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  1. Now I'll admit: I could word things I bring up in a less hasty or panicked matter. I'll admit, I get anxious when I read about the various terrible things reality serves up like a heaping platter of "nope" almost daily. I'm a bit coarse in my language. But one of the things that attracted me to this forum is that not only does it focus on The Dark Mod, which is inspired by the original Thief Trilogy, which I adored growing up but could never get because I was too young at the time, and also because Springheel is rather pro-free-speech, something many forums don't allow or severely limit nowadays in fear of being "CANCELLED". I'll admit I used to be far left, and pro-cancelling whatever offended me. But over the years my literally autistic self matured (mostly) and learned that screeching at people to shut up because you don't like their opinion on how to stop legitimately bad things in the world when ssometimes, freedom does, indeed, need to be defended with force. And, as such, I gradually became more center left. I still consider myself a liberal in the classic sense, a strong supporter of secularism, and a violent opposed of authoritarianism and theocracy and the normalization of ties with theocracies and authoritarian states. I'm very thankful that Springheel allows for his platform to allow us to discuss and theorize about the news of the world, withoutbeing moderated by ban-happy mods. So, when you come here and start acting shifty and saying basically either I go and the forums start shutting up about what you don't like, or else you, as a Fan Mission creator (something I wish I could do but for multiple reasons can't) will leave the forums, especially when you could just ignore any threads I start, makes me dislike you as being a childish, weaselly suckup who takes advantage of The Dark Mod's low amount of developers to try and unspokenly blackmail the forums into censoring itself when you could just not participate in my threads.
  2. DarkRadiant 3.0.0 is ready for download. It took a while, but DarkRadiant 3.0.0 is finally available. Most of the time has been spent on improving DarkRadiant's renderer, which now features shadow mapping support of up to 6 lights. It's still not matching the engine's output (especially in terms of performance), but it should be faster and much more helpful than it was before. The effort that has been put into the renderer rewrite plus the bigger changes in the previous few releases make the jump to the next major version feel more than justified. Besides of that, a lot of non-renderer issues have been resolved in this release too, next to some fine usability improvements. For more things that have changed or fixed, see the list below. Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.0.0 and of course linked from the website https://www.darkradiant.net Thanks go out to all who helped testing this release! And I'll gladly repeat myself, by thanking 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. Changes since 2.14.0 Feature: Realtime shadow mode Feature: Allow way to hide some entities in Create Entity list Feature: MD5 Animation Viewer: show current frame & total frames Feature: MD5 Animation Viewer: jump to frame Feature: DarkRadiant warns about missing .darkradiant file on load Feature: Ability to center 3D camera on selected entity Feature: Cut functionality to complement copy and paste Feature: Save user settings by application version Fixed: Free Rotation not working anymore, can only rotate along 3 axes Fixed: DR crash with combination of mouse buttons pressed Fixed: Git Sync Exception: too many redirects or authentication replays Fixed: Missing brushes when opening alphalabs1 from vanilla Doom 3 PK4s Fixed: Selected Skin not showing in ModelSelector Fixed: Reload Defs takes longer every time Fixed: ForceShadows materials are not casting shadows Fixed: Objective GUI doesn't display properly in some places Fixed: Crash on loading certain maps Fixed: Vertex colours do not show on models in lighting mode Fixed: Entity inspector shows inherited spawnargs of previous selection Fixed: DR overwrite order for defs is different from TDM's Fixed: X/Y and Camera View bindings don't save properly Fixed: Material Preview rendering Fixed: "Replace Selection with exported Model" sets classname to "func_static". Fixed: Map -> Edit Package Info (darkmod.txt)... crashes DarkRadiant Fixed: Rotating a func_static result to random stretch textures Fixed: DR crashes when syncing with remote Git repository Fixed: Switching visibility of Github repo from public to private causes crash Fixed: Dockable window layout doesn't save new floating XY views Fixed: "Choose skin..." button on custom model spawnargs shows skins for main model spawnarg Fixed: Entity inspector considers inherited colors black Fixed: ReloadDefs moves def_attached light crystals to entity origin Fixed: Option to filter skins out of search results in the Choose Model dialogue Fixed: .lin files can't be opened if different case than .map name Fixed: Model chooser radio box selection issue Fixed: Changing multiple lights between omni/projected resets colours to black Improvement: Allow absolute paths for snapshots Improvement: Light diamonds and Speaker radii are transparent Improvement: Unify Declaration Parsers Improvement: Add "Create Particle" to right-click orthoview drop-down menu Improvement: Revisit Interaction Shader to get closer to the TDM looks Improvement: Entity inspector should recognise spawnargs beginning with "sprS_" as def spawnargs Improvement: UI for worldspawn-to-entity conversion Improvement: classname field should always be read-only, to force use of the "Choose entity class" button Coding: Update solution and build dependencies to Visual Studio 2022 The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  3. DarkRadiant 3.1.0 is ready for download. What's new: The Texture Tool got its Free Scale operator now, allowing you to fit the texture with the mouse instead of having to type in the percentages. A lot of work went into the Declaration handling (EntityDef, Skins, Materials, Particles, etc.), which is now much more robust and more conformant to how the game is doing things (at least until TDM 2.10). The Material Editor got a plethora of issues resolved Improved the Model Export dialog and options For more things that have changed or fixed, see the list below. Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.1.0 and of course linked from the website https://www.darkradiant.net Thanks go out to all who helped testing this release! And I'll gladly repeat myself, by thanking 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. Changes since 3.0.0 Feature: DR doesn't consider wildcards in skins Feature: Reload Images eature: Texture Tool free scale Feature: Add "Show Definition" to all ResourceTreeView instances Fixed: "Reload Defs" doesn't remove entities that have been commented out Fixed: 'Reload Sounds' doesn't load new FM sound shader definitions Fixed: Reload Defs is not sufficient for reloading modelDefs Fixed: Models are reset to origin after reloadDecls Fixed: Skin Chooser doesn't preselect non-matching skins Fixed: Moving speakers deletes distance spawnargs if they're the same as in shader Fixed: Unable to select func_emitter with particle attached Fixed: Particle Editor Preview lacks vertex colours in lighting mode Fixed: Particle effects still visible when hidden via layers or filter Fixed: Entities referring to modelDefs should use the "idle" pose where possible Fixed: DR does not parse materials in def files Fixed: Modifier Hint Popup can crash when hitting Ctrl/Alt/Shift keys during shutdown Fixed: Insignificant digits displayed in Surface Inspector shift/scale/rotate values Improvement: Skin Chooser: show in which .skin file the skin is defined Improvement: Declaration Block Parsing overhauled Improvement: Python Interface for IDeclarationManagerImprovement: leave player start entity selected after placemen Improvement: Let Map Info show materials used by models Improvement: Renaming Declarations causes problems when saving it later Improvement: Light Texture Preview should display editor images if present Improvement: Remove comments about particle generator in .prt files Material Editor: New Material is locked if the default unnamed name is already in use Material Editor: allow to delete materials Material Editor: image browser's "cancel" button rewrites the material source text Material Editor: does not save manual edits to source text Material Editor: should show .mtr the material is defined in Material Editor: after "Reload Images", image previews are only updated when selecting a different material Material Editor: suboptimal preview for cubeMap materials Material Editor: preview object doesn't have smooth shading Material Editor: preview doesn't take "scale" into account in Textured Mode Material Editor: blend add stages are rendered separately in preview in lighting mode Material Editor: test frob highlight button not working Material Editor: doesn't remember settings from previous session Material Editor: image thumbnails use "scale" keyword from previously selected material Material Editor: frob highlight stage not updated correctly when changing diffusemap Material Editor: using Escape to close ignores unsaved changes Material Editor: Global Settings should be preselected Material Editor: some declaration text is lost while editing#6047: Material Editor: clicking "cancel" when selecting a light classname clears the classname field Material Editor: new materials always sorted last Material Editor: filter for image browser Material Editor: can't unlock editing on materials in "Other Materials" folder Material Editor: tries to save materials in DarkRadiant folder if no FM is installed Material Editor: allow to change preview backgroun Material Editor: preview renders shadows for noshadows materials 'Export selected as Collision Model' doesn't auto-create path folder and throws error Model exporter: manually enter export origin Model exporter: export origin choice should use a radio button Model exporter: only 1 entity's model is reloaded Model exporter: "Use entity origin as export origin" still uses map origin Model exporter: rename "Center Objects around Origin" The list of changes can be found on the our bugtracker changelog. Have fun mapping!
    1. nbohr1more

      nbohr1more

      I've got a little drool thing going on now... Sperry is one of those authors.

    2. Bikerdude

      Bikerdude

      Exactly..!! He is the one who inspired the Like's of Melan and Skacky!

  4. Ambient music is an important part of games and movies, it can change and improve the content in a dramatic manner. Not the same a scene in a catacomb with zombies and skeleton guards with liftmusic or one from a Buster Keaton movie. I think that it is less aquestion of personal tastes, than a cuestion to adapt sounds and music to the correpondin content. Because of this I mencioned the source, because it isn't so easy to find good music without copyright and usable without costs, important for a free game like TDM.
  5. Google mobile is on the forums online user lists (in addition to google)... never seen that before

    1. nbohr1more

      nbohr1more

      He's a pretty cool guy. You ask him to find stuff and he'll usually turn up the goods. A little nosy though...

  6. I think what's actually important here, is not whether they see "potential" or not, but if they're just some kind of IP broker firm full of copyright lawyers, or if they've published anything, and if that "anything" is actually anything good. ...and the answer is that yes, they've published plenty of games. Here's a list: https://en.wikipedia.org/wiki/List_of_THQ_Nordic_games
  7. Not only in games, also the companies of OS use plagiarism. Even the logo and default desktop image is the one of Windows, but it isn't from MS, its a Brasilian imitación of Windows 10 and 11 with Linux base, which run windows apps and is legit. (WindowsFX - Freemium OpenSource) Similar attempt with ReactOS, even using invers engineering to imitate a compatible clon of older Windows, at least using a own logo (OSS) As I say, for some companies, copyright is a relative thing.
  8. This isn't so much a copyright issue, as it is a data theft issue. I have no idea how the laws of your specific country work, but I don't think it's what you use the stolen goods for that's the illegal part. You're not even looking to make a game with these files in the first place, but regardless, you are allowing access to stolen intellectual property, and handling it, and just hoping that nobody is around to be bothered by that. Further, your claim that "everybody does it", is just speculation. You're basically saying that programmers are too lazy to program on a basic level, as if for example The Dark Mod must have taken code from the Thief engine directly, and not from ID Tech 4. Yes, there has been obvious stolen engines in the past, which hasn't been taken to court, but that's due to practical reasons, like the victim not being able to afford a legal process. This depends on if the victim or defendant is rich, and in the case of 3D Realms, they are the rich party here, and I find it risky to mess with them.
  9. The term actually comes from cases like the game "Area 51", where at least for a limited time, it was made available for free for the entire internet, or cases where copyright eventually expires. Those cases are rare, but it happens.
  10. Personally I think this is the worst idea ever. The Reason forums has LOADS of info and knowledge, built up through years and years. I'm really sad to see it go away, and I can't understand why they've made this decision. https://www.propellerheads.se/forum/showthread.php?p=1579099#poststop
  11. You can try my alternative footstep sounds package which addressed the things you described together with a lot of other footstep sounds both for player and AI if you want to. https://forums.thedarkmod.com/index.php?/topic/17631-new-footstep-sounds/
  12. The spoiler tags aren't for you, it's for the rest of us reading this thread so WE don't get spoiled. Thanks for spoiling the frobbable book on a shelf for the rest of us. EDIT: I'll be unsubscribing to this thread to avoid further spoilers. Maybe I'll check back after I've finished the mission Amadeus
  13. 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/
  14. 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/
  15. Welcome to the New Mappers Workshop! This is a communal workshop for new mappers who have never made a TDM mission before. Each week or two I will make a tutorial video and help to guide everyone through the process of creating a small, complete mission. I'm hoping the participants will feel free to ask questions, no matter how small--we're all here to learn from and encourage each other. Since I expect this thread to get fairly busy, I'm going to be heavy-handed about removing off-topic content. ====================================================================================================================================================================== Lessons often include links or other written instructions; direct links to the lessons are collected below: Lesson 1: Planning http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=407999 Lesson 2: Visportals http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=408253 Lesson 3: Your First Room http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=408484 Lesson 4: Decorating Your Rooms http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=408785 Lesson 5: Connecting Your Rooms http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=409215 Lesson 6: Outdoor "Rooms" http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=409322 Lesson 7: Creating Doors http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=409547 Lesson 8: Functional Props (ie, entities) http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=409731 Lesson 9: Immersive Details (sound/particles) http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=410258 Lesson 10: Advanced Brushwork (ladders/water) http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=410667 Lesson 11: AI http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=411192
  16. ultramondid that and killed ultramon, no difference Fault bucket , type 0 Event Name: PCA2 Response: Not available Cab Id: 0 Problem signature: P1: Prey.exe P2: 1.0.1.0 P3: Prey P4: Prey P5: Arkane Studios P6: 200 P7: -1 P8: P9: P10: Attached files: D:\Temp\{0aa2f793-da1f-4ccc-9e9b-e7013390616e}\appcompat.txt D:\Temp\Tab4E6E.tmp These files may be available here: C:\Users\b1k3rdude\AppData\Local\Microsoft\Windows\WER\ReportQueue\NonCritical_Prey.exe_d7c12fb45ca44efad4d52ec946305130487c622_cab_16fe4eac Analysis symbol: Rechecking for solution: 0 Report Id: e8817f3f-744a-11e7-a118-d8cb8acc6fe4 Report Status: 4 My temp folder gets cleaned daily, so went to the "C:\Users\b1k3rdude\AppData\Local\Microsoft\Windows\WER\ReportQueue\" folder <?xml version="1.0" encoding="UTF-16"?> <DATABASE> <EXE NAME="Prey.exe" FILTER="GRABMI_FILTER_PRIVACY"> <MATCHING_FILE NAME="amd_ags_x64.dll" SIZE="107520" CHECKSUM="0xD26095B1" BIN_FILE_VERSION="5.0.5.0" BIN_PRODUCT_VERSION="5.0.5.0" PRODUCT_VERSION="5.0.5.0" FILE_DESCRIPTION="AMD GPU Services Library" COMPANY_NAME="Advanced Micro Devices, Inc." PRODUCT_NAME="AMD GPU Services Library" FILE_VERSION="5.0.5.0" LEGAL_COPYRIGHT="Copyright (C) 2016" VERDATEHI="0x0" VERDATELO="0x0" VERFILEOS="0x40004" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="5.0.5.0" UPTO_BIN_PRODUCT_VERSION="5.0.5.0" LINK_DATE="12/08/2016 18:29:17" UPTO_LINK_DATE="12/08/2016 18:29:17" EXPORT_NAME="amd_ags_x64.dll" VER_LANGUAGE="English (United States) [0x409]" EXE_WRAPPER="0x0" /> <MATCHING_FILE NAME="bink2w64.dll" SIZE="375296" CHECKSUM="0xA374037E" BIN_FILE_VERSION="2.6.4.0" BIN_PRODUCT_VERSION="2.6.4.0" PRODUCT_VERSION="2.6e/1.200e" FILE_DESCRIPTION="RAD Video Tools" COMPANY_NAME="RAD Game Tools, Inc." PRODUCT_NAME="Bink and Smacker" FILE_VERSION="2.6e/1.200e" LEGAL_COPYRIGHT="Copyright (C) 1994-2017, RAD Game Tools, Inc." 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All rights reserved." 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  17. 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.
  18. That is not correct. You are mixing up different concepts which are not in fact the same thing. Whether an app is proprietary or open source is dependent on the license. This has nothing to do with price. There is no difference in legal terms between "freeware" and "licensed paid apps". Both are proprietary apps, with the only difference being whether the copyright owner demands money for a license (licensed paid app) or offers a license for no cost (freeware). Whether an app allows the distribution of files it creates, and under what terms, depends again on the license, and has nothing to do with cost. There is no general legal principle that dictates that freeware must not allow public distribution of its files, while a paid proprietary app must allow it. I could write a freeware modelling tool which allows full distribution of its files, or I could write a paid commercial modelling tool which sells for $1000000 per coppy which generates proprietary documents whose license forbids all distribution. It may be the case that large companies tend to release freeware versions of their major apps which have additional limitations, such as "personal or educational use only" or "no public distribution of files", but these are just business choices. They have nothing to do with the concepts of freeware vs paid apps. There are plenty of proprietary freeware tools which do not impose any limitations on the documents they produce, and as LDAsh correctly points out, no such restrictions can be retroactively applied to already-released versions of the software (or its files) no matter what happens in the owning company. Your general point about the advantages of open source is correct in many cases, and I certainly prefer to use tools which will remain open forever rather than being subject to the future whims of an owning copyright holder. You are also correct that people should definitely read the license before committing to a proprietary tool, to make sure there aren't any legal restrictions that will come back and bite them later. But assuming that you've done this and confirmed that no such restrictions exist, there is no reason why you shouldn't use a decent freeware tool if it meets your needs.
  19. Cleaning Up the Neighborhood by some1stoleit, bikerdude Brief Description: A small-medium sized assassination mission, taking place in a bar and casino environment with streets surrounding the bar. Story: Crime is out of control in my neighbourhood, when thugs attacked my wife I decided I can no longer stand by idly. Unable to rely on the corruptible city watch and the aloof Builders, I must take matters into my own hands. My first target is a bar called the Scoundrel’s Rest which is not far from my home. It’s owned by a man named Godfrey and considered neutral ground to the various criminal factions inhabiting the city district. There is no doubt its presence attracts criminals towards my neighbourhood, contributing to the infestation of crime. Infiltrating the bar not only creates the opportunity to kill Godfrey and shut it down for good but also allows me to find information about the rest of criminal groups that inhabit my neighbourhood. I gave my thieving days when I met my wife, but for her sake I must take up the profession once more and prowl in the shadows again. Notes/Tips: Your lock picks are noticeably old, so you can’t rely on them to get you past every door. Examine the environment and keep an eye out for keys on pockets.If you see a pipe outside, chances are you can climb up it.On Rusty and Practiced difficulty settings there's a map available for the bar’s ground level and the street surrounding it.It should be possible to ghost the every area in the mission. A small amount of loot however may be difficult or impossible to acquire without knockouts.There are a few hidden optional objectives you can discover. Screenshots Download Mirrors: https://www.dropbox.com/s/rbiashq1c1k56ns/Cleaning%20Up%20the%20Neighbourhood%20v1.0.zip?dl=0 https://mega.nz/#!bMtgiSra!Y1KXGovfYfdtG1xxRkmPYndLxgq7wMNVr8oENnS2Qxg FAQ: I dislike when I get stuck on an FM and have to leave the game to scroll through forums to find out what to do. I think the mission should be straightforward enough to beat without answers, but I will provide a FAQ if it’s needed. Just be sure to give a good try working it out yourself before reading this. Thanks: I’ve found the TDM community very welcoming and helpful as a new member and would like to thank several people. Bikerdude, for allowing me to collobarate with him and showing me a different way to build maps from scratch in Dark Radiant, as well as many other mapping techniques.Resources:Springheel, for his Modules and his retroactive permission to use New Job street segments.Amadeus, for doing some proofreading of the briefing and readables.Obsttorte, for his objective checking script used for one of the optional objectives.Rsoul, for creating new internal version of architecture models.Beta Testers:Amadeus, Cambridge Spy, Abusimplea, Shadow, Boiler’s_hiss, nbohr1more, Springheel, JudithPeople who helped Answer my Questions:Destined, JackFarmerSpecial thanks to Sotha and Springheel whose video tutorial series give me the guidance and confidence to start using Dark Radiant.I apologise if I missed anyone, if I missed you please do contact me and I’ll credit you appropriately. About the Development: Initially this was a solo developed mission made by myself, upon some beta testing I agreed to make the mission collaboration with Bikerdude, with the intention to learn good mapping practices from the collaboration. The mission was redesigning using the same layout as the original but using Springheel’s modules instead of my very simple brushwork, and expanded in scope to include a more detailed street, a canal, a sewer and a rooftop segments. Bikerdude’s use of springheel modules and custom skins is mostly responsible for the beautiful visuals, with my contribution being the layout of areas and the writing. Known Issues: None at the moment.
  20. 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.
  21. Zerg Rush

    Free games

    It isn't the first time that a game is country restricted in a Giveaway, same as in other contents with copyright. This can be avoided with a VPN or Proxie, but not if the game need an account to download, like in GOG, Steam, Indiegala, and other sites. It's somewhat annoying, but often the Giveaway is repeated later in other countries.
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