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  1. The Dark Mod 2.11 is out!

    1. Show previous comments  9 more
    2. datiswous

      datiswous

      Hey @nbohr1more Media page on website is borked:

      https://www.thedarkmod.com/media/

      (it looks like the Nextgen gallery plugin doesn't work anymore sitewide)

      Edit: Ah somebody seems to be working on it now. I wonder why a description list is used though..

      Having a lightbox + slideshow plugin would be a good idea.

       

      Maybe it's also good to upload some more (recent) screenshots and/or other media? We could make some sort of competition and the highest ratest screenshots will be placed on the media page? This could also influx some more TDM play (of 2.11).

    3. snatcher

      snatcher

      Congratulations!

      (I find it odd that there isn't an open topic to congratulate the Team for the release).

    4. SeriousToni

      SeriousToni

      Congrats - gonna test it out ASAP. Thanks a lot for your hard and constant work. It is great to see the game evolving further!

  2. This explains why were seeing different things. And for beta 7. Yeah, more power Well done. The most common characters are pretty clean now regardless of the textscale. I don't recall noticing artifacts in readables but then the text normally is dark and stray marks most likely blend in with the irregular backgrounds. The only letter I could detect where spacing is noticeable is: J ack J erk J iffy J oy J uice.
  3. The Dark Mod is hosting an Ask Me Anything thread on the PC Gaming reddit forum:  https://www.reddit.com/r/pcgaming/comments/10nfcwj/hello_we_are_the_international_development_team/

    Feel free to join the discussion there :)

    1. AluminumHaste

      AluminumHaste

      That was so cool to go through!

    2. Shadow

      Shadow

      Very effective. There's Thief fans there admitting they never heard of TDM, and now they are trying it. So excellent.

  4. 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
  5. For some reason, DR (v2.14.0 on Windows 10) now crashes on startup for me. I don't even get as far as being able to open up my .map file. Things I've tried: uninstalling/reinstalling installing an older version (2.13.0) - this crashes as well. installing to a different location I'm a bit stumped - it was working totally fine up until a couple of hours ago. Could someone please help - my holidays have just started and I planned to do a lot of work on my map over the next couple of weeks I've uploaded a crash dump here: https://drive.protonmail.com/urls/E48HXR3P5M#QRHycXMjP8cG NOTE: The other day I created a bug report for a crash while using the source control feature, but this (I think) unrelated as like I mentioned I don't even get to open the map file. I'm happy to open a bug report, but as it seems very strange I think it would be impossible to reproduce for anyone so will hold off for now unless someone tells me otherwise. UPDATE: I think I've got it working again. I had to get DR into a state where I could edit the preferences (basically by deleting everything in '\AppData\Roaming\DarkRadiant'), and turning off 'Enable Auto-Fetch' seemed to do the trick. So I guess it was something to do with the version control. After playing around a bit, it looks like it is because I had changed the visibility of my Github project to 'private' a few minutes before it crashed for the first time. Turning it back to public makes the problem go away. I think once DR starts and if the current FM path includes a Git repository it will attempt a fetch immediately, hence the startup crash (if the repo is private). I will raise a bug report.
  6. Hello everyone, Firstly, and at the risk of seeming dishonnest for starting this with compliments considering what I'm gonna ask in this topic, I'd like to congratulate every one involved in creating "The Painter's Wife": all of you did an incredible work, at Thief 2 "Life of the Party"'s level of quality and even better yet in that there are a few occurences where the ambiance varies, with different "tones" evoking different feelings in one same big mission -that specter was chilling, especially its disturbing "voice(s)", congrats to everyone involved in its creation ! I haven't had the possibility to try other missions yet, since according to what I've read a SSD must always have ~20% of its capacity left free for and my SSD is at 40Go left before going full, but of the couple of "one-shot missions" I've tried for the moment, The Painter's Wife stands out, with Sir Taffsalot's Sword being a great hommage to the member of your forum that made this sad decision. Now, the heart of the matter. I'm 39, handicapped and almost unemployable due to both my handicap and my professional life at this point, too weird for the local anal-retentive standards on a job resume. That's why I decided to create a video game. No less... but since I'm very roughly "the Richard Halliwell / Sheldon Pacotti-kind of guy", having been creating homemade tabletop wargame & RPG rules as well as fictional universes since the last 20 years, and being aware of what can and cannot be done after modding various games until now, I know I can make it. I have my back against the wall anyway, so it's almost not like if I have a choice After months of hard thinking and spent reading all the documentation I could find about the Id Tech 4 engine, I think that using Dark Radiant as an engine is the way to go for me: I'm in favor of free software in the GNU sense of the word, I want my game to also be a modding platform where everything needed to create a FPS-RPG is already built-up by making all my RPG game design systems usable freely by anyone by releasing all of that intellectual property, fictional universe of the game included, under a Creative Commons license, as a way of sticking the finger to what the video game industry has become -DLCs and all these scams like disc-locked content that'd be made illegal in 5 seconds if it concerned any other industries, I scream your name with reeee-ing rage. So here's the question I'd like to ask to the ones here that have built Dark Radiant / The Dark Mod: would you allow me to use it as a base on which to build my game ? (bolding and italics just to make the question stand out from that wall of text) Knowing that of course, my game will be sold: the price I'll be asking is for the whole universe and game systems I've created, I'm not aiming to "make money on your efforts" of course. If my understanding is correct, Dark Radiant is a fork of the Id Tech 4 and includes enhancements not present in the original basic Id Tech 4, so using TDM / Dark Radiant as a base will allow me to save a precious time during the development instead of re-beginning a new engine from scratch, that's why I'm asking. In exchange, everything I plan to add to "my fork" of the Dark Radiant Engine will be freely available for everyone and thus re-usable for The Dark Mod, which means including not just my game design sub-systems for gunfights, for stealth, for dialogue simulation etc but also everything that I plan to implement, such as for instance procedurally generated faces for npcs like Far Cry 2 did, as well as all the 3D models I'd have commissioned during development, etc. But only, of course, after the release of the game. I may also contract various people here for work I can't afford to take the time to learn on my own, by the way: programming, 3D models, and animations, mostly. Who is interested ? Hoping this topic will receive quick replies 'cause the clock is kinda ticking for me these days professionally-wise, I wish to anyone having read until this point to have a nice day, and if you've spotted grammatical mistakes in what I wrote, please let me know, English is not my maternal language so even if I write fluently I'm not beyond progressing yet -actually as long as I won't pass as a native I won't be satisfied
  7. Hey everyone! I discovered the Dark Mod back in 2017 and as a fan of the original Thief 1 game, I instantly became a fan of this Mod's gameplay style and amazing content! This is my first post here so excuse this short intro, I just wanted to thank everyone that made this mod possible and for continuing working on it. I was wondering, has anyone tried to see if Nvidia's latest tech, REMIX can be applied on the mod? It looks SO promising!
  8. Fresnel Mod has been updated: https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-212-beta-3
  9. -Do forgive the screenshots being a bit dark or vague in this post, I can only show so much without spoiling the second half of this FM that is best experienced firsthand.
  10. Thank you so much for this post! I have been trying to bind the lights/mesh/flare to the strobe light for a couple of days now and not getting anywhere. I can't find any tutorials or explanation about doing this anywhere. Using the DoomEdit specifically to bind all my lights/meshes with Shift-K and then returning back to DarkRadiant appears to be the only solution. Of course, then it looks like a big ? mark in Dark Radiant, but I can live with it just to get the effect working.
  11. I'll add one thing, which I didn't state earlier because I assumed it was obvious. But I'd like to make it clear. What is the purpose of dragging a body and body manipulation in this stealth game? In my opinion, it is a "tool" or "game mechanic" that gives the player the ability to do two things: The last 10%. After shouldering a body and dropping it in a desired location, the player can drag and hide it more precisely in the shadows. Is just a foot or hand sticking out into the light? No problem. Grab and drag it into the shadows. No need to shoulder and drop the entire body again. That's a good thing. Dragging gives fine-tuned control for that scenario. Nearby shadows. After KO-ing a guard near a dark area, the player can quickly drag the guard into the dark area. The distance here would be one or two body lengths away. Given that the distance is short, dragging is quicker than shouldering and dropping. That's a good thing. Dragging gives a quick way to hide a body in that scenario. In my opinion, the 2.12 controls enhance the experience for those two scenarios, because the controls give a quick way to grab a body, drag it into position, and release it quickly and precisely. However, most of the time that fine-tuned control is not necessary for this stealth game. Shouldering and dropping a body can work well enough, hence why it became the primary action. That said, being able to precisely drag a body is a great enhancement to just shouldering, and it's something players can learn and appreciate given time.
  12. Hello, I get a dark radiant crash every time I try to use Connection > Update entities on every change I do the following steps: 1. Start TDM, load map with console command "map anol" 2. Enter in console "com_automation 1", windows firewall request was accepted the first time (no other firewall is running) 3. Start dark radiant and load corresponding map fms/anol/maps/anol.map 4. Activate "Game position follows dark radiant camera" > camera synchronisation is working 5. Change an entity and use Connection > Update entities now > working without problems 6. Activate Connection > Update entities on every change 7. As soon as any entity is moved, dark radiant crashes by directly closing without giving an error on the desktop When this happens, TDM prints the following in the console: HotReload: SUCCESS ERROR: idTCP::Read: WSAECONNRESET Automation lost connection I'm using TDM 2.09/64 #9108 and Dark radiant 2.11.0 x64 Build date Jan 29 2021 13:59:57 Please help! If you need any more info (logfiles or anything like that) please tell me where to find it.
  13. Since I got a request for it, here is a 2.12 beta 3 compliant version of the Fresnel Mod: https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-212-beta-3/ Also, the Animated Grass Demo has been made 2.12 beta compliant: https://www.moddb.com/mods/the-dark-mod/addons/arcturuss-animated-grass-demo
  14. Read article about Augmented Reality [LINK REDACTED] I wonder how long it will be before augmented reality is available in dark mod
  15. Sure! My first draft for a wiki article "Lightgem" would look like this: " [[File:Hud.jpg|right|thumb|The lightgem is shown as part of the [[The_Dark_Mod_Gameplay#HUD_(Heads-Up_Display)|HUD]]:<br/>2. A breath indicator when underwater<br/>3. The lightgem itself<br/>4. A health indicator.<br/>Two wings flank the lightgem indicating if the player is crouching.]] The '''lightgem''' is a light indigator on the [[The_Dark_Mod_Gameplay#HUD_(Heads-Up_Display)|HUD]] and an important part of [[The Dark Mod Gameplay]]. The lightgem itself indicates how visible the player is. The visibility is based on how much light is hitting the player, but also depends on whether you are crouched, moving, have a weapon drawn, or being under water. The wings on either side of the gem indicates when the player is crouching. Below the lightgem is a health indicator. When the player is injured, a small red bar appears below the lightgem. The bar shows how much health you have left and decreases from right to left. Health potions and various types of food will replenish health. The bar remains visible until the health is fully restored. Above the lightgem is a breath indicator. When the player is under water, a small blue bar appears above the lightgem. The bar shows how much air you have left and decreases from right to left. When the bar runs out, you'll begin to take damage. Surfacing or using a Breath Potion will restore your air bar. The lightgem is an object that the player always carries and is not visible in the [[inventory]]. A user can disable the lightgem and the wings in Settings - Gameplay - General - Hide Lightgem. The health indicator and breath indicator will remain visible. [[Category:Equipment]] " (With the caveat that I would need to use the preview-functionality to fix any formatting errors I may have made before publishing it.) I would also * link "BREATH INDICATOR", "LIGHTGEM", and "HEALTH INDICATOR" from "The_Dark_Mod_Gameplay#HUD_(Heads-Up_Display)" to the new article "Lightgem". * create "health indicator" redirecting to "lightgem" ("#redirect[[lightgem]]") * create "breath indicator" redirecting to "lightgem" I registered on The Dark Mod Bugtracker on 29 December and I have since reported 68 issues from a personal log of issues that I had assembled during hours of testing TDM 2.11. The reports are not perfect, but I think they show my intentions are good. I understand the reluctance, especially if there have been incidents of spammers on the wiki, but as an open source project relying on volunteer work it is also important to keep a low threshold for contributing to the product. If I'm not up to par, you'll discover it quickly. Or, rather, you would have already discovered it in the Bugtracker.
  16. Have you guys ever noticed this English gentleman? https://piped.kavin.rocks/channel/UCSqIEwL7Olwd_krFWhEsTIg He has done plenty of Dark Mod mission playthroughs. I checked several of his walkthroughs the past few weeks and I have the impression he is playing the missions thoroughly and very, very slowly - to clarify: he's playing TLC from my HH series right now and towards the end the session already has 10 (!) videos of 40-60 (!!) minutes each....but then again I recall that before beta I myself estimated a playing time of five to seven hours, so... Anyway, he also played my favorite DM mission The Accountant 2 sometime ago - I will definitely watch all related videos in the next days as I have the feeling that it will be quite interesting because of the level design. So if you're looking for playthroughs where the player really sneaks through the mission and suspects the end (or something even worse) behind every wall, then you've come to the right place.
  17. 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.

  18. Dark Radiant includes an entity list. By pressing "J" this should appear on you screen: As already mentioned, everything but each separate brush with the classname worldspan is an entity. The total of all worldspawn brushes is equal to one entity (entity name: "world"). Only sealing geometry should be in the "worldspawn" class. If you have non sealing brushes, you should convert them into func_statics (and surround them with MC when AI can get involved). Converted func_static brushes must not necessarily be linked together - you can also have free space between the brushes. I vaguely recall that someone (maybe grayman) once mentioned, that, If you want to use multiple instances of a func_static (consisting of brushes), then you should convert the grouped brushes into a model and you should not convert the brushes into func_static and clone it. Func_static is also the classname for models in general. The "show help" info for func_static says, that "func_statics are brush models" - not sure what that means, maybe it should read "func_statics are groups of brushes converted into a func_static or models from the models list."
  19. 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.
  20. 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.
  21. I was just giving this another go, and it seems neither fs_game nor fs_game_base set the actual engine's path. This is the problem I was having before. Looking at other game types in the drop down menu (in the Game Setup window), some of them show that fs_game sets the "Mod" (Mission ) and fs_game_base sets the "Mod Base", and not the "Engine Path". (fs_game is actually useful for Dark Mod mapping, though, for working on multiple projects. Thanks a lot for that. ) What I really need is to launch DR with an engine path (and no Mod or Mod Base at all). Is there a parameter to do that?
  22. Most things are straightforward once you know how it works. Yes, I also noticed that the lightgem is mentioned in other articles. Sure, the article "The Dark Mod Gameplay" gives a brief description, but that article is the 5th hit when searching for "lightgem", and it is not exhaustive. Being such a central object to the gameplay, a dedicated article seems warranted. One other article already links to "lightgem": https://wiki.thedarkmod.com/index.php?title=Special:WhatLinksHere/Lightgem If there was (unexpected) solid opposition to a dedicated article, I'd create a redirect to the relevant section in "The Dark Mod Gameplay" to help wiki readers find it faster. But the topic was not a request for an article about the lightgem (or any other request for a single change), it was a request for an account on the wiki so I can help out with documentation. Who/where can I ask for an account?
  23. 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
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