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  1. I've added a redirect from /download-the-mod/ to /downloads/ so the correct downloads page should be reached if someone finds the old download link
  2. 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.

  3. By the way, with the new high mantle speed I am as powerful as ever. AI should get an upgrade from time to time as well.
  4. Surrounded by greedy noblemen and treacherous siblings, Lady Kamila Leicester gets more than she bargains for after acquiring an ancient tome and performing the dark rituals within. Bikerdude, Wellingtoncrab, Dragofer, and I proudly present Grayman’s FM “Seeking Lady Leicester.” Notes - TDM 2.11 or later is REQUIRED to play this mission. You can get the latest TDM version via the installer or here. - Seeking Lady Leicester was originally a work-in-progress given to the Dark Mod community per Grayman’s wishes after his passing and was initially adopted by Bikerdude before Dragofer, Amadeus, and Wellingtoncrab joined to complete the FM. -This FM does NOT support any unofficial gameplay patch or mod. The use of such a patch and/or mod could break things in this FM. You've been warned. - "Story" subtitles are available for this FM. Simply go to Settings --> Audio and select "Story" or "On" for the subtitles setting. - This FM may be more hardware intensive than normal. LOD settings can be set below "Normal" to improve performance on low-end machines by disabling certain features. - This FM implements the func_peek mechanic, allowing players to peek through any door that has a keyhole on it by leaning forward. PLEASE NOTE: This function has been known to cause crashes for a small number of players in the past, likely due to using the 32-bit version of TDM. At no point in this mission is it required to use the func_peek mechanic; it is purely optional, so feel free not to use it. Download Version 1.1 This FM is available for download via the in-game mission downloader, or here via Google Drive. Promotional Screenshots ThiefGuild Thread Credits A big thanks goes out to Noelker and Goldchocobo for their wonderful voice work with the briefing and conversations, JackFarmer and itsPapiD for their fantastic briefing video, and nbohr1more for his story contributions and writing one particular gameplay feature that I won’t spoil here but you can read about in the readme.txt. An even bigger thank you goes out to our beta testers: nbhor1more, Daft Mugi, Silverwolf, Havoc, Datiswous, Cambridge Spy, Aluminumhaste, Thebigh, Ate0ate, Acolyte6, Kalavi, JoeBarnin. Thank you all very much for your fantastic feedback and tireless efforts as this FM evolved throughout the course of development! Asset Credits - Arx EOS’s Fish - Epifire’s models - Kingsal's Assets and Textures - WellingtonCrab’s assets and textures - Obsttorte's frob loot script - ZergRush's custom Grayman painting ===================Rest In Peace Grayman. You are missed=======================
  5. See the section "Additional Information" in https://bugs.thedarkmod.com/view.php?id=6402 for a possible workaround where you control the movement type (creep, walk, or run) by the left analogue trigger. What you are requesting may be something like "control movement type by movement speed" mentioned higher up in the description of that issue.
  6. I didn't notice anything in this change (positive feedback I guess) other than the high mantle speed. Give us players more power (faster, better, insta, auto...) and most will embrace it without hesitation. Good, bad? I don't know. A choice in the design of your game. What troubles me is the motivation, justification and presentation of a couple of recent changes. My perception is that all this is very personal. My perception is that this is more about Thief than TDM.
  7. Hello everyone, Bikerdude's made significant updates to this mission and it's now fully playable in 2.08. Available in the in-game downloader or Download here! We'll update the OP to reflect this. Thanks! “I usually welcome the shadows, a place of refuge for a master thief like me. However, there are dark places that even I fear. That place being the plague ward at the edge of town. Rumour has it that it was cursed by a pagan witch and its inhabitants died from an incurable plague..." Build Time: Update Build Time: Original version - 3-4 weeks. Updated version - 2 days  Credits: Flanders - Prebuilt maps and textures Readables – SirTaffsalot. FeildMedic - ghost begger (which I fixed and updated). Springheel - jack-o-lantern (gotta have them)  Thanks:- Special thanks to my beta testers: Flanders, SirTaffsAlot, nbhormore, Pranqster, RPGista, Thor, Xarg, Glyph Seeker, Amadeus, Garret42 & Bluerat.
  8. 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.
  9. 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.
  10. I am on a metered connection and need to monitor my data, anyone got an exact figure for the download size? (That is just the mod itself without any missions)
  11. Version 5 of the script posted. Change-log: v5: To prevents sudden halts when running, a one-second delay has been added between the moment the player stops going forward and the script takes you automatically back to walking mode. To allow for a greater freedom of movement, the script requires to know now your backwards, right and left keys. v4: Altered so that when player is running and stops, you are back to walking mode. v3: The script only runs when TDM is in focus (tested in Win 10) v2: Second version by Obsttorte v1: First version by Obsttorte ------------------------------------ If anyone wants to put it to test, follow below instructions (please note it takes some time to get used to it): Download AutoHotkey, install it, open Notepad, paste the below script inside, save it as TDM.ahk and double click on the file you just saved. Settings > Controls > Weapons: Remove mouse wheel bindings from Next Weapon and Previous Weapon (or from any other setting you may have set the mouse wheel to) Settings > Controls > General: Make sure Toggle Crouch is enabled and Always Run is disabled Settings > Controls > Movement: The Forward, Run and Creep keys must match in both TDM and the script. To end the script, go to the Windows taskbar, look for a green icon with an "H", right click on it and select Exit. Known limitations: You can turn pages and numbered dials using Next Inv. Item / Prev Inv. Item. To prepare for a long jump from idle, move the mouse wheel up before executing your move You cannot move objects you are holding back and forth You cannot lean forward and switch speeds at the same time, for some reason Warning: fighting is as cumbersome as ever! ; ===================================== ; Adjust player speed with mouse wheel ; ------------------------------------- ; An AutoHotkey script for The Dark Mod ; version 5.0 by Obsttorte & snatcher ; ===================================== ; ------------------------------------- ; Configure your keys below ; ------------------------------------- ; In-game movements keys key_left = a key_right = d key_forward = w key_backward = s ; In-game creep key key_creep = c ; In-game run key key_run = r ; ------------------------------------- ; Do not edit anything past this point ; ------------------------------------- delay = 1000 ; delay in miliseconds between running > walking [default = 1000] speed = 0 ; init speed (-1 = creep | 0 = walk [default] | 1 = run) steps = 1 ; amount of mouse wheel steps needed for switching state [default = 1] state = speed * steps ; counter for state switch #IfWinActive ahk_exe TheDarkModx64.exe ; run only when TDM is focused HotKey, *~%key_forward% up, keyForwardHandler return keyForwardHandler: if (speed == 1) ; we are running { sleep, delay if (!GetKeyState(key_forward) && !GetKeyState(key_backward) && !GetKeyState(key_right) && !GetKeyState(key_left)) { speed = 0 ; walk Send {%key_run% up} } } return *wheelup:: state += 1 if (state >= steps) { if (speed == -1) ; we are creeping { speed = 0 ; walk Send {%key_creep% up} } else if (speed == 0) ; we are walking { speed = 1 ; run Send {%key_run% down} } state = 0 } return *wheeldown:: state -= 1 if (state <= steps * -1) { if (speed == 0) ; we are walking { speed = -1 ; creep Send {%key_creep% down} } else if (speed == 1) ; we are running { speed = 0 ; walk Send {%key_run% up} } state = 0 } return Cheers!
  12. revelator

    solus

    So id recently started dablling with linux derivatives as a main OS again after holding off for years due to some problems running my hardware when i stumbled upon Solus. Solus is a distro that was developed independently from mainstream linux (from the ground up) and uses its own desktop model called budgie (also comes with a plasma gnome and XFCE dektop). Solus uses its own package manager called eopkg and it handles flatpak and snap as well. I been very impressed with it so far as things just worked out of the box for most parts, only real problem i had was getting steam running which turned out to be due to my machine loosing internet connection when it was installing it which left some broken files and after an uninstall / reinstall it worked quite nicely. one warning though Solus comes with a linux steam integration tool which while cool has a rather annoying bug if you try to use the intercept library no games will launch (well alledgedly one will and it was made for that because it wont launch without it on groan...), so do not enable that setting. lutris also works pretty much from the get go though i had to do some reading to find out how to get it to synch up with steam (steam profile must be set to public in pretty much everything). So how does games work on it, well actually rather well proton has made strides in getting even the newest games to run on steam and the only games i so far have not been able to run is the division 1 and 2 but this a'int a problem with steam but with ubisoft connect which crashes and might get fixed in the future (damn launchers...). So far i been plaing baldurs gate 3, callisto protocol, crysis remastered trilogy, DOOM, starfield and a wealth of older games with it and no problems besides having to run baldurs gate in DX11 mode (not really sure why the vulkan driver is not working for this game on linux ???). I might actually step onto the linux platform for good when win10 goes out of support, and ill probably stay with solus since it is less cluttered than most other distros and main packages are built explicitly for it which again means stability as you dont get puckered into installing something which was newer meant for your OS (yeah i f.... up numerous linux distros over the years because you can install pretty much what you like even if it breaks everything, not so with Solus). This does not mean you cant have some nice app you need which was built against say gnome because you sit on a plasma desktop, you absolutely can but they are only avaliable as snap / flatpaks so each of them run in its own sandbox with all the dependencies only avaliable to said program and keept isolated from the system. try it out :) https://getsol.us/download/
  13. 4th version of the script. I altered it so that when you are running and stop, you are back to "walking" mode. It feels quite natural now, considering the limitations. ------------------------------------ If anyone wants to put it to test, follow below instructions (please note it takes some time to get used to it): Download AutoHotkey, install it, open Notepad, paste the below script inside, save it as TDM.ahk and double click on the file you just saved. Settings > Controls > Weapons: Remove mouse wheel bindings from Next Weapon and Previous Weapon (or from any other setting you may have set the mouse wheel to) Settings > Controls > General: Make sure Toggle Crouch is enabled and Always Run is disabled Settings > Controls > Movement: The Forward, Run and Creep keys must match in both TDM and the script. To end the script, go to the Windows taskbar, look for a green icon with an "H", right click on it and select Exit. Known limitations: You can turn pages and numbered dials using Next Inv. Item / Prev Inv. Item. To prepare for a long jump from idle, move the mouse wheel up before executing your move You cannot move objects you are holding back and forth You cannot lean forward and switch speeds at the same time, for some reason Warning: fighting is as cumbersome as ever! ; ===================================== ; Adjust player speed with mouse wheel ; ------------------------------------- ; An AutoHotkey script for The Dark Mod ; version 4.0 by Obsttorte & snatcher ; ===================================== ; ------------------------------------- ; Configure your keys below ; ------------------------------------- ; In-game move forward key key_forward = w ; In-game creep key key_creep = c ; In-game run key key_run = r ; ------------------------------------- ; Do not edit anything past this point ; ------------------------------------- speed = 0 ; init speed (-1 = creep | 0 = walk [default] | 1 = run) steps = 1 ; amount of mouse wheel steps needed for switching state [default = 1) state = speed * steps ; counter for state switch #IfWinActive ahk_exe TheDarkModx64.exe ; run only when TDM is focused HotKey, *~%key_forward% up, keyForwardHandler return keyForwardHandler: if (speed == 1) ; we are running { speed = 0 ; walk Send {%key_run% up} } return *wheelup:: state += 1 if (state >= steps) { if (speed == -1) ; we are creeping { speed = 0 ; walk Send {%key_creep% up} } else if (speed == 0) ; we are walking { speed = 1 ; run Send {%key_run% down} } state = 0 } return *wheeldown:: state -= 1 if (state <= steps * -1) { if (speed == 0) ; we are walking { speed = -1 ; creep Send {%key_creep% down} } else if (speed == 1) ; we are running { speed = 0 ; walk Send {%key_run% up} } state = 0 } return Cheers!
  14. @Frost_SalamanderIt has been a good minute since i've played with particle collisions with rain, however I decided to revisit it after seeing your post and I can't seem to get it working. @stgatilov could you please confirm if this is the right flow as it doesn't seem to be working in my map: 1) Create a .prt file containing: particle rain2_heavy2024 { { count 100 material textures/particles/drop2 time 0.500 cycles 0.000 bunching 1.000 distribution rect 0.000 0.000 0.000 direction cone "0.000" orientation aimed 0.000 0.040 speed "1000.000" size "0.500" aspect "1.000" randomDistribution 0.000 fadeIn 0.200 fadeOut 0.000 color 0.040 0.040 0.040 1.000 fadeColor 0.000 0.000 0.000 1.000 offset 0.000 0.000 0.000 gravity 0.000 collisionStatic mapLayout texture 512 512 } } 2) Create a .mtr file containing: textures/darkmod/weather/rain2_heavy2024mtr { deform particle rain2_heavy2024 qer_editorimage textures/editor/rain nonsolid noshadows { //needed to emit particles blend filter map _white } } 3) Create the appropriate patch in game applying the above texture to it (with the texture fit to it and it facing down) 4) dmap missionname.map 5) runparticle missionname.map But ingame the rain just ignores the brushes and falls right through: Even using "particle_collision_static_blocker" "1" on this water entity, had no impact
  15. https://www.waferworld.com/post/why-is-germanium-making-a-comeback-in-the-semiconductor-industry germanium was the material used in the first transistor but was harder to work with, so it got waylaid when silicon was discovered. it does have better charge carrying capabilities and is very stable, with the advanced fabrication technology today it made sense. since it also has 3 times the electron movement speed compared to silicon
  16. Beta 11 Fix finished-on state auto-update was unreliable Slighty improve scanner title/author detect Tags are now named some whatever regular-version-looking thing to force GitHub to put the newest at the top
  17. The King of Diamonds Info Summary: Your accomplice is in over their heads and needs your help. It's the end of winter and the streets are quiet. Taverns, city watch, graveyards and pipes... you might even encounter a diamond! Build time: about 6 months Type: City FM/Exploration Size: Medium Completion time: 30 mins - 3 hrs, depending on how much you're willing to explore! Download http://www77.zippyshare.com/v/Z1fZy41Q/file.html - Zippyshare https://www.dropbox.com/s/428jkpoi14544pd/kingofdiamonds.pk4?dl=1 - Dropbox Available via the In-Game Mission Downloader! Screenshots Notes This is my first TDM FM, it came about from me learning how to use the editor and all of its different features. No doubt, you may see the variance in quality between the FM's different sections. Have fun figuring out what I built first and last, hah. For the most part, I focused on exploration and interesting readables. You'll find that you can complete the main objective in about half an hour, if you know what you're doing and that's perfectly fine, but if you're not getting lost and exploring, you're missing out! Big thanks to Bikerdude for his help throughout the beta-testing phase of this FM - fixing a lot of performance hitches, putting some bells and whistles and introducing new spaces that allowed me to expand greatly on the FM's readables and objectives. Without those, and my beta testers' further suggestions, this FM would be decidedly more boring! Acknowledgements Mapping credits: Bikerdude - Re-visportalling half the map, SE Maketplace, Graveyard, Bell Tower, SW street, misc. Spooks - the rest. Readables: Spooks Voice work: Goldwell, Bikerdude, Spooks. Beta testing: Aosys, AluminumHaste, Goldwell, Oldjim, nbohr1more Lute songs from No Honor Among Thieves. Breath script from Business as Usual. Technical Info Version 1 Last Updated: 13/05/2016 This mission has a very open layout. Even though a lot of care was taken to ensure performance would be good, it's bound to fluctuate at long view-distances. If you have an average computer expect some dips to the 30s. You have my apologies for that.If you're having FPS troubles, try setting your LOD Detail menu setting to Low. Numerous objects will have their shadows disabled, which may improve performance somewhat. I also recommend typing tdm_lod_bias_changed in the console when you're in-game, just to make sure all LOD entities have been activated.This mission does not support localization out of the gate.This mission requires TDM version 2.0.3.FAQ Stuck somewhere? I've some hints for you in the FAQ section. Enjoy playing and remember to be kind to Birdie!
  18. 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
  19. How about using TDM automation framework (and maybe pcem/qemu)? More info see: https://forums.thedarkmod.com/index.php?/topic/19828-automation-features-and-discussion/
  20. An error has occurred in this program. I tried to download the stable version 2.07, but I couldn't (screenshot below). Аnd I'm now sure that if players download the latest version 2.09b, it may be missing some files due to a bug. Can the developers check this program and fix it? It would be very convenient, if all versions were uploaded to some cloud and players could download any version without this program.
  21. Well I think I've gone as far as I can with this but libxml is simply not doing what it's supposed to. I can put code like this in the Game constructor: auto games = GlobalRegistry().findXPath("//game"); assert(!games.empty()); // SUCCESS assert(games[0].getAttributeValue("name") == _name); // SUCCESS assert(!GlobalRegistry().findXPath("//game[@name='" + _name + "']").empty()); // FAIL The "//game" node is there, it has an attribute "name" with value "Doom 3 Demo" (or whatever the first game to be loaded is), but passing that exact name string back to an XPath query using the [@name='blah'] syntax just doesn't work, even though it used to work fine, and should work according to the XPath specification. I even dug down into the Document::findXPath function to see if something was being set in one of the C structures to indicate what is going wrong, but even though there is a lastError struct, it is empty. If there is any indication of the problem, it is buried deep within impenetrable and poorly-documented C structures. So, I am done with libxml and will look at C++ alternatives. If we were going to integrate this, what is the best way of doing so? I seem to recall from previous discussions you would prefer not to have git submodules linked into the repo, and it looks like pugixml is just one .cpp and one header file, so I guess the simplest approach is just to download the files and add them directly to the build in a suitable directory (like we do with the libfmt library).
  22. With that many maps what a lot of people are going to want is curation and quality control. If you want to know why Thief FMs are still pulling more eyes, that would be my guess. It's not even that the quality of the best Thief FMs are better than ours (IMO they are not), or that they have better tools for recommending them. The big advantage is that Thief has an popular and established lexicon for having those discussions. People know their expectations and can communicate them; and when they communicate their preferences they can reasonably expect to have them understood and satisfied. An excessive example (not biographical but a plausible hypothetical): The relevant point is that playing TDM is a major investment to the biggest demographic of people that might be interested in branching out. It seems like some people here don't recognize that dynamic. Some of us think that there are a bunch of quirky or vestigial irregularities in TDM that don't add much value to the established community and could be homogenized to to lower that barrier to Thief transplants. We are confused why you guys see it as so threatening. Personally I still feel like I haven't got a single straight answer. All that said on this specific mantling issue, I am actually sympathetic to the reactionaries. I love that the new speed was calibrated off of parkour videos. That was super clever. However the opposition has a point that our play characters are usually hauling like 25 kg of loot, gear, and body armor during a typical mission, judging by the in game models. And they are generally not in any big hurry. It it were me I would split the difference between the old and new speeds, or maybe go 70-30 in favor of parkour.
  23. The Alchemist is a full-size city and mansion Dark Mod FM, the fourth in the Thief's Den series in which you play Farrell. It follows on from Heart of Lone Salvation so you should play that first. The main build of this FM was by Sotha who was unable to continue work on it. I (Fidcal) could see the potential so completed it, somewhat roughly and quickly, so it could be enjoyed rather than abandoned. Even so, it exceeded my original estimate! Read the notes below while you ... DOWNLOAD HERE. (27MB) Sam's death hit me hard and I've not been feeling so good. I'm worried I didn't get rid of the Heart of Lone Salvation quickly enough. I don't want to end my days like Martha Edridge. A health potion is too weak; I need something stronger. Only a holy healing potion will lift a curse so I need to find a good alchemist. But the city watch have been tipped off and the district is alive with guards searching for any intruder they find on the streets. I have no choice: I must get that potion... This FM needs Dark Mod Update 1.02 or later. TIP: You cannot drink the holy healing potion if you are perfectly fit! As said in the briefing, the city watch are already ALERT right from the start and much more likely to notice you in the dark. You'd better be ready to move! ALLOW 2 TO 4 HOURS PLAY FIRST TIME AROUND Players with low end machines will find this slow in some places especially when there is an alert. Hide. Let things calm down. Closing doors behind you may help. In Dark Mod some glass is breakable using any weapon. It may require several hits. But there is also toughened glass which cannot be broken. Only one way to find out which is which! Do not use Esc during the briefing or the cursor becomes invisible. (You can still select blind though looking for highlights.) You can skip the briefing with the left mouse button. If you miss anything you can use the back button to show it again. Above all, Enjoy! [EDIT] updated with debugged combination lock script 5 June 2010. If you had a previous version installed make sure it is totally removed first, ie, doom3/alchemist and darkmod/fms/alchemist. [EDIT] If you get strange crashes there is a known bug caused by the spiky balls. This is fixed in Dark Mod but I think not released until 1.03. Try my patch from http://www.fidcal.com/TEMP/alchemist_patch2.zip It makes the spiky balls passive - they don't do damage - but apart from that no difference. Close Dark Mod Unzip the patch into your game folder doom3\alchemist Start the FM afresh, don't use earlier gamesaves.
  24. In what way has any of this been "aggressive"? I ask, because I've tried to be the exact opposite of aggressive as much as possible. If I can improve here, I'd like to know. Have others been aggressive towards you? What are you insinuating here? I ask, because it sounds like you are either displeased with me personally, with the dev team as a whole, or with mission authors. What do you think needs to be addressed exactly? Would you mind making this clear, so we can improve? If it makes you feel any better, all of the player control and movement issues that I'm aware of that can be addressed have already been addressed. So, I personally don't have anymore player control or movement changes planned at this time. Regarding this mantle speed change, I proposed it internally and created the original solution. But the final solution was a dev team collaboration, and therefore I'm not the sole contributor of this change. The core team, including myself, already addressed this change. Are those the details that you wanted to read?
  25. 0.5 is alright. I voted for 1.0 mostly because I'm used to seeing it, but with the new mantling speed I'll probably change it to 0.75. Having the option to customize it is great, everyone can set their preferred value.
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