Jump to content
The Dark Mod Forums

Search the Community

Showing results for '/tags/forums/downloading problems/'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. I never realised Bill Gates was a member of these forums. Welcome to the community! I hope you enjoy The Dark Mod. Perhaps your Foundation could help pay for the server hosting or fund the development of some new features?
  2. newer used hibernate myself but mostly due to problems with it... tasks failing to start up again after hibernation or even worse drivers ugh. the optimizer works fine i must say as for completeness i think they are about equal w10privacy can block microsofts telemetry servers for instance while i cant seem to find that option in the optimizer which has a few other options that i cannot find in w10privacy.
  3. Hello, newbie Dark Radiant user here, and I'd like some advice with a small problem I've been having. I was following Fidcal's "A to Z Beginner Full Guide", and got up to Page 4 where I tried making a path for a patrolling AI. The problem is the AI doesn't seem to like doors (which I created all the way back in Page 1). I did a test build where I simply deleted the doors to see if it was a problem with the brush or walkable surfaces, but the AI can move through all patrol routes normally under those conditions. With doors, however, I have a number of problems: 1) When a closed door exists between the AI and the first path_corner it's aimed at, it refuses to start walking. 2) If I open the door manually, the AI starts walking, goes through the open door, closes it, moves to the path_corner, waits, turns around and walks towards path_corner2, opens the door, and just stops. 3) If I open the door manually again behind the AI, it turns around to start walking towards path_corner2, but then just stops. I tried using "tdm_ai_showdest 1" to see if I could identify any problems, and the AI is obviously heading towards its next target path_corner, but the presence of a door (open or closed) seems to stop it in its tracks. I feel like I might have missed something during door creations that's causing this problem, but I'm not sure what it is...
  4. That's odd, because when I was working on the footsteps years ago, I was definitely adding volume decls to lower the volume of sounds. Perhaps something has changed since then regarding how the code interacts with sound shader keywords. I do recall that there are problems with using sound shaders to increase volume, as others have reported, which is why it's a good idea to make sure your original sound files are fully normalised (volume maximised) before they go into the mod.
  5. Oh I see, that's fine then (at least with regards to my concern about GUI duplication — I have no idea if the switch from text to xData would cause any other problems).
  6. I don't know what you mean by this. When you change the srt file inside kdenlive you have to export it (which is saving), or if you saved as a project before, you can just click save to (also) export the srt. Or do you mean this import window? I always ignore it, because I don't know what it means in relation to audio files and it didn't give me any problems: Where can I download the beta?
  7. I use Linux already, but sometimes people want me to look at their Windows computers. Funny story, an old lady that I used to know would come to me when she had computer problems. So, one time she wanted me to fix up her Windows laptop, and I gave her a laptop running Linux. I actually wanted her to get a Chromebook, but she was broke, as by that point I was already fed up with Windows and not interested in dealing with it anymore. Anyway, she used the thing for a year or two, was happy with it, then she passed away. Her daughter took over her things, and at that point, the daughter had a choice of laptops; the old crappy one with Windows, and the slightly less old and slightly less crappy one with Linux. And guess which one she took. ha-ha-ha I think the best way to get revenge against Microsoft isn't to pirate their software, but to instead help transition friends and family to something else. The geeks can make them irrelevant in consumer space, and these sleazy tactics do not fly in the corporate world. Pretty much all of the people I know who can afford to, have already left Windows for Macs.
  8. The original 1993 SMB movie was worked on by the creators of Max Headroom. They wanted it to be a cyberpunk "allusion" to the general Mario concept. Why were these folks given the SMB project? Because Nintendo wanted to somehow "appeal to teens and adults" and expand the audience so they gave the directive to Hollywood to come up with a "mature" way to tell a Mario story. The movie was in development after Sonic and Sega were positioning themselves as the more teen oriented platform and 3DO along with other "mature CD game consoles" were on the horizon. Nintendo didn't want to be relegated to be a "kids only" console (even though that designation would later help them maintain a stronghold in family console sales). Apparently, the draft script was amazing enough to generate interest from A list actors but the studio got cold feet and started rewriting the movie to be more and more juvenile and closer to the source material of the games ( and turned it into a big mess ). I don't think it requires hindsight to understand that even leading up to the release there were lots of poor decisions around the project. 1) Other Nintendo franchises such as Zelda and Metroid were better suited to a mature story line 2) There is no cogent way to make a "mature" story that involves a Plumber entering an alternate dimension to battle an anthropomorphic Dino-Turtle that speaks English and wants marry a human woman who is native to this same dimension 3) Using allegories to Mario game features such as replacing Bowser with a malevolent Bowser-AI in a William Gibson style mind-jacked internet ( while cool ) would violate the expectations of people looking forward to a movie adaptation and lead to disappoint regardless of the resultant movie 4) Cyberpunk fiction fans would be scratching their heads about why the protagonist is a plumber and why the antagonist AI \ Cyborgs, etc are in the form of Turtles, Dinos, and Mushrooms rather than reflecting the full diversity of possible Avatars 5) You have an amazing Cyberpunk script and A list actors enthusiastic to participate in it and you decide to murder the script with rewrites rather than rebranding the project as a new science fiction film and deferring the Mario film to another team who wants to write a from scratch faithful adaptation? You can sorta see how things all added-up to the final results but it is still pretty baffling that nobody caught the problems earlier in the process.
  9. Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange)
  10. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
  11. You can try my alternative footstep sounds package which addressed the things you described together with a lot of other footstep sounds both for player and AI if you want to. https://forums.thedarkmod.com/index.php?/topic/17631-new-footstep-sounds/
  12. The problem with the FPS counter is that it is quite unreliable when it comes to determining how the game runs on other computer configurations. Therefore, you should always use the previously mentioned commands to check. It might also be a good idea to do some kind of alpha performance testing. @Zerg Rush machine is a kind of benchmark for me; if the game runs badly on his machine, then many others will have problems as well in my experience. How this is to be evaluated technically, I don't know exactly either, and I've heard several opinions on why certain things are very demanding. My experience is just: Keep light radii in larger scenes as small as possible and preferably not overlapping. Too many entities in large scenes have bad effects - use LOD where possible. Design portals in such a way that they close. In one of your screenshots you can see only closed portals on the right side and a large number of open portals on the left side, which raises the question what these portals are supposed to do and what would also explain the number of draw calls. Duzenko says that Draw Calls should always be around 2,500 - Springheel once said that they should not be above 4,500. However, I have noticed in beta tests that some people had problems with their computers when the draws were over 4,500. Shadow count should be (as Springs once mentioned) below 80,000. I also noticed that this has a big effect. This can be reduced significantly if you proceed as described in "1." above. But your shadow count is zero. Can this be correct or is this defective? @nbohr1more
  13. "r_useNewBackend 0" will be removed in next release. It is already removed in the latest dev build. You would do us a favor by downloading dev build now and checking whether it works fine or not
  14. Mods can this moved again? @Acolytesix- can you make sure you post in the beta thread instead of this one please (this one is public, the beta thread is only for logged-in forum members): https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/
  15. Maybe there is a sliver of hope that will change in the next 10-15 years. Tech disruptions suck for established interests, but they do have a way of making previously unprofitable products suddenly viable. The problems for an authentic Thief modernization are 3: Such a project needs high fidelity art and sound assets to secure an enthusiastic audience, but such assets are currently too expensive to produce at the optimal budget point for this property. (In fact it's too expensive for most properties, hence why AAA games are so damnably risk averse.) Generative AI stands poised to change this problem drastically, either for the better or the worse. If AI makes it trivial to churn out high quality custom assets for pennies, that would be revolutionary for the viability of niche hi-fi games. But if the AAAs use it to increase expectations again in their pointless graphics arms race that could conceivably leave us still treading water or worse off. The modern standards for rich game worlds requires an army of exploitable labor to build and populate. That again constrains the range of budgets and even the countries such a project can get built in. Procedural environment generation has the potential to solve this problem, but right now the tech is still premature. If generative AI leads to an explosion in coding productivity and creativity that would change, but that's a big if. The tech is almost certainly capable, but the will to train it could fail to materialize. Modern commercial game engines are not built to support deep stealth because of a chicken and egg problem. Anyone who wants to make a modern deep stealth game needs to sink a bunch of time into building or customizing an engine to do good stealth (with little surety of success). That again boosts the budget into a commercially non-viable range. But then because deep stealth games are not viewed as commercially viable, engines don't support it out of the box, shunting the responsibility to individual devs who will always struggle with the job far more than if the engine makers would do it. If we anticipate an explosion in general coding productivity, plus increased interest in classic immersive stealth mechanics arising from the popularity of ray tracing, maybe engine makers will start giving a damn. But I admit that one is a stretch. And, even in the best case where all these factors come together ideally, I suspect it's true that Thief is viewed as commercially toxic. The IP owners are unlikely to let it out of their dungeon unless some sort of ultra faithful indie spiritual successor makes a huge splash first.
  16. sure - I would only ask that you follow the thread to make sure you don't report stuff that has already been mentioned: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/
  17. well i do have a copy of the thief 1 darkengine source code (the dos version), sadly it is not buildable unless you have a very very old msvc compiler (msvc 4.0) or proficient with porting it to a newer version which i am not since the compiler needs support for dos and i think the last one that had some support was .NET 2003 but you need to hop through a few loops to get it working on win10 64 because of permission problems etc. darkengine 2 source was quite different and a bit of a mess to handle i seem to remember. still trying to get hold of a copy of it but im not hopefull.
  18. heh i was thinking the same though it might just have been a glitch when writing the names are pretty similar. But for correctness it is called the dark engine and the newer version that allows us to run these beauties on win10/11 is called newdark. newdark is kinda interresting as it just suddenly popped up on a french forum some time ago by an anonymous developer with the alias le corbeau who allegedly got his hands on the original source code and started updating it for modern OS. this was the original thread i believe -> https://www.ttlg.com/forums/showthread.php?t=140085 bikerdude was on that forum to when the patch hit i noticed hehe.
  19. Okay, I had no idea, I have googled it up now and you are right, to my own surprise. Done, I´ve put some paragraphs which were previously not in spoiler tags into spoilers.
  20. Thebigh is right. The pronunciation tripped me up too, but that is apparently how Leicester is pronounced. Also @TarhielI'm glad you are loving the FM but do you mind putting spoiler tags on your post please
  21. Operating System Windows 11 Pro - CPU Intel 11900k - System RAM 32 GB - Video Card Asus 3090 - Video Drivers 531.29 Nvida - Experienced Performance, No problems with Dark Mod graphics settings on full everything on max @ 40-50 fps
  22. I'd like to install the game using the tdm_installer. It doesn't do anything. The moment it would start the download it stops immediately with an error saying "Missing end chunk .. ." There doesn't seem to be any info abut this error on the forum. Could anybody help me with this pls? Also I tried direct downloading the files with the links provided in the installation log. It worked I got 4MB of the game installed now, 4072MB to go.
  23. We will look at some of this stuff, but SPOILER tags, please!!!
  24. Bachelor Mapping Challenge!

    The girlfriend will be away to her mum's place for almost a week, which means more mapping time for me! I'm planning a speed build. Hope it will go my way :)

    I'm starting by downloading 2.11. Don't know if I'm going to use any fancy new stuff. Just want to crack those itching map muscles that has gone dry and dead since almost a year's worth of no-mapping :)

    1. Show previous comments  2 more
    2. Wellingtoncrab

      Wellingtoncrab

      Love your work so looking forward to whatever you got coming next whenever and wherever that may be!

    3. thebigh
    4. The Black Arrow

      The Black Arrow

      Yes please, I remember playing your maps and they were amazing.

  25. This may make sense in that the performance impact of the volumetric effect can scale with how much of the effect is filling the screen. We shipped with a “performance mode” but had to setup the entities by hand to do it (so it’s not perfect). If you change the LOD detail settings to “Low” or “Lowest” this will disable certain lights, particles and such that can be very heavy to render. You can try these settings and see if you notice an improvement. If not sending us some pictures of heavy areas (with spoiler tags please) will be helpful with tuning these “performance modes” in subsequent patches. Thanks for playing!
×
×
  • Create New...