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I wonder what is the effect it has on your laptop. Like e.g. FPS on typical missions, Saint Lucia maybe? With default settings and with these tweaks, I mean. Maybe some other problems you have otherwise, like missions don't boot or stutters?
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I've found that the complexities of Mason font have caused problems for refont and datBounds. To get a handle on this, I did a deep dive into the twists and turns of this font. Results are written up now in the wiki as "Mason Font".
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Hmmm, to me it sounds like improper use of assets, or not thinking about playable space with assets in mind, modular or otherwise. Never had these problems because I was always able to make assets with proper origin point placement, and with certain grid in mind. Thanks for the explanation though.
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Mission Administration Terms of Service
stgatilov replied to nbohr1more's topic in TDM Editors Guild
I think we should first decide what do we want TOS for: To protect TDM from legal issues? To protect TDM team from angry mappers in case of conflicts? To guide mission authors in their work? In my opinion TOS should only cover legal issues, and wiki articles about making/releasing missions should cover author guidance. The chance of getting malware in a mission only increases after we write this publicly. Better don't even mention it, we are completely unprotected against this case. By the way, isn't it covered by "illegal" clause? I'm not sure this is worth mentioning, but I guess @demagogue knows better. By the way, which jurisdiction defines what is legal and what is not? Isn't it enough to mention that we will remove a mission from the database if legal issues are discovered? I think this is worth mentioning simply because mappers can easily do it without any malicious intent. We already had cases of problematic assets, so better include a point on license compatibility. It is a good idea to remind every mapper that this is a serious issue. I also recall some rule like "a mission of too low quality might be rejected". In my opinion, it is enough. You will never be able to pinpoint all possible cases why you might consider a mission too bad in terms of quality. And even the specifics mentioned here already raise questions. Having such a rule is already politics. I feel it does not save us from political issues but entangles us into them. If there is a mission which contains something really nasty, it will cause outrage among the community (I believe our most of active forum members are good people). If people are angry, they will tell the mission author all they think about it. And if the author won't change his mind, he will eventually leave TDM community. Then the mission can be removed from the database, perhaps with a poll about the removal. But it sounds like an exceptional case, it is hard to predict exceptional cases in advance. This is not even terms of service, but a technical detail about submissions. The mission should be accompanied by 800 x 600 screenshots. Or we can make them ourselves if you are OK with it. This is again purely technical, and I'm not even sure why it is needed. Isn't it how TDM works? If mapper does not override loading gui file, then default one is taken from core? Is it even worth mentioning? I think we should discuss mission updates by other people in general. This is worth mentioning so that mappers don't feel deceived. The generic rule is that we don't change missions without author's consent. But it is unclear how exactly we should try to reach the author if we need his consent. PM on TDM forums? Some email address? However, sometimes I do technical changes to ensure compatibility of missions with new versions of TDM. Especially since the new missions database has made it rather easy to do. Luckily, I'm not a mapper/artist, so I never fell an urge to replace model/texture or remap something. But still, it is gray zone. On the other hand, I think the truth is: we can remove a mission from database without anyone's consent. I hope it has never happened and will not happen, but I think this is the ultimate truth, and mentioning this sad fact might cover a lot of the other points automatically. -
Shouldn't mappers be able to solve 99% of such problems with either LOD (hide_distance) or func_portals (either with triggers, or portal_dist + func_statics, if they want to cover a closed portal with something)?
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Yeah I'm aware of the use cases - I mainly used it for particles and preventing models from showing up through walls. The point of the thread was to reveal why it was even created, as the thread I linked contains advice from @stgatilov to NOT use it at all: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/page/10/#findComment-490707 If that's the advice, an explanation is needed and the Wiki updated.
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I am afraid there are a few more problems. info_conversation is only used to define conversations and the "director's commands" (talk, walk, look, talk, etc.) with allocation of the required sound files. The entity does not have any other purpose and thus its location is uncritical. Some may also place the entity in a blue room. The conversations themselves get activated via "atdm:target_startconversation" entities. Mappers can go on with the suggested names "[...]...conversation_X", but mappers can, of course, choose better fitting names like "start_convo_builder". Location of these entities does not matter as well. On top, you need some sort of trigger - trigger_once for example or maybe a trigger_count if the mission maker wants the convo only to start when several other actions have been completed and counted. So, to find out where a certain convo is located one must maybe know where and how triggers have to be activated to get the "start_convo" entity activated. Probably a non trivial task if you are not familiar with the map structure.
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For newbie player I might recommend my own Unofficial Patch which makes some things easier. For example it removes the IMHO very illogical complete knock-out immunity guards get once they are alerted. It might be this what causes you problems to knock them out!
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A Winter's Tale By: Bikerdude "One of the few pleasures I have as a man of the thieving profession is to return to my old home town for the holidays and relax in the company of friends and relatives. But a local lord has been going out of his way to making the lives of the locals a miserable." Notes: - TDM 2.12 or later is REQUIRED to play this mission. - This is my entry for the speedbuilding jam. - This FM should play on the vast majority of systems. I have perf tweaked this map with low end players in-mind. And have moved the globale fog/moon lights to the ‘ better’ LOD level. - min recommended spec (as per beta testing) Intel Core i7(3rd gen), nvidia 1030 4gb (GDDR5), will get you 60fps inside and 45fps outside. - Various areas will look better with shadow maps enabled (SoftShadows set to medium/high, Shadows Softness set to zero and LOD set to 'better'), at the possible expense of performance depending on your system specs. - this mission continues the imperial theme, with this being a border town slightly further out from the main imperial lands than Brouften. - build time roughly 130hrs. Download Link: - (v1.4) - https://discord.com/channels/679083115519410186/1310012992867405855/1310022631415746632 v1.4 changes: I have been tweaking the LOD levels through-out the map - - Snow fall has been moved to LOD low/normal. - world fog moved to LOD better. - fireplace grills to LOD better. - world moonlight moved to LOD high. Other tweaks - - reduced light counts in all the fireplaces. - reduced the length of the looping menu video background. - Some new assets Gameplay: - added more ways for the player to get around. - tweaked existing routes to make some easier or more of a challenge. - and added an additional option objective. Credits: Special thanks go to - - Nbhor1more, flashing out the briefing and creation of readables. - Amadeus, Help w/custom objectives, script work, proof reading, mission design & testing. - Dragofer, for custom scripts and script work for the main objective. - Baal, for additional tweaking of the main objective and script work,. - Beta testers: Amadeus, Nbhor1more, Mat99, DavyJones, S1lverwolf, Baal & Dragofer. - Freesound.org, for ambient tracks, further details in sndshd file. Speed Jam Thread: - https://www.ttlg.com/forums/showthread.php?t=152747
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got both an ultrawide and a 4k display, funnily the 4k display is the one it has less problems with since it is standard 16:9 so it looks ok even in 1920x1080. my ultrawide is an older asus 3440x1440 100hz so a mix between a 2k and a 4k screen and many older games have trouble with it sadly (letterboxing smearing etc), looks stunningly good when the game does support it though.
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I recently wanted to play this mission again, which at first worked without problems, but only until I reached the room with the coffin, in the mansion through the portal that opens in the wall. There it is necessary to first read the book on the desk, so that the pipes that transport the character to other places are activated. But it turns out that selecting this book invariably causes a crash to the desktop, preventing the mission from continuing. Restarting the mission don't make a difference, selecting the book=crash.
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r_bloom_weight is set to "0.7" both in my 2.12 installation and in main repository. I never touched those values which means the default must be 0.7. Troy Sobotka is the original creator of AgX. He was active on Blender forums where he had long philosophical arguments about color with people. Also on Blender developer forums. I don't know if there's much more beyond those and his github page: https://github.com/sobotka Edit @stgatilov AgX however is a direct continuation of Sobotka's earlier 'Filmic', so there may be more about that: https://github.com/sobotka/filmic-blender https://blender.stackexchange.com/questions/164991/are-the-technical-details-of-filmic-available
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- color management
- tonemapping
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Neither the carpet nor the white plaster panel use specular maps. Most textures don't use specularmaps. You don't need specularmaps to blowup the image easily. You also don't need bloom to blow up the image easily. There's is no bloom in this image. It's just a stock darkmod torch, not even super bright, default settings, no bloom. Whites on the carpet are clipping too. You can use less bright textures, or move the light away, or turn down the light. But there's no real reason why the artist should do that, other than a technical limitation that you have to work around. Having nice postprocessing is a just a bonus of high dynamic range. Having HDR just for bloom would be pointless, cause you can fake it in other ways. HDR and tonemapping are not just some gimmick used for for bloom. It's an important tool for making an overall nicer looking images. Bloom is not the only or main purpose of HDR. When around 2017 Filmic tonemapper was introduced to Blender, it was a big facepalm moment for a lot of people, cause they realized that Blender offers super high bit depth, but a lot of that potential is simply thrown away. The Standard "view tranform" in Blender today is what was the default before Filmic: This is pretty much what Darkmod is currently doing. Here's Filmic: Here's AgX that aims at fixing some of the problems of Filmic: Here's Khronos PBR neutral that keeps details in the highlights while also maintaining saturation: Those are renders from Eevee engine. Of course once you have dynamic range under control you can shape colors further by adding or reducing contrast, adding postprocessing, whatever you like.
- 79 replies
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- color management
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grimm was properly ported by daniel while mine worked in x86 it kinda broke in x64, should be up now on github. as for my dhewm port i need to setup a github account again and diff the changes made but then daniel sees no problems with admitting it. changes since last time disabled the GLSL backend renderer, can be enabled in the imgui gui. if GLSL backend is enabled it also disables daniels shader based hardware gamma and softparticles as the GLSL backend lacks shaders for these (should also be disabled if using sikkmod as they break SSAO and DOF).
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the hybrid renderer could probably be modified to also handle shadows in GLSL . im also using an RAII style depthbounds checker for both the shadows and lighting. the gamma correction works mostly with sikkmod but there is one oddity i noticed. while the world looks fine with it character faces go way bright. not sure what problems the softparticles have but it was noted by the dev himself that some stuff might look wrong with it. the VBO code was also replaced by a more efficient version originally written by michael hiney from insideqc. It is not a total rewrite like the version in TDM that uses the BFG version, instead it uses MapBufferRange and some optimizations. the GLSL hybrid renderer was mainly made to allow older mods to still work and it is quite solid by now having ironed out the last bugs with it years ago.
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Fan Mission: Volta III - Gemcutter [15th Anniversary Contest]
CountMorillonite replied to kingsal's topic in Fan Missions
Thanks Tapewolf. Your descriptions were great. I had no problems. But I can't see the relevance of the snails to the mission. You would think after you stumble upon the first, a new objective would pop up instead of the Bonus Objective AFTER you've got 4. -
I played only through the easy/thief mode. Tomorrow, I'll try other characters. I think, I too got some problems with npc detecting me from at least one room away. The guy in the central corridor was constantly repeating "oh, this is not good" or something like that. The other thing, I got a bit tired of reading every journal in every room. Have never seen so many journals in any of the missions as of yet (but tbh, at the moment, I've only played around 15 missions). Otherwise, a great mission. It felt so fun to break into the hall and knock out all the guests in one blackjacking spree. I'll come back to it as an assassin, I really wanna see the difference
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I guess Wikipedia does a better job describing it: As for what kind of game this is, as I said, like Arx Fatalis, Ultima Underworld, or King's Field (I don't know the latter, but, that's what the dev wrote in his description of Monomyth). If you don't know any of these games yet, I can highly recommend Arx Fatalis. It's really nice (although it has some balancing problems).
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I never noticed this before, and I hope there isn't a thread on this already. I checked and didn't see one, but I could be missing it as easily as I miss loot. The missions come up sorted by date, and that's the way I like it, and I selected the newest one for downloading. New missions I downloaded recently weren't showing, and I thought they usually showed up even though they were already on my computer. So I thought maybe the list needed to be refreshed. I selected to sort by title and saw that the mission I had selected for download changed. I figured it wouldn't really download the one it changed to, and went ahead and hit the button to download, and I'm not sure what it did. But the mission it changed to was already on my computer, and the new one I wanted did not download. I tried a few other things to try to figure out what was going on, and I'm not organized enough to figure out what appears to be happening, but if this is really an issue, it appears to be that the system is grabbing a specific spot on the database, and a resort keeps the spot(s) chosen, not recognizing that the newly sorted titles have moved into those spot(s). I tried selecting 3 titles for download, resorted, and one selected title stayed the same but the other two changed to something else. It isn't a big problem, you can get anything you want to get by not resorting, just thought I'd point this out and once again, sorry if this is well known, I couldn't find it in a topic.
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Welcome to the forums! Please feel free to ping me via forum chat.
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If they dont contact you, there are locations where you info about this game. For example: wiki.thedarkmod.com and https://en.m.wikipedia.org/wiki/The_Dark_Mod Forumtopic TDM in the news. https://forums.thedarkmod.com/index.php?/topic/15109-tdm-in-the-news/
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I've tried three times, but the Dark Mod will not install. I download the installer link from the main page and unzip it, then run it. It gets part way through and I get an error message: Missing end chunk 0..1430 (1430 bytes) after downloading URL http://mirror.mstrmnds.me/releases/zipsync/release/release205_from_release204/tdm_defs01.pk4 Using a Windows 10 laptop. Any suggestions?
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How about AI voice generation using the already existing voices?
STRUNK replied to STRUNK's topic in TDM Editors Guild
I have installed F5-TTS with pinokio: https://pinokio.computer/ It's remarkable how fast this model is and how easy to use. Just find some longer voice clip and use it as reference audio. Under Multi-Speech you can upload more voice clips and give them tags/Speech Type Names, of use this for different voices alltogether, then simply start the scentence with {your tag}. {your tag2} etc. I took 4 clips from the moor tagging them soft, normal, angry and shout, then making them say the same line: YourCamel.mp3 It works very fast and the quality is very much the same as I got out of tortoise-TTS, but seems not as good in keeping the character of the voice. -
Fan Mission: The Imperial Sword [ 15yr Anniversary Contest ]
DeTeEff replied to nbohr1more's topic in Fan Missions
Wow! This is what the thief games are about; Nice city scapes, a very open canvas for the player to roam (not just a one way street). GAMEPLAY 5 stars I really loved all the sprawling passages and roof top-routes you could take. Wherever I went there was somthing new to be found. The guard routes was balanced and there was "almost" too much shadows, which is good; It is frustrating to have extremely tight spots where you get spotted almost before entering the light. I had no problems with the climbing parts and the pipes worked like a charm to grab onto. There was also no places where I got stuck. The only critisism may be that some stuff was a bit hard to frob (the decree in the attic and some loot in some chests) but that is ordinary TDM stuff STORY 5 stars I implement all custom assets in here, as many of them can be categorized with the story elements. Custom textures/models/interresting readables and the real voice actors to voice the custom dialogue. Top notch! Even as most fan missions consists of "getting in and taking that special gobbilydingo", this was (for me at least) a unique take. VISUALS 5 stars Everything beautifully detailed with lots of (I guess, custom assets). No clean/barren places to be seen. Nice use of moonshine in the windows and this ties in with my love for sprawling city scapes with lots of dirty back alleys and pipe climbing and different ways to get where you want. I often have problems just to relax and play as a player (since I mostly build missions myself and rarely play) and since almost every mission I play is supperior to what I can produce, I have a dirty habit of searching out errors in other missions to remind me of that "these people can also make mistakes" and this was one of those missions where the mistakes were almost non existant. There was some models popping into existance (the flower pots outside the manor, when coming from the church gate. I guess these are for LOD/optimization. And maybe 2, Z-fights. Other than that, there was no errors I could spot! Good work!