items it's carrying.
  19. It’s incredibly common in controller mapping - to the point even the game’s current controller implementation supports it. Not sure if switching this to a double click is additive or subtractive. What is getting lost is the primary interaction with a body imo is actually to shoulder it - not drag it. Obfuscating this behind a second input is clunky and confusing to new players. What is “intuitive” is a matter of perspective, but the current patched method of the initial click shouldering a body makes a lot more sense to me and actually addresses some of the complaints from new players as laid out in the initial post. There is a method via the delay cvar for experienced players who prefer the old system to restore it, so I am uncertain what the down side is really?
  20. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  21. jaxa

    2016+ CPU/GPU News

    i5-6600T here which is virtually identical or slightly slower, same Intel HD 530 graphics, paired with 32 GB dual-channel DDR4-2133, and a M.2 SSD. With my 720p display (which is set to 1360x768 for whatever reason) I was getting around 40 FPS in High Expectations beta testing, with dips to the 20s. But the internal TDM/Doom3 FPS counter seems very erratic. I've ended up getting a much better experience in TDM by locking it to 30 FPS. Dips are less common, the experience is playable. It's clearly faster than the old A6-3400M APU I used to use to play TDM a decade ago, which was not always bad but would sometimes crater down to 4-5 FPS. I'm pretty much always getting around 28-30 FPS when locked. I think I can upgrade the CPU itself to at least an i7-7700T which is slightly better all around (maybe i7-7700 if I have the correct 65W-capable Dell motherboard), but the prices I've seen on ebay suck. If it's significantly more than $30 shipped, I might as well stick with the 6600T and put that cash towards the next mini PC.
  22. 3 days w/o power in texas. Froze my nuts off. But, power's back on. Upgraded to 2.09, then messed with shaders some more. Mainly the glprogs/stages/interaction/ ... common & ambient, b/c they control bulk of lighting. broke out diffuse & specular lighting from each other again.. and figured out why specular was getting cut-off seams last time. It's because I didn't mul specular by light source, which takes attenuation into account. Did that this time. ambient.fs specular is generated from world light shining straight down, so was creating a spotlight under player on shiney floors (eg: gamma room floor on Training Mission). So, applied a 1-NdotL to have it use the light dot and not apply to surfaces perpendicular to the world light source (IE: ground). common & ambient .vs files didn't look like they were normalizing T,B,N before loading them into TBN matrix, so normalized them. (I think one was using a clamp, but switched it to normalize). Not sure it makes a difference or not. common.fs generated the normalized & TBN'ed "N" variable, but then used RawN in the NdotX calculations. Switched it over to using N instead. Not sure it makes a difference or not. ambient.fs was using AmbientRimColor to apply a fresnel highlight to final color, but after testing, didn't seem AmbientRimColor.a was ever > 0, so no fresnel effect was occuring. So, added an "else" branch to fallback on a generic fresnel highlight. (The velour-style fresnel I used in previous shader). Tweaked it to try not to look gaudy. Got rid of most of the fresnel effects I slapped in, or shifted them around a bit. The "eye adapt" was just half-arsed specular effect, so ditched it. The backlighting I just use on ambient.fs, but gets washed out a bit in darker levels and because specular is negated on floors in ambient.fs now. Still, it blends with fresnel to help out some. The velour fresnel was moved as alt fresnel effect in ambient.fs when AmbientRimColor not set or pitch black. switched ambient.fs to use halfdir Blinn-Phong specular like common.fs does. instead of just using generic default specular amount for things w/o specular texture maps, decided to BS specular maps for them by using the diffuse texture map.. did a dot(diffuse.rgb,0.33) to get diffuse lum and create a faux specular grayscale map which I then mul the default specular amount by to tone it. Also did that to create faux AO maps... initially used diffuse to do all AO maps, but noticed pillars in Training Mission looked awkward, b/c the AO was following the dark seams in the marble instead of the carved lines. So, if anything has a real specular texture map, used that for the AO map, and if it didn't, used the diffuse map as both faux specular and faux AO map. The faux AO blocks the ambient shadow light, but a final AOcolor is added to keep AO areas from being pitch black. This helps darken areas down some. Might be tacky in some places. I've attached a .zip that contains interaction.ambient.vs, interaction.ambient.fs, interaction.common.vs & interaction.common.fs ... main files I farted around with. Here's some screen shots.. noticed some issues...not sure if my messing around caused them or what... ambient world light seems to always come straight down regardless of level designers placement of moon in sky. This puts the ambient specular always underfoot like a spotlight. Without some kind of occlusion factor for it to know when player is indoors or not, dark dungeon floors get lit up with ambient world light. That's why I used a 1-NdotL to kill specular on floors. The ambient world light is still nice to make speculars shine on walls and objects. Just had to kill it on floors, like the one here in gamma room on Training mission. (This was done before I clamped specular color down to be a dull shine). Some windows have a weird rectangle shape that doesn't blend well with the scene. It's like something that isn't controlled by ambient or common is not taking light attenuation into account. I experimented to see what ambient and common control, and there's some window textures that would stick out, which meant there's another shader being used to draw some textures. Couldn't seem to find it. I didn't spend much time digging.. but just looking in teh stages shaders, I didn't see anything else that could be doing that. The manylights shader doesn't seem to be used (?), so skipped messing with it. Not sure what's causing this. Seeing how Faux AO map will impact things. It uses either specular map (if object has specular texture) or diffuse map otherwise. Basically just getting the dot luminance of either to create a single float value gray-scale to mul light dot by to add more darkness to things. A final AO color is added in to keep things from being pitch black. Certain diffuse textures are missing .. something.. or processing is casuing this chunky issue. I noticed it intiially on some tile floors and windows on some levels.. in the distance the textures seemed to have a weird "acne" on them. But, when closing in, it would disappear. I thought it was specular. But, in testing fake AO map using diffuse, I noticed this. I have no clue what's causing it. A lot of these things blend into shadows, so don't notice them.. only reeally notice them in light (which is why I noticed them on windows and such). This one stuck out, b/c it's using the diffuse map as a fake AO grayscale map. Not sure what's causing it. Fallback fresnel used when AmbientRimColor is 0 or not set. Tried to keep it subtle. It's more noticeable when moving around. Have to keep it subtle, b/c too much will make things in light appear ashy, and things in shadows look glowy. Too little, and it's as if it's not even there. Has to be just a little to help add depth to shadows. I figure enhancements are "death of a thousand" cuts... lots of little enhancements add up instead of one big honking one looking gaudy. Fake AO. Most things don't have specular texture maps, so using diffuse map as fake AO means darker things darken up more.. hence the wall and grass are darker. Stone path is darkened in shadows more, too, though. With fresnel highlights and such going, the darkened areas still have depth. This is a WIP. Just farting around, and trying to apply stuff I learned when dinking around with other game shaders, and experimenting to see what happens when I try different things. glprogs.states.interaction.011.zip
  23. It's hard to tell if I'm experiencing a completely different problem. What we have in common is we both use AMD cards, what differs is he's getting the issue on Windows while I'm on Linux / Mesa / amdgpu. The exact triggers and results seem to intersect in some areas. In case it helps mine is a ROG-STRIX-RX570-O4G-GAMING if that's a model which should be affected by common driver stuff: Today I read about the new 2.11 Beta 2 and decided to update. First thing after starting a map, I noticed performance was down to 20 FPS where it would normally be 60 FPS. After a minute of digging I found that's because r_softShadowsQuality reset itself to 24 I think. I set it back to Low / 6 and things went back to normal, but this was a good opportunity to notice how extreme the performance impact of having even a modest setting can be. I could have sworn it wasn't as bad an year ago, albeit the maps I was playing also made a big difference. This is mainly on shadow maps though: If I use stencil shadows the impact is lesser with more samples. Even if I turn soft shadows off however, I feel I get abnormally low FPS on both Stencil and Maps. This is great news: Compiling the engine from SVN should still work on my end, I'll wait for the patch and see what it changes for me. I really feel something must be up with the AMD driver, at least some of the performance degradation must have a common root between what both me and lowenz are seeing... if not I'm wrong and it's a learning experience, but I sense the engine changed something all AMD cards of a certain type aren't happy with.
  24. Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange)
  25. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
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