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  1. Just curious, based on this discussion: http://forums.thedarkmod.com/topic/19239-soft-r-gamma/?p=427350
  2. Howdy! With recent discussions around shader design and rim \ fresnel, I decided to try adding this effect back to the 2.09 ambient. tdm_base01.pk4 (Bug fixed. You can now have bloom enabled! Recommended setting: r_postprocess_colorCurveBias to 0.35 Installation: Rename your tdm_base01.pk4 in your darkmod directory and copy this into that directory.
  3. Excellent little mission! Good design, aesthetically pleasing, good use of vertical space (any mission with rope arrows is +1 in my book). I only got 2 of the secrets - had to cheat to find the others (pretty fiendish, but secrets should be fiendish!). Good work, I'm looking forward to more!
  4. We are proud to announce the release of: The Dark Mod 2.12 ! The 2.12 development cycle introduced many large code overhaul projects. Most of these were to lay the groundwork for future fixes and optimizations. The final release is yet another leap in performance over the already impressive 2.10 and 2.11 releases. A full changelog can be viewed here, but some highlights include: The Dark Mod 2.12 is a major step forward for mission designers! The culling system has been extensively overhauled to ensure that your CPU and GPU are not wasting resources rendering unseen geometry, lights, and shadows. Some of our best map optimization experts have achieved similar performance gains to what this new culling system does but it is a rare skill and we have even managed to improve performance on missions that were generally regarded as “well optimized”. Mission authors both new and old can follow standard mapping practices with no need to dive deep into sophisticated optimization techniques even for some pretty challenging scenarios such as wide open areas and long views. Players will immediately notice many missions that have made their system struggle with FPS now may be running much more smoothly! Smoother controls for players! Also during the 2.12 development cycle, work has been done to make controls more seamless and accessible. Frob can now use hold or click actions to use items. Once you get used to the mechanic, it will be hard to go back to using a separate “use key”. Mantling is now smoother, faster, and less prone to cause the player to clip through geometry. Leaning is now more subtle and less prone to cause motion sickness. To reduce the tedium of shuffling knocked out AI around to search for loot, you can now configure TDM to automatically loot any frobbed AI. A special thanks must go out to community member Geep! Over the course of 2.12 development, Geep has created subtitles for nearly all AI barks along with developing testing tools and procedures for this gargantuan task! You can see these changes in action by changing the Subtitles setting to “On” ( rather than “Story” ) on the Audio settings page. Geep also provided substantial feedback for our GUI and subtitle design process and edited font data to improve text quality overall. Datiswous has complimented the massive work by Geep to create AI bark subtitles by creating mission story subtitles for a large number of missions. Thank you! Turrets are now natively supported in The Dark Mod and can be paired with Security Cameras! Finally, the nasty 2.11 bug that caused AI to allow arrows to pass through them at certain angles was fixed by Joebarnin! Your assassin style play-throughs should be far less frustrating. See also, our 2.12 Feature discussions: To UPDATE, simply run the tdm_installer.exe file in your darkmod folder. Note that tdm_update.exe is no longer supported, but you can download the new installer from the Downloads page if you don’t have it yet. Please be aware that old saved games will not be compatible with 2.12, so finish any missions you might be in the middle of first! Also, some missions created prior to 2.12 may need to be updated so they will be playable in 2.12. Use the in-game mission downloader to check for updates.
  5. 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/
  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. I can try to work up a variant design, with a white ring. Do you like the current size of the oval, or prefer my original "blue ring" design, that was wider but slightly less tall? My original design was transparent inside, although the lower-half overlapped the neutral translucent rectangular backing field. I could try to provide the upper-half with a neutral translucency that would approximate the backing field. This would be approximate because the translucency would be provided in 2 separate ways (photoshopped vs. gui). The white line in that case could be very thin on the upper part, because the translucency would also define the shape. I thought it desirable to provide a sense that the oval was really a disk viewed in perspective, so the lower edge is thicker... but maybe you'd prefer a uniform-thickness white line all around?
  8. Thanks! I'll look at the portal design in that area. For a baseline, can you post details about your GPU, Driver, and Host OS
  9. 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.
  10. 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/
  11. The subtitles of The Cynic (aka Bernie) vocal set, are now available for eventual incorporation into TDM: testSubtitlesCynic.pk4 This male character is often snide or crabby. In addition to general barks, there are phrases for a guard of the city watch, and for a trader. Note for Integrators This release incorporates and supercedes the TDM 2.10 subtitle demo, provided by @Dragofer, with its version of tdm_ai_cynic.subs. Likewise, it obviates the need for the distribution's fm_test_subtitles_ai_cynic_dragofers_dozen.shdshd Statistics In file fm_root.subs there are 301 inlines, including: 40 with an explicit linebreak, intending 2 lines 261 without 23 of these have explicit duration extensions, as follows: 16 from 0.25 to 0.49, for 17 cps 7 capped at 0.50 seconds, for 17-20 cps none with more than 0.50 seconds, for 20 cps There are 12 SRTs, including: 10 with 2 messages 1 with 3 messages 1 with 4 messages Of the 27 total SRT messages, there are: 17 with an explicit linebreak, intending 2 lines 10 without In all, there are 313 voice clips with subtitles, showing 328 messages. Corresponding Excel File TheCynicSubtitles.xlsx This is based on Version 6 of the Excel Template for TDM bark subtitles. The "Script Subtitle" column contains Dragofer's original subtitles. About the GUI Like The Drunk, subtitle backing fields for The Cynic uses the "tabbed widget" design, with reduced main field heights, one of several design alternatives that were being discussed. For the sound source widget itself, it uses snatcher's white sector oval provided by beta3.
  12. Your latest design is OK, but doesn't touch on several aspects that I addressed in my design: ring lower edge no longer crushing the top of 1st line text excess backing field below text 2nd line trimmed, to allow space for (1) backing field behind ring, as I believe requested by snatcher & datiswous I could further discuss this and the narrowing issue, where views differ, but I'm more than OK to "switch from background boxes to outline around text", as you suggest. There is still leaves improvements to ring vertical spacing - a la (1) - and not have the ring interior be transparent (probably just opaque) - similar in spirit to (3). And of course, actually implementing it in the beta. snatcher found 8-fold to be visually best. The minor artifacting with the scaled Stone font (e.g, a wisp to the left of a capital T) will become more prominent with drop shadows. But that could be addressed in a font update to include native Stone 12pt in 2.13
  13. Welcome to the forums Ansome! And congrats on making it to beta phase!
  14. At first I thought it was some wild precision bug but it looks like the skin might be nonsolid somehow and SteveL's change made the nonsolid attribute work? Either that or skin detection is somehow borked in this map. Feel free to edit the map, I'm no expert mapper but I might be able to perform some workaround by manipulating the entity. Edit: I fixed it with the following change: // entity 4 { "classname" "atdm:mover_door" "name" "atdm_mover_door_8" "lock_picktype" "-" "lock_pins" "0" "locked" "1" "solid" "1" "model" "atdm_mover_door_8" "origin" "710 -248 2050" "rotate" "0 90 0" "snd_close" "door_shut_06" "snd_open" "door_open_08" "used_by" "Balcony_door_keey" // "skin" "door_007_1" // primitive 0 Will upload the fix to the mission database. I don't see anything wrong with the door_007_1 skin but I would advise testing it in-game before using it going forward until this is fully sorted. Edit 2: The updated mission is now available in the mission database. Feel free to offer other fixes to this mission as long as they do not: Change visuals Change gameplay design ( Any purely bugged things that the mission author acknowledges "needs fixing" such as keys that are inaccessible or critical items that fall through surfaces when touched, etc can be fixed by any mapper and submitted for validation by the team. )
  15. Updated patch along with new test builds. Windows: https://drive.google.com/file/d/13lQig7Yzfc_jovU2zZklxLV1QOKAjkXe/view?usp=sharing Linux/Ubuntu: https://drive.google.com/file/d/1j7DoWBKuBAFdVH2Y-2LcYsgdtJNBabmn/view?usp=sharing @stgatilov Could you please update test-frob-daftmugi? Changes in update: Bodies can be dragged instantly by holding frob and moving the mouse. Food can be eaten the same way as extinguishing a candle. (Pending) Add menu setting "Hold Frob to Use", with options: Quick (200ms) - short delay before use Delayed (400ms) - long delay before use TDM original Current design: Frob Pick up body and shoulder it (carry it) / Drop body Pick up candle/lantern and carry it / Drop candle/lantern Pick up food and carry it / Drop food Pick up an item and carry it / Drop item Hold frob (for special action) Drag body or body limbs Pinch out candle (also, pinch out candle while carrying it) Toggle lantern off/on (also, toggle lantern while carrying it) Eat food (also, eat food while carrying it) Hold frob and move mouse to instantly drag body. Addressed concerns from initial design to current design: Changed the candle behavior to pick up on frob and extinguish on held frob. Added @AluminumHaste's suggestion to allow un-shouldering a body on frob. Added @nbohr1more's suggestion to allow extinguishing a candle while holding it. Added @Skaruts's suggestion to allow instant dragging of bodies on mouse move. Tried to address @snatcher's suggestion of making the extinguish candle delay 500ms instead of 200ms. There's a planned menu setting to set it to "Quick" (200ms) or "Delayed" (400ms). Also, I hope the "instant" body dragging will work well for you. I think this is finally in a good place. It's evolved quite a lot since its initial design. I've tried to address as many concerns and suggestions as I could. Thank you everyone who gave feedback! It's much appreciated!
  16. 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.
  17. I just want to thank for this neat mission design. Enjoyed every corner and every detail. Its a hobby to check for new TDM Fan missions Great mission, although I used noclip sometimes because I play for fun Thanks!
  18. 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.

  19. 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
  20. I can see that as a design choice, but the practical problem is pretty striking: If you're looking at a readable and an AI mutters something nearby, the subtitles will cover the text on your readable. It's the game's equivalent of someone putting their palm in front of your face while you're reading a book. Since subtitles are secondary, layering behind readables would make sense... or even better, disable subtitles while readables or the inventory menu are open.
  21. 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.
  22. 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.
  23. 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!
  24. Is "assets" synonymous to "media/gamedata"? And are you referring to the 2.3 GB media/gamedata included in TDM at install? If all 2.3 GB media/gamedata were removed from the "TDB-libre" version, then no license change would be needed. Say then we have a small fan mission that is entirely libre, built entirely from libre assets and created to intentionally avoid using any of the current 2.3 GB media/gamedata. If we wanted to play that mission using only the source code, what media/gamedata components would be missing to do that? * GUI graphics and music? * HUD elements? * Any in-game sounds? * Inventory objects? * ... anything else that can neither be included in the mission's own media/gamedata, nor avoided during mission design? I'm assuming here that a mission actually can include its own media/gamedata (textures, sound, models), but I may be wrong and I'm grateful for any explanation that helps me understand. If you ask me, the TDM-installer works perfectly already today, and the instructions are brief and easy to follow. Installation from the Debian repository would be somewhat easier, but I also see other (perhaps greater) benefits which I mentioned earlier.
  25. I never figured out how to multi quote here, so I numbered your answers and will refer to them below: 1) Adding the female player assets to the core mod will be a lot of work then that could only be done by core members. 2) I don't believe that. Who is throwing food instead of junk? With your permission I would like to add this to my patch. 3) The latter is out of the question, do you think Obsttorte could fix the script to handle the issues? Should I ask him :)? 4) I basically agree with you, would this be easy to add to the core game or at least my patch? To make it consistent... 5) But why should there be a water arrow tip in some bathroom? At least some shafts should be added as suggested. 6) So how did you and Obsttorte like the new Thief 4? Because the animation and the sound are obviously similar ;)!
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