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  1. Complaint From Players The player must pick up candles before extinguishing them, and then the player must remember to drop the candle. The player must drag a body before shouldering it (picking it up), and the player must remember to frob again to stop dragging the body. The player finds this annoying or easy to make mistakes. For players who ghost, some of them have the goal of returning objects back to their original positions. With the current "pick up, use item, and drop" system, the item might not return easily or at all to its original position. For example, a candlestick might bounce off its holder. (See player quotes at the bottom.) Bug Tracker https://bugs.thedarkmod.com/view.php?id=6316 Problems to Solve How can the "pick up" step be eliminated so that the player can directly use or interact with the item where it is in the game world? How can so much key pressing and mouse clicking be eliminated when the player wants to directly use an item? How can candles be extinguished and lanterns toggled off/on without first picking them up? How can bodies be shouldered without first dragging them? Solution Design Goals Make TDM easier for new players while also improving it for longtime players. Reduce tedious steps for common frob interactions. Make it intuitive so that menu settings are unnecessary. Do not introduce bugs or break the game. Terms frob -- the frob button action happens instantly. hold frob -- the frob button is held for 200ms before the action happens. (This can be changed via cvar: 200ms by default.) Proposed Solution Note: Some issues have been struckthrough to show changes since the patch has been updated. Change how frobbing works for bodies, candles, and lanterns. For bodies: Frob to shoulder (pick up) a body. Second frob to drop shouldered body, while allowing frob on doors, switches, etc. Hold frob (key down) to start drag, continue to hold frob (key down) to drag body, and then release frob (key up) to stop dragging body. Also, a body can be dragged immediately by holding frob and moving the mouse. For candles/lanterns: Frob to extinguish candles and toggle off/on lanterns. Hold frob to pick it up, and then frob again to drop. Frob to pick it up, and then frob again to drop. Hold frob to extinguish candles and toggle off/on lanterns. For food: Frob to pick it up, and then frob again to drop. Hold frob to eat food. For other items: No change. New cvar "tdm_frobhold_delay", default:"200" The frob hold delay (in ms) before drag or extinguish. Set to 0 for TDM v2.11 (and prior) behavior. Solution Benefits Bodies: New players will have less to learn to get started moving knocked out guards. With TDM v2.11 and earlier, some players have played several missions before realizing that they could shoulder a body instead of dragging it long distances. Frob to shoulder body matches Thief, so longtime Thief players will find it familiar. Second frob drops a shouldered body. Players still have the ability to both shoulder and drag bodies. Compatible with the new auto-search bodies feature. Dragging feels more natural -- just grab, hold, and drop with a single button press. There is no longer the need to press the button twice. Also, it's no longer possible to walk away from a body while unintentionally dragging it. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Candles: New players will have less to learn to get started extinguishing candles. With TDM v2.11 and earlier, some players didn't know they could extinguish candles by picking them up and using them. Instead, they resorted to throwing them to extinguish them or hiding them. Hold frob to extinguish a candle feels like "pinching" it out. Once a candle is picked up, players still have the ability to manipulate and use them the same way they are used to in TDM v2.11 and earlier. For players who ghost and have the goal of putting objects back to their original positions, they'll have an easier time and not have to deal with candles popping off their holders when trying to place them back carefully. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Solution Issues Bodies: Frob does not drop a shouldered body, so that might be unexpected for new players. This is also different than Thief where a second frob will drop a body. "Use Inv. Item" or "Drop Inv. Item" drops the body. This is the same as TDM v2.11 and earlier. This is the price to pay for being able to frob (open/close) doors while shouldering a body. Patch was updated to drop body on second frob, while allowing frob on doors, switches, etc. Candles: Picking up a candle or lantern requires a slight delay, because the player must hold the frob button. The player might unintentionally extinguish a candle while moving it if they hold down frob. The player will need to learn that holding frob will extinguish the candle. The player can change the delay period via the "tdm_frobhold_delay" cvar. Also, when the cvar is set to a delay of 0, the behavior matches TDM v2.11 and earlier, meaning the player would have to first "Frob/Interact" to pick up the candle and then press "Use Inv. Item" to extinguish it. Some players might unintentionally extinguish a candle when they are trying to move it or pick it up. They need to make sure to hold frob to initiate moving the candle. When a candle is unlit, it will highlight but do nothing on frob. That might confuse players. However, the player will likely learn after extinguishing several candles that an unlit candle still highlights. It makes sense that an already-extinguished candle cannot be extinguished on frob. The official "Training Mission" might need to have its instructions updated to correctly guide the player through candle manipulation training. Updating the training mission to include the hold frob to extinguish would probably be helpful. Similar Solutions In Fallout 4, frob uses an item and long-press frob picks it up. Goldwell's mission, "Accountant 2: New In Town", has candles that extinguish on frob without the need of picking them up first. Snatcher's TDM Modpack includes a "Blow / Ignite" item that allows the player to blow out candles Wesp5's Unofficial Patch provides a way to directly extinguish movable candles by frobbing. Demonstration Videos Note: The last two videos don't quite demonstrate the latest patch anymore. But the gist is the same. This feature proposal is best experienced in game, but some demonstration videos are better than nothing. The following videos show either a clear improvement or that the player is not slowed down with the change in controls. For example, "long-press" sounds long, but it really isn't. Video: Body Shouldering and Dragging The purpose of this video is to show that frob to shoulder a body is fast and long-press frob to drag a body is fast enough and accurate. Video: Long-Press Frob to Pick Up Candle The purpose of this video is to show how the long-press frob to pick up a candle isn't really much slower than regular frob. Video: Frob to Extinguish The purpose of this video -- if a bit contrived -- is to show the efficiency and precision of this proposed feature. The task in the video was for the player to as quickly and accurately as possible extinguish candles and put them back in their original positions. On the left, TDM v2.11 is shown. The player has to highlight each candle, press "Frob/Interact" to pick up, press "Use Inv. Item" to extinguish, make sure the candle is back in place, and finally press "Frob/Interact" to drop the candle. The result shows mistakes and candles getting misplaced. On the right, the proposed feature is shown. The player frobs to extinguish the candles. The result shows no mistakes and candles are kept in their original positions. Special Thanks @Wellingtoncrab was instrumental in improving this feature during its early stages. We had many discussions covering varying scenarios, pros, and cons, and how it would affect the gameplay and player experience. Originally, I had a completely different solution that added a special "use modifier" keybinding. He suggested the frob to use and long-press frob to pick up mechanics. I coded it up, gave it a try, and found it to be too good. Without his feedback and patience, this feature wouldn't be as good as it is. Thank you, @Wellingtoncrab! And, of note, @Wellingtoncrab hasn't been able to try it in game yet, because I'm using Linux and can't compile a Windows build for him. So, if this feature isn't good, that's my fault. Code Patch I'll post the code patch in another post below this one so that folks who compile TDM themselves can give this proposal a try in game. And, if you do, I look forward to your feedback! Player Complaints TTLG (2023-01-10) Player 1: TDM Forums (2021-03-13) Player 2: Player 3: TDM Forums (2023-06-17) Player 4: TDM Discord (2021-05-18) Player 5: TDM Discord (2023-02-14) Player 6: Player 7: Player 8:
  2. Just curious, based on this discussion: http://forums.thedarkmod.com/topic/19239-soft-r-gamma/?p=427350
  3. revelator

    solus

    Oh and for those who might like to participate in development some parts of Solus are actually written in D-lang. https://dlang.org/ D-lang was written by walter bright (the dev who created the symantec C/C++ compiler later redubbed Digital Mars), it is a pretty fast statically typed C like language (well id probably call the syntax closer to C++ than C hehe). They are also looking for developers so if you think you might have something to contribute give them a heads up
  4. Ever since I worked on "Chalice of Kings" with Bikerdude, I have wanted to get flame particles with new particle glares into the core mod. My reasoning was that the candles have glares and the un-glared torches look mismatched. This proposal was met with mixed reactions, so (knowing the history of TDM feature proposals...) I have created a technical demo. You may download it here: zzz_flameglare.pk4.txt (fixed) Just rename without the .txt extension at the end and place it in your Darkmod directory. Here are some screens. Using particles for this is probably the wrong way to go now that Duzenko has an emissive light feature in his branch: http://forums.thedarkmod.com/topic/19659-feature-request-emissive-materialsvolumetric-lights/
  5. Hello. I am trying to build TDM on Linux and am getting errors. I'm new to Linux, so don't judge too harshly. The game installs and works through the installer, I just want to try to make a reproducible build into a package. gcc-c++-10 cmake-3.20 + cmake -DCMAKE_SKIP_INSTALL_RPATH:BOOL=yes '-DCMAKE_C_FLAGS:STRING=-pipe -frecord-gcc-switches -Wall -g -O2' '-DCMAKE_CXX_FLAGS:STRING=-pipe -frecord-gcc-switches -Wall -g -O2' '-DCMAKE_Fortran_FLAGS:STRING=-pipe -frecord-gcc-switches -Wall -g -O2' -DCMAKE_INSTALL_PREFIX=/usr -DINCLUDE_INSTALL_DIR:PATH=/usr/include -DLIB_INSTALL_DIR:PATH=/usr/lib64 -DSYSCONF_INSTALL_DIR:PATH=/etc -DSHARE_INSTALL_PREFIX:PATH=/usr/share -DLIB_DESTINATION=lib64 -DLIB_SUFFIX=64 -S . -B x86_64-linux -DCMAKE_BUILD_TYPE=Release -- The C compiler identification is GNU 10.3.1 -- The CXX compiler identification is GNU 10.3.1 -- Detecting C compiler ABI info -- Detecting C compiler ABI info - done -- Check for working C compiler: /usr/bin/cc - skipped -- Detecting C compile features -- Detecting C compile features - done -- Detecting CXX compiler ABI info -- Detecting CXX compiler ABI info - done -- Check for working CXX compiler: /usr/bin/c++ - skipped -- Detecting CXX compile features -- Detecting CXX compile features - done -- Performing Test MSSE2_SUPPORTED -- Performing Test MSSE2_SUPPORTED - Success Determining SVN revision Setting up precompiled header for GCC -- Configuring done -- Generating done CMake Warning: Manually-specified variables were not used by the project: CMAKE_Fortran_FLAGS CMAKE_SKIP_INSTALL_RPATH INCLUDE_INSTALL_DIR LIB_DESTINATION LIB_INSTALL_DIR LIB_SUFFIX SHARE_INSTALL_PREFIX SYSCONF_INSTALL_DIR -- Build files have been written to: /usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux + cmake --build x86_64-linux --verbose --parallel 4 gmake: Entering directory '/usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux' /usr/bin/cmake -P /usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux/CMakeFiles/VerifyGlobs.cmake /usr/bin/cmake -S/usr/src/RPM/BUILD/thedarkmod-2.11 -B/usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux --check-build-system CMakeFiles/Makefile.cmake 0 gmake: Leaving directory '/usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux' gmake: Entering directory '/usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux' /usr/bin/cmake -E cmake_progress_start /usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux/CMakeFiles /usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux//CMakeFiles/progress.marks gmake: Leaving directory '/usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux' /usr/bin/gmake -f CMakeFiles/Makefile2 all /usr/bin/gmake -f CMakeFiles/TheDarkMod.dir/build.make CMakeFiles/TheDarkMod.dir/depend gmake[2]: Entering directory '/usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux' [ 0%] Copying header /usr/bin/cmake -E copy_if_different /usr/src/RPM/BUILD/thedarkmod-2.11/idlib/precompiled.h /usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux/TheDarkMod_pch/precompiled.h gmake[2]: Leaving directory '/usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux' gmake[2]: Entering directory '/usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux' [ 0%] Precompiling header /usr/bin/c++ @/usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux/TheDarkMod_pch/compile_flags.rsp -x c++-header -o /usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux/TheDarkMod_pch/precompiled.h.gch /usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux/TheDarkMod_pch/precompiled.h In file included from /usr/src/RPM/BUILD/thedarkmod-2.11/idlib/bv/Bvh.h:19, from /usr/src/RPM/BUILD/thedarkmod-2.11/idlib/../renderer/Model.h:19, from /usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux/TheDarkMod_pch/precompiled.h:75: /usr/src/RPM/BUILD/thedarkmod-2.11/idlib/bv/CircCone.h: In member function 'idCircCone& idCircCone::Transform(const idMat3&)': /usr/src/RPM/BUILD/thedarkmod-2.11/idlib/bv/CircCone.h:166:1: error: no return statement in function returning non-void [-Werror=return-type] 166 | } | ^ /usr/src/RPM/BUILD/thedarkmod-2.11/idlib/bv/CircCone.h: In member function 'idCircCone& idCircCone::Negate()': /usr/src/RPM/BUILD/thedarkmod-2.11/idlib/bv/CircCone.h:169:1: error: no return statement in function returning non-void [-Werror=return-type] 169 | } | ^ cc1plus: some warnings being treated as errors gmake[2]: *** [CMakeFiles/TheDarkMod.dir/build.make:80: TheDarkMod_pch/precompiled.h.gch] Error 1 gmake[2]: Leaving directory '/usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux' gmake[1]: *** [CMakeFiles/Makefile2:82: CMakeFiles/TheDarkMod.dir/all] Error 2 gmake: *** [Makefile:91: all] Error 2 error: Bad exit status from /usr/src/tmp/rpm-tmp.8903 (%build) RPM build errors: Bad exit status from /usr/src/tmp/rpm-tmp.8903 (%build) Command exited with non-zero status 1 9.77user 1.88system 0:13.02elapsed 89%CPU (0avgtext+0avgdata 388056maxresident)k 181768inputs+834096outputs (127major+186554minor)pagefaults 0swaps It looks like the problem is in CircCone.h, I looked what exactly is there. ID_INLINE idCircCone &idCircCone::Transform( const idMat3 &rotation ) { axis = rotation * axis; } I'm not a programmer and don't understand how to fix this. For the test, I tried to build TDM version 2.10. is going, but this file is not there.
  6. "...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!
  7. The real St. Alban was a pagan who became a celebrated religious personality, this All Saints Day 2010 The Dark Mod places its own spin on this mythical figure. Screenshots: Intro: "'Business' has been slow lately, even more so after most of my gear got snatched during a Watch raid... I've since been forced to hit the streets and pick pockets for a living. But my luck was about to change, last night I was approached by a red hooded figure with a proposition... As we sat down in a dark corner of a nearby inn, he told to me that the Builders of St. Alban's Cathedral in the Old Quarter had recently unearthed a discovery that might lead to the final resting place of some saint." " But before I do anything, I need to get my tools and stash from the evidence room at the local watch station." "with the hawks, doves will congregate they will drop honey from the cliffs wine will surge over the earth the sheep will wander harmlessly with the wolf then the wicked will rise, but to retribution" - 'scripture of St Alban' There is a new version out now, see the following thread St Albans Cathedral version 1.6 Build Time: about 2-3 months. Thanks:- Huge respect to the Dark Mod team for such a great mod and for all the hard work they put into it and continue to put into it. Special thanks to Fidcal, Serpentine and others for their help on the forums and to Testing:Ugoliant, Baddcog, Grayman, Lost soul, Bjorn and Baal (for doing all the Vp work in the town. Readables: Ungoliant and Mortemdesino for all awesome work on the readables. Resource: Fids, Grayman, Ungoliant - guis, models & images. Misc: Loren Schmidt - the author of the map I based the cathedral on. Info: # Like Thief2, some things are climable, pipes, wall vines etc.. You can also drop some of the keys, some door that are frobbabe mean there is another way inside - explore u taffer! # Due to TDM being a lot more of a resource hog than T2 I have been forced to limit the number of Ai in the mission, but they have better placement than my last mission. # On all difficulty levels the player starts with vertualy no tools/weapons, there are weapons to be found - read, read, read! # For the love of all that is holy, read the briefing otherwise you will problems completing the mission. Known issues:- # This mission will have less than optimal fps at a few points on the map, mid range DX9 card(X1900/GF7800) or higher required. # On low end PCs I recommend, V-sync is off, AA is off, Aniso is 4x or lower and that any and all background apps are closed.
  8. A couple more: https://forums.thedarkmod.com/index.php?/topic/21739-resolved-allow-mantling-while-carrying-a-body/ https://forums.thedarkmod.com/index.php?/topic/22211-feature-proposal-new-lean-for-tdm-212/ https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/ https://forums.thedarkmod.com/index.php?/topic/22249-212-auto-search-bodies/
  9. Author Note: This is a brand new mission and a new entry into the accountant series. There are some different than usual puzzles in this FM, so if you find yourself stuck try to think about your pathway forward in a logical manner. And if you're still having troubles then pop by this thread and ask (preferably with spoiler tags). This FM is brand new and serves as the first installment in The Accountant series, a few years back there was a small prologue style mission released however I felt that it did not represent The Accountant series so I decided to go back to the drawing board and do a whole new mission that's larger, has a better level design and has a story that lines up closer to what I plan to do with the accountant series. The mission is medium sized and you can expect between 30-90 minutes to complete it depending on your playstyle. Beta Testers Captain Cleveland Crowind Kingsal PukeyBee Skacky SquadaFroinx Voice Actors AndrosTheOxen Epifire Goldwell Stevenpfortune Yandros Custom assets Airship Ballet Bentraxx Bob Necro Dragofer DrKubiac Epifire Kingsal MalachiAD Sotha Springheel SquadaFroinx Available via in-game downloader File Size: 233 MB - Updated to v 1.1 (01.06.2018)
  10. Dear community, I've been working on porting The Dark Mod natively to FreeBSD. I'm happy to report that at this stage, I have a working thedarkmod.x64 and tdm_installer executables on FreeBSD 13 amd64 (x86-64) with SVN revision 9889 and 2.10 game files. I've been able to play through both default missions as well as several contributed missions. There were minimal changes required to get a working port, including: Fixing the build with Clang, FreeBSD's system compiler (committed in 9889 by Stephan) Fixing up header files and #ifdef's for FreeBSD (attached here) Fixing up header files for zipsync (attached here) Modifying the CMakeLists.txt to use FreeBSD system libraries instead of the pre-built libraries for Linux (working, but still cleaning this up before upstreaming the changes) I hope the portability changes will be accepted upstream. I'll also look to see which CMakeLists.txt changes would be appropriate to upstream, but it is not too much of a problem for me to maintain it locally for FreeBSD. Once most of the changes have landed, I also plan to create a package ("port") with a thedarkmod and tdm_installer binary. Regards, Kevin patch-FreeBSD2.diff patch-zipsync.diff
  11. Welcome to the forums Ansome! And congrats on making it to beta phase!
  12. i use git clone https://github.com/codereader/DarkRadiant.git --recurse-submodules with https instead of git: is that different? since with git: nothing is downloaded at all first conclusion 2 instructions missing in debian10 install libeigen3-dev libgit2-dev second conclusion, some someelse is still missing git clone https://github.com/codereader/DarkRadiant.git --recurse-submodules Cloning into 'DarkRadiant'... remote: Enumerating objects: 162889, done. remote: Counting objects: 100% (33651/33651), done. remote: Compressing objects: 100% (10563/10563), done. remote: Total 162889 (delta 24575), reused 31976 (delta 22932), pack-reused 129238 Receiving objects: 100% (162889/162889), 96.95 MiB | 3.30 MiB/s, done. Resolving deltas: 100% (124371/124371), done. sudo apt-get install git cmake pkg-config gettext zlib1g-dev libjpeg-dev libwxgtk3.0-dev libgtest-dev sudo apt-get install libxml2-dev libsigc++-2.0-dev libpng-dev libftgl-dev libglew-dev libalut-dev libvorbis-dev python3-dev synaptics Installed the following packages: libeigen3-dev (3.3.7-1) libeigen3-doc (3.3.7-1) Installed the following packages: libgit2-27 (0.27.7+dfsg.1-0.2) libgit2-dev (0.27.7+dfsg.1-0.2) libhttp-parser-dev (2.8.1-1+deb10u2) libmbedcrypto3 (2.16.0-1) libmbedtls-dev (2.16.0-1) libmbedtls12 (2.16.0-1) libmbedx509-0 (2.16.0-1) libssh2-1-dev (1.8.0-2.1) cd DarkRadiant ~/DarkRadiant$ cmake . -- The C compiler identification is GNU 8.3.0 -- The CXX compiler identification is GNU 8.3.0 -- Check for working C compiler: /usr/bin/cc -- Check for working C compiler: /usr/bin/cc -- works -- Detecting C compiler ABI info -- Detecting C compiler ABI info - done -- Detecting C compile features -- Detecting C compile features - done -- Check for working CXX compiler: /usr/bin/c++ -- Check for working CXX compiler: /usr/bin/c++ -- works -- Detecting CXX compiler ABI info -- Detecting CXX compiler ABI info - done -- Detecting CXX compile features -- Detecting CXX compile features - done -- Found PkgConfig: /usr/bin/pkg-config (found version "0.29") -- Checking for module 'libxml-2.0' -- Found libxml-2.0, version 2.9.4 -- Checking for module 'sigc++-2.0' -- Found sigc++-2.0, version 2.10.1 -- Checking for module 'ftgl' -- Found ftgl, version 2.4.0 -- Checking for module 'freetype2' -- Found freetype2, version 22.1.16 -- Checking for module 'gl' -- Found gl, version 18.3.6 -- Checking for module 'glew' -- Found glew, version 2.1.0 -- Checking for module 'libjpeg' -- Found libjpeg, version 1.5.2 -- Checking for module 'libpng' -- Found libpng, version 1.6.36 -- Checking for module 'openal' -- Found openal, version 1.19.1 -- Checking for module 'ogg' -- Found ogg, version 1.3.2 -- Checking for module 'vorbisfile' -- Found vorbisfile, version 1.3.6 -- Checking for module 'x11' -- Found x11, version 1.6.7 -- Checking for module 'zlib' -- Found zlib, version 1.2.11 -- Checking for module 'glib-2.0' -- Found glib-2.0, version 2.63.5 -- Checking for module 'eigen3' -- Found eigen3, version 3.3.7 -- Found wxWidgets: -L/usr/lib/x86_64-linux-gnu;-pthread;;;-lwx_baseu-3.0;-lwx_gtk2u_core-3.0;-lwx_gtk2u_stc-3.0;-lwx_gtk2u_adv-3.0;-lwx_gtk2u_gl-3.0;-lwx_gtk2u_xrc-3.0;-lwx_gtk2u_aui-3.0 (found version "3.0.4") -- Found Python: /usr/lib/python3.7/config-3.7m-x86_64-linux-gnu/libpython3.7m.so (found version "3.7.3") found components: Development -- Checking for module 'libgit2' -- Found libgit2, version 0.27.7 -- Checking for module 'gtest' -- No package 'gtest' found -- Checking for module 'gtest_main' -- No package 'gtest_main' found -- Configuring done -- Generating done -- Build files have been written to: /home/chris/DarkRadiant NOTE: /usr/include/gtest /usr/include/gtest/gtest-death-test.h /usr/include/gtest/gtest-message.h /usr/include/gtest/gtest-param-test.h /usr/include/gtest/gtest-param-test.h.pump /usr/include/gtest/gtest-printers.h /usr/include/gtest/gtest-spi.h /usr/include/gtest/gtest-test-part.h /usr/include/gtest/gtest-typed-test.h /usr/include/gtest/gtest.h /usr/include/gtest/gtest_pred_impl.h /usr/include/gtest/gtest_prod.h /usr/include/gtest/internal /usr/include/gtest/internal/custom /usr/include/gtest/internal/custom/README.md /usr/include/gtest/internal/custom/gtest-port.h /usr/include/gtest/internal/custom/gtest-printers.h /usr/include/gtest/internal/custom/gtest.h /usr/include/gtest/internal/gtest-death-test-internal.h /usr/include/gtest/internal/gtest-filepath.h /usr/include/gtest/internal/gtest-internal.h /usr/include/gtest/internal/gtest-linked_ptr.h /usr/include/gtest/internal/gtest-param-util-generated.h /usr/include/gtest/internal/gtest-param-util-generated.h.pump /usr/include/gtest/internal/gtest-param-util.h 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  13. Yeah it would be cool to see some more detailed statistics and it’s a shame they aren’t really captured. Since we are talking about fan mission platforms, where players also make the content for the game, I feel like the best thing we’ve got is you can look at the number of content releases for the games. Keep in mind the graph counts campaigns as single missions - so for example NHAT and TBP both count as 1 mission. A good year for TDM has has approaching maybe 50% - mostly we’re 25-30%. https://www.ttlg.com/forums/showthread.php?t=152494 You could also look at the number of ratings thief missions get on https://www.thiefguild.com/ vs TDM ones, but that is pretty iffy in that you could chalk that up to more awareness of the site in the thief community than TDM Out of curiosity is there a reason a thief player can’t be a new player? I kind of think a player is a player and new players would be ones who are playing the dark mod who weren't? Is there disagreement the base of players most likely to pick up the game are fans of the thief games? They are certainly the most fruitful place to find feedback on the game beyond the sphere of this forum that I have seen. When we were trying to finish up SLL there was a lot of discussion on the forums about how long it had been since there was a release for the game. I am thankful that the stats show at least some stability over the years in terms of releases for TDM, but the trend for all of the games is decline. Not doing anything is a valid response if that’s what the devs want to do - it is not possible to provide evidence that any effort will slow that inertia. As a player and content maker I would just prefer trying to find feedback where it is offered from players who were willing to try the game but ultimately could not engage with it and see if there is anything that can be done within reason to ease them into the game. The game has a lot to offer imo. All those players are potential contributors - contributions in turn attract players - it’d be nice to see the cycle go on as long as it can.
  14. 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.

  15. 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
  16. The devs didn't title this thread, and @datiswous said they're attempting to mislead people by using Russell's name and a retro style to make it resemble Thief, which is cynical. I grew up on forums like I'm sure anyone who likes a game from '98 did. I actually left the Discord immediately after joining it because it was more off-topic doom-posting than anything relevant to the mod. I thought the forums might be better, but it's mostly just grown men yelling at clouds and telling strangers how mature they are, and a few brave souls actually developing anything. Depressing place, I'll just stick to enjoying new missions every 6 months without an account.
  17. True, but, 1. this thread is called "Western stealth FPS with Stephen Russell", and, 2. nothing you said changes anything for me. The gameplay still doesn't look like something I'd enjoy. And, if you really think this forum is cynical, then you don't visit forums much. Actually, the majority of the users are are pretty mature, unlike in other forums.
  18. New here. I'm a data analyst by trade (sql, etc), but dabble in game dev stuff in my spare time. So, I'm def not a developer. Hence my question may sound dumb to seasoned devs... I dl'ed the Dark Mod source, and just scanned through some of it, mainly seeing if I could help tweak, optimize or help on the GLSL. (I worked on an HLSL mod for a game, so spent a lot of time learning shaders and tweaking them.) I looked at some of the .h and .cpp files, though, and noticed some redundant calculations... EG: In the /renderer/MegaTexture.cpp, there's several functions that have things like this... (I copied this from the "GenerateMegaMipMaps" func)... // mip map the new pixels for ( int yyy = 0 ; yyy < TILE_SIZE / 2 ; yyy++ ) { for ( int xxx = 0 ; xxx < TILE_SIZE / 2 ; xxx++ ) { byte *in = &oldBlock[ ( yyy * 2 * TILE_SIZE + xxx * 2 ) * 4 ]; byte *out = &newBlock[ ( ( ( TILE_SIZE/2 * yy ) + yyy ) * TILE_SIZE + ( TILE_SIZE/2 * xx ) + xxx ) * 4 ]; out[0] = ( in[0] + in[4] + in[0+TILE_SIZE*4] + in[4+TILE_SIZE*4] ) >> 2; out[1] = ( in[1] + in[5] + in[1+TILE_SIZE*4] + in[5+TILE_SIZE*4] ) >> 2; out[2] = ( in[2] + in[6] + in[2+TILE_SIZE*4] + in[6+TILE_SIZE*4] ) >> 2; out[3] = ( in[3] + in[7] + in[3+TILE_SIZE*4] + in[7+TILE_SIZE*4] ) >> 2; } } I'm a noob at understanding the optimizations compilers do.. In working with java & python, I'm pretty sure when calculations are done in a loop call, the compiler is smart enough to calculate something once. (So, I'm pretty sure a C-compiler is smart enough to do that, too). IE: the TILE_SIZE / 2 in the "for" statements will get calculated once, not each time the loops loop and the statement is evaluated. (I may be wrong, though. I'm projecting my experience from java / python after I ran tests when coding various projects. I've never done C++ development, so unsure how the C++ compiler would function.) But, in the body of the code after the 2nd "for", the TILE_SIZE/2 is calculated 2 more times on the byte out. So, pre-calc once for the first "for" to use over and over. Another time (?) for the next "for" to use over and over, then 2 more times in the body each time the 2nd for loop runs. And, I'm assuming each time that block is ran, it's calculating those 2 calc's each time. Also have TILE_SIZE * 4 calculating 8 times in the body, which, if those are re-calculated each time that block of code runs, would be a lot of redundant calculation. Does the compiler notice this, and optimize it down to a single one-time pre-calculation, or is it actually calculating this stuff over and over? I guess I'm wondering if a variable should get declared, and the TILE_SIZE * 8 and the TILE_SIZE / 2 should get calculated once and used wherever those parts are. Maybe it's written the way it is, b/c it's a case of losing precision due to floating point error? (IE: creating a var would "round" the result and create erroneous results, which is why the calculation is done each time it's needed?) I don't know. I'm a nub on that, too.. but from doing shader work, I learned that sometimes it's better to let a redundant calc run multiple times to avoid precision error. I'm not even sure if the code is being used.. but I was just looking at various files, and noticed some had redundant calcs. I was wondering if this was something I could tweak and submit changes for? Coming from the shader side of things, there's the push to reduce calculations as much as possible to prevent shaders from bogging down the FPS. IE: reduce instruction set use, use intrinsic functions, move as much stuff to vertex side instead of pixel/fragment. Having some redundant calculations in a global var the game engine calc's once before piping to shaders or something doesn't make any impact. But, having a shader-like function called many times to generate vertex / pixel could create performance impact with redundant calc's.
  19. 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!
  20. 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
  21. 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/
  22. 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
  23. 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 :) ...

  24. 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.

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