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  1. Not sure if all the taffers over here at TDM are aware, but 24 new missions were just released as part of a contest celebrating the 20th Anniversary of The Dark Project. Check em out when you can. http://www.ttlg.com/forums/showthread.php?t=149369
  2. I'm very new to using Dark Radiant but what I found strange immediately is the lacking possibility of building the geometry of the level in a subtractive mode. I remember when I played around in DromEd I found it WAY easier to use subtractive geometry to carve out the rooms than to build every wall of a room individually, and even with the "make room" command the handling seems more complicated to me... - the wireframe mode looks far more complicated this way - in the 3d view with texture mode, you can't look inside the rooms when the camera is in the void - making holes in the walls requires changing the wall itself, in contrast to just placing the next room/corridor on the side of the room - in a subtractive mode, one wouldn't need to consider whether the world somehow has a hole into the void Could you explain to a layman like me why Dark Radiant doesn't allow building in substractive mode?
  3. Hello, I'm updating my post to include a guide to get TDM running with VR headsets using Vorpx. I'll leave the original post below, as it's not my intent to revise history. I think it makes sense to try to keep these discussions consolidated, but please let me know if you'd prefer I start a new topic. With the release of the 2.05, the unlocked framerate makes TDM work better with Vorpx. While the original post aimed to share what I discovered and start a discussion, I think people may find it more helpful now to have the necessary steps on display in the OP when coming across this topic. If you're looking to play TDM with a VR headset and need assistance, please see the guide below: 1. Buy& install vorpx: http://www.vorpx.com/. Vorpx is a stereo injector that allows you to play non-VR games in VR. There are other free options out there that are being worked on that may be worth keeping an eye on for the future (vireio, a re-shade branch), but as far as I know, Vorpx is the only way to get TDM working at present. 2. Open your TDM installation folder & find your Darkmod.cfg file. Back it up. I have a folder with a monitor cfg and one with a VR cfg. You can switch from one to the other just by dropping in the respective file and overwriting. 3. Open Darkmod.cfg and find the lines seta r_customHeight & seta r_customWidth to set an 8:9 aspect ratio. For example, 1280x1440, 960x1080, 1600x1800, and 1920x2160. Choose the highest your system can handle. I'm using 1600x1800, so my .cfg file has these entries: seta r_customHeight "1800" seta r_customWidth "1600" Note: you may wish to try 4:3/5:4 or any other aspect ratio. Just keep in mind you'll need to tweak the fov_ratio to compensate. Which leads us to... 4. With the Darkmod.cfg still open, find seta r_fovRatio and change it to 0.9 if you're using an 8:9 resolution as indicated in step 2. It should look like this: seta r_fovRatio "0.9." If you're using a different aspect ratio, it may take some trial and error to find the right value to enter here. You'll know it's off if everything appears either "too zoomed in" or has a fisheye warping effect. 5. Save & close the Darkmod.cfg file. 6. Create an autoexec.cfg file in the same folder as your Darkmod.cfg and open it up. You can just copy the Darkmod.cfg file, rename it to autoexec.cfg and delete all of the contents. 7. In that file, add these lines: seta com_fixedtic "1" seta r_displayRefresh "90" This will allow the game to go above 60fps and/or allow vorpx to set it's "Async render" to 45fps or 90fps (depending on your hardware) allowing for a smoother experience than would otherwise be possible, as far as I understand it. 8. Save & close the autoexec.cfg file. 9. (Optional) If you would like to eliminate the game's "head bob," which can help with motion sickness, you'll need to bind it to a key-press. First, create an autocommands.cfg file inside the same folder and add these lines: seta pm_bobroll "0" seta pm_bobpitch "0" seta pm_bobup "0" Unfortunately I could not get this to auto-load with this file or the autoexec file. So I bound it to F11 by opening the Darkmod.cfg file and finding bind "F11." "It should look like this: bind "F11" "exec autocommands.cfg" 10. Save & close the autocommands.cfg file. 11. Download either grodenglaive's (Vive) or bucklebean's (Rift) vorpx cloud profile using the vorpx config app & follow the instructions to import it. Either profile may be a good starting point for either headset. It might be wise to try each & go from there. 12. Depending on your headset, you'll need to launch SteamVR or Oculus Home. 13. Lanuch vorpx 14. Launch TDM & disable post processing. Otherwise, you'll get flickering light sources. I also suggest disabling in-game AA to maintain decent FPS. 15. Vorpx translates mouse movement into head tracking. You should consider setting smooth mouse to off. You're going to want to tweak your in-game mouse sensitivity along with the vorpx head tracking sensitivity which can be found in the vorpx in-game menu. 16. Play TDM in VR - You'll probably want/need to press edge-peek (MMB default) to navigate the menu. Some things to consider: - Sometimes the main menu can flicker or completely disappear! Don't fear. Just press the edge peek button (MMB default) and your menu should come back. - The skybox doesn't appear correctly in 3D. There's a console command to remove the skybox completely, but the sky will flash/flicker. I don't have a fix. - Vorpx has a few 3D modes - G3D, Z-normal & Z-adaptive. The Z-modes DO NOT WORK. If you accidentally set one of these, you'll be greeted with blurry horizontal lines. You should be able to press your keyboard left & right arrow keys to set it back to G3D. If you can't, you're best bet is to shut down the game. You may not have saved that config, so a restart of the game might fix it. If not, you can try jumping back in and navigating the vorpx menu blind, but it's probably easier to just restore the cloud profile in the vorpx config app. - The settings from the vorpx cloud profiles might not be to your taste. Once in-game, press the "DEL" key to open up the vorpx menu. Here you'll find several tabs where you can make numerous tweaks to personalize your experience. You may even want to create your own custom profile to share. Some of the tweaks need "advanced settings" to be enabled on the main page of the vorpx launcher. - If you find that game objects, NPCs, doorways, etc... appear to be too large or too small, you'll want to adjust the stereo separation to taste. - If you find the game too bright or dark, you can adjust the gamma. The in-game gamma & brightness does not work. - You may want to adjust the sharpness setting to taste. My default profile has this all the way up. - If you set "fluidsync" on, the game will lock to no greater than 45fps. You may find this more comfortable than a variable framerate. I prefer to have this off most of the time because the Vive, Rift, & vorpx all have built-in software solutions to help with this. I want to be clear, VR, especially with vorpx requires a lot of power to run. However, with these software solutions, framerates that drop even into the 20's or 30's are surprisingly playable. What you are willing to put up with is going to be a matter of personal preference. You can check your framerate by pressing att+f. It might be wise to take a look at the TDM wiki for information on how to improve performance. You want to maintain as high a framerate as possible for the most comfortable experience. If your framerates are just so bad & you can't handle it at all, you may want to try turning off 3D entirely in the vorpx menu. You will lose depth (obviously) but your framerate will skyrocket. It should be close to what you normally see outside of VR. While the 3D is particularly excellent for this title, even by vorpx standards, it's not everything. The performance hit is huge and it's a trade-off you may wish to consider. - You may want to play with the letterbox & pixel 1:1 settings in the vorpx menu to assist with FOV adjustment. Use these in conjunction with the aspect ratio settings and the fov ratio settings. - You can set how far the screen pops out for edge peek. You may find it preferable to move it closer to make readables easier. This requires the advanced settings to be enabled in the vorpx config app. - You can play with motion controls as controller input. The controllers will be represented in the game world, but cannot interact with anything without a button press. It's interesting and may increase immersion, but I still prefer M+KB. YMMV. If you want to do this, you'll have to open the in-game vorpx menu by pressing "DEL" or the controller equivalent & remap the buttons to your liking. - Check out HTRF audio. It's totally worth it. http://forums.thedarkmod.com/topic/17689-improve-your-tdm-experience-by-playing-with-openal-soft-hrtf-better-3d-audio/ Here's a video that Grodenglaive put together about a year ago showing this working: https://www.youtube.com/watch?v=BKYVq4jgy5k&t=139s Please don't hesitate to let me know if you have any questions. Original Post below: ................................................................................................................................................................................................................................................................................................................................................................... Hi Everyone, Apologies for the long post ahead... I'd really like to thank everyone working on this project. You've truly created something very special here and I feel quite fortunate to have stumbled onto this a couple of years ago. When I received the DK2 last summer, one of the first things I did was attempt to get The Dark Mod working with 3rd -party injection drivers vireio perception (http://www.mtbs3d.com/new-vireio-site) and vorpx (http://www.vorpx.com/). Sadly, neither would hook because they are based on directx and TDM uses opengl. I talked to some folks working on the Doom 3 oculus implementation project and even downloaded TDM source code with the intent to try my hand at support, but quickly learned I was in WAY over my head. Fast-forward to 10/23/15 and the latest version of vorpx has preliminary support for opengl titles. The first thing I tried was TDM and it hooked! Huge disclaimer: the game does not have official support. There is NO 3D effect, nor is there positional tracking. Head tracking is intact, so your head movements are like mouse-look, but not the full 6-degrees of freedom (like leaning forward, backward, up, down...). Framerate is also a minor issue (see below). I want to be very clear that this is far from perfect. VR purists would probably not touch this. I am, however, quite pleased as punch. I learned a long time ago not to allow the perfect to be the enemy of the good. FWIW, in a very short time I have determined that this will be my preferred method of playing. I booted up Tears of Saint Lucia and I can't describe the feeling of looking up at the buildings. The sense of scale is spot on. And oh my god, this game is DARK on the OLED screen. The flickering torches and candles in the distance... the lighting in this game is glorious. The atmosphere is visceral. The slow, careful, stealth pacing is perfect for VR. Frantic movements are generally not good. This is the opposite. There are some things that need consideration: - Framerate - generally, a rock-solid 75fps is required to have a good experience on the DK2. TDM is locked to 60 (or 62/63?). I could not figure out how to unlock it again. I had done that before when I got my 144hz monitor, which I quickly learned was a mistake. The speed of the game was all out of whack. Still, I'd like to see how it operates at 75. Nevertheless, the very good news is the latest version of vorpx also incorporates asynchronous timewarp, which eliminates the stutter/judder that occurs when the framerate drops below 75. The game is smooth sailing and would not be playable without this feature. - Resolution, FOV - because of the odd shape of the screen and the need to render 2 images, normally, when a game runs at a 16:9 aspect ratio, you need an FOV of around 120 to get it to look right. TDM used to allow you to set a custom FOV, but I cannot figure out if that's still possible. Instead (and likely for the better), you need to set a custom 8:9 resolution (I used 1280x1440) in the .ini files and set r_fovratio to about 0.85 (still playing with it, but a value somewhere between 0.85 - 0.888 should work). This gets the FOV almost perfect. See here for more info: https://www.reddit.com/r/oculus/comments/3q2nup/vorpx_09_performance_tip_custom_89_resolution/ - I created an autocommands file to eliminate the head bob. YMMV. For me, when in VR, head movements not controlled by the player can make me nauseous. Even on a monitor, honestly. See here: http://forums.thedarkmod.com/topic/7763-can-the-view-tilting-while-moving-be-turned-off/ And that's it! Please let me know if you have any questions or suggestions. I'd be curious to see how others are getting on. For reference, I have played the following in VR: Dishonoed Deus Ex GOTY DXHR Thief Gold Thief 2 + T2X Thief 2014 Neon Struct The first 3 on that list I have done complete playthroughs, including DLC. The rest to varying degrees. The stealth genre is so perfect for VR because combat can be avoided (if desired), you can usually move at your own place, exploration is rewarded, and the atmosphere in these games is among the best. I often find myself just sitting quietly listening to the patter of the rain or the crackle of a fireplace, soaking it all in. p.s. - It's also helpful to be pretty familiar with the game mechanics because you can't see the m+kb.
  4. Hi all Was wondering if anyone can help me with a Dark Radiant bug? My issue is that, every time I load the preferences window, for some reason the Engine Path setting gets deleted (i.e. the field becomes blank). If I save settings, then all my textures go to "shader not found", etc because the path to the game engine is lost. If I make sure I re-enter the engine path before saving preferences, then it resolves the issue, but it is a pain to have to do that every time I want to change a setting. Does anyone know why Dark Radiant might be wiping the Engine Path setting every time I open preferences or what I might try to fix it? I am running Dark Radiant on Win 7 x64 if that helps. Happy to provide futher info if useful. Thanks! Dart
    1. demagogue
    2. jaxa

      jaxa

      I've found it difficult to find where TDM is listed as #1 on Greenlight. This page ( https://steamcommunity.com/greenlight/ ) has no ranked listing. This one ( https://steamcommunity.com/sharedfiles/filedetails/?id=858048394 ) has no visible rank or stats page. Is it my script blocker?

  5. Bourbon Whiskey and Scotch - The staple of a healthy Dark Radiant creation diet!

    1. Show previous comments  4 more
    2. Lux

      Lux

      Bourbon? No.

      Scotch? Yes! :)

      It fits with the ole' theme!

    3. Bridge

      Bridge

      Like Sotha I just drink water (on most occasions actually). Ethanol dulls your senses - I think it's best kept away from activities that require a lot of concentration.

    4. demagogue

      demagogue

      I think it could be good when you're brainstorming & mapping on paper. You want to let creativity flow & get into the roles of all the NPCs. On DR, not so much for me because one goal would be staying awake!

  6. HOWDY!! Not that long ago, I installed TDM 1.02 to get a sense of perspective on where we are currently verses the old TDM versions. My goodness, things were bad back then. The game would never keep texture quality at the level appropriate for my hardware and would constantly set image_downSize every time I installed a new mission. Menus rendered out-of-sync with words appearing at random (often before their background graphics). The game was virtually silent, with no rustling AI or familiar grunts from mantling or lifting objects. It was such an off-putting experience that I retreated to fiddling with my favorite TDM version prior to the Standalone release, 1.07. I'm not sure quite how some of the 1.02 issues like image_downsizing on restart were cured in this release but 1.07 is clearly a substantially better "old version" of TDM. If you want to revisit the past, this is the one to try. (Unless you're morbidly curious about the creaks and groans of the oldest releases.) It was the last TDM release to use the Mod DLL SDK rather than build from Doom 3 sources. I've always admired this release. It was well optimized compared to 1.06 and didn't rock-the-boat with radical changes that required asset or map changes. During various TDM x64 discussions, I pointed back at 1.07 as the starting point to convert to a different Doom 3 fork since newer releases would require you to reconcile TDM game code, Doom 3 vanilla, TDM engine changes, and whatever fork you wanted. Greebo and stgatilov did all this work anyway, so kudos for that! Now that we have the potential of unlimited upgrades to the TDM engine and we are fully Standalone, our relationship with Moddb is a little strange. The whole point of modding culture is to see what you can do when limited to using a commercial game as the source material to create your own project. With TDM free of this constraint, the Moddb culture has become increasingly ambivalent or antagonistic towards TDM and many there treat us as an unqualified interloper who shouldn't be participating in their Mod contests or rankings. We still have our core fans there and Moddb staff seem to think that we still deserve our place there as a legendary pioneers of the early "full conversion mod" scene, so it's not all dire. Still... I've been thinking about a ways to rekindle the "mod" side of TDM. One thing I did was offer the "Flame Glare" mod but it didn't seem to gather much interest. Maybe I need to make more screenshots? The other thing I've been thinking about is the topic of this thread, What if I back-ported some of the latest TDM changes to the 1.07 and made a Gold Edition release? This would allow players to play old non-standalone mission versions with some of the enhancements from 2.x and newer. It would also grant old-school Doom 3 modders with more code examples they can more easily port to their projects. Pretty crazy idea I guess. But I thought it might be fun to tinker with. Unfortunately, I'm stuck at an impasse. TDM 1.07 requires MSVC 2008 to compile. If someone can lend a tip or two as to how I can get builds to work again, I can begin this stupid journey into the world of obsolete TDM coding. I'll post here if I figure this out...
  7. I'm gonna give a course about level design for beginners in Dark Radiant at an art academy next month - how cool is this :D

    1. Show previous comments  27 more
    2. demagogue

      demagogue

      That's really cool Toni. Good luck with it. I hope some of them catch the fever too.

    3. demagogue

      demagogue

      That's really cool Toni. Good luck with it. I hope some of them catch the fever too.

    4. Diego

      Diego

      This is awesome! and since you're there, teach them how to blackjack too lol

  8. I've seen major slowdown of the kind i experience on menus on the darkmod also on retroarch and the root cause of that was using XWayland and was solved by compiling Wayland support in. The 'xeyes test' (xeyes move if the xeyes can capture the mouse over the window being focused over is not Wayland) fails, so apparently the context is not x11, but the command line says things like: ----- Initializing OpenGL ----- Setup X display connection dlopen(libGL.so.1) Initializing OpenGL display Using XFree86-VidModeExtension Version 2.2 Free86-VidModeExtension Activated at 1366x768 ... (much later) Fatal X Error: Major opcode of failed request: 153 Minor opcode of failed request: 18 Serial number of failed request: 74 BadValue (integer parameter out of range for operation) Couldn't exec autocommands.cfg - file does not exist. Shutting down sound hardware idRenderSystem::Shutdown() I18NLocal: Shutdown. So it appears xeyes fails for another reason.
  9. it asks for a path to the engine, I ignore it and go into the program and try to make brushes. I then try to use textures, it can't find any. I also tried to load up a template pk4 file and it can't see any pk4 files.
  10. Hey, Every time I've try to use the Full Editor when PM'ing someone, and every single time I get an error. Whoever is in charge of the forum, is it possible that this could be fixed? Thanks Neon
  11. Evening I see TLD is on sale on Steam atm, who has played it and what other games woulf you say this is similar to..? (Im thinking Firewatch..?) b.
  12. G'morning fellows, I recently tested out the exporting feature of DarkRadiant in which you can export brushwork to an external file in obj format. It worked nicely but while importing in 3ds max I only get white brushes with the texture coordinates on them. The material itself is not delivered. Am I doing something wrong and was someone able to export her / his map with the materials applied on the brushes? Exporting only with the texture coords would mean that I'd have to search and apply each texture by hand to the brushes again which makes the obj exporting feature pretty useless in my eyes
  13. There have been a few threads about using custom "makeIntensity" materials to do black and white textures in missions in the past. I have stumbled on an easier way to play ANY TDM mission in Black and White: r_postprocess_desauration 1.0 return to 0.05 when you want to resume in color again.
  14. Hello everybody, while the TDM team is busy improving the more technical aspects of the mod, like performance, soft shadows, BFG-based or even VR versions, this patch combines several small improvements to the main mod, that in my opinion make the gameplay more realistic and fun, maybe easier too, and it also brings some order into the downloaded mission list! It has just been updated to work with TDM 2.06 and the recently released new fan missions. Download link: https://www.moddb.com/mods/the-dark-mod/addons/the-dark-mod-unofficial-patch Version Changelog: ------------------ v1.1 26.06.2018 ---- Moveable candles can be extinguished directly by frobing the candle. More blackjack immune enemies and inextinguishable candles modified. The key frob distance has been decreased to be that of lockpicking. Holy Water bottles must be thrown directly, but they do more damage. The controls settings menu additions have been updated for TDM 2.06. New mission names have been fixed to fix format and spacing issues. Added looking up and looking down controls for people without mouse. Pointed bad prefabs container open/close sounds to existing effects. v1.0 06.05.2018 ---- Many enemies will not become immune to blackjacking when alerted. Oil lamps, candle sconces and chandeliers can be frob extinguished. The controls settings menu lists that "use" can work on held items. Mission names were syncronised between download and online lists. The controls settings menu lists that "frob" can get or drop items. Astericks were added to official missions to move them to list top. Minor text and format bugs have been fixed in some mission infos.
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