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  1. For the FM? For beta 1 it's here: https://drive.proton.me/urls/H1QBB04GA0#oBZTb1CmVFQb I've already done around 100 fixes though, so you might want to wait for beta 2 which should be ready in a couple of days hopefully. All links are in the first post of the beta thread here: https://forums.thedarkmod.com/index.php?/topic/22439-the-lieutenant-3-foreign-affairs-beta-testing/
  2. Yet another breaking change, I'm afraid: 6346 Sounds have a bunch of parameters: minDistance maxDistance volume shakes soundClass The base value for each parameter is set in sound shader. However, it can be overridden with a different value in spawnargs (e.g. "s_volume" "-10") or in C++ engine code with SetSoundVolume (used extensively for footsteps). Unfortunately, Doom 3 engine has a special case: setting some parameter to zero means it will not override the base value. So there is no way to override sound volume with 0, because setting zero would mean "use value from sound shader", while setting 0.1 or -0.1 would mean "use volume = 0.1 or -0.1". This behavior causes confusion. It is especially bad when volume is set programmatically, because e.g. volume of player footsteps is computed as a sum of many modifiers (run, crouch, creep, in water, etc.) and it is hard to be sure you don't get zero sum in the end. The idea is to fix this mess and add a "don't override" special value in the system. Speaking of spawnargs, it would work like this: "s_volume" "13.4" = override with value 13.4 "s_volume" "0" or "s_volume" "0.0" = override with zero "s_volume" "" (empty string) = don't override Right now there are tons of zero values set in these spawnargs. It is not clear where the author intended to override with zero, and where he wanted to drop inherited override and use base value. I guess for compatibility reasons I'll have to replace spawnargs "s_volume" "0" with "s_volume" "" in all missions.
  3. Since due to the nature of this forum, file/image sharing is used quite frequently, I thought to present some alternatives to the widely used Gdrive, which I don't like so much, especially since the last TOS change. File Sharing To share large files there are several options that also do not require registration. The first is File Hosting Online, which supports files up to 25 Gb, encrypted and also includes a Virus Scan that ensures safe use Another good option is Gofile, free to use, privacy focused and unlimited Bandwith. No refistry needed. While the files are accesed or downloaded at least one time a week, they are never deleted, otherwise inactive files are deleted after 10 days. If you prefer to use P2P, that means to share files directly from PC to other, without a hoster in the middle, there are also very good options, which permits to share files and folders without limites of type and size. The most easy to use is O&O File Direct, a small Desktop app (sadly only Windows), very easy to use 1 Open the app and drag the files/folders you like to share in its window 2 Optional adjust the days and amount of permited downloads and if you want a password 3 Share the link which apears in the app Done The only limits are, that the receptor only can download your files, when your PC is online, on the other hand this permits that you can stop the download in any moment, going offline or shutting down the PC. The other limit is, that the files to share can't be in a protected folder. Her are an Example with a list of Search Enines (Html file 423,56 Kb). While I am online, you can download it https://file.direct/f/pmjVFnjfkjFTKTt5 Videos One of the best options is Streamable (need a free account, inactive videos are deleted after 90 days in the free version) Alternatively you can use Streamja, a simple Video sharer with good privacy, free account optional (nick, mail) Images Ok, there are a lot of Image sharer, most used the known Imgur, because of this I add only one which offers some advantages over Imgur. ImgBox (free account) is a reliable platform to share and host images like Imgur, but it make it very easy to upload and post dozend of images simultaneous, selecting all the images you want and drag them on the window, offering coresponding bulk codes from the selected images to post them with one click for forums (BBcode), Html and others, fullsize or thumbnails. More since Imgur used since some time the hated webm formats for gif images, hardly accepted in most forums.
  4. This post differentiates between "gratis" ("at no monetary cost") and "libre" ("with little or no restriction") per https://en.wikipedia.org/wiki/Gratis_versus_libre * A libre version of TDM could: ** Qualify TDM for an article on the LibreGameWiki *** TDM is currently listed as rejected https://libregamewiki.org/Libregamewiki:Rejected_games_list because "Media is non-commercial (under CC-BY-NC-SA 3.0). The engine is free though (modified Doom 3) (2013-10-19)" ** Qualify for software repositories like Debian *** TDM is currently listed as unsuitable https://wiki.debian.org/Games/Unsuitable#The_Dark_Mod because 1) "The gamedata is very large (2.3 GB)", and 2) "The license of the gamedata (otherwise it must go into non-free with the engine into contrib)" and links to https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/LICENSE.txt Questions: 1) tdm_installer.linux64 is 4.2 MB (unzipped), which is far from the 2.3 GB which is said to be too large. Yes, the user can use it to download data that is non-libre, but so can any web browser too. If the installer itself is completely libre, does anyone know the reason why it cannot be accepted into the Debian repository? 2) If adding the installer to the repository is not a viable solution, would it be possible to package the engine with a small and beginner friendly mission built only from libre media/gamedata into a "TDM-libre" release, and add user friendly functionality to download the 2.3 GB media/gamedata using "TDM-libre" (similar to mission downloading)? 3) Would such a "TDM-libre" release be acceptable for the Debian repository? 4) Would such a "TDM-libre" release be acceptable for LibreGameWiki? 5) Would the work be worth it? * Pros: Exposure in channels covering libre software (e.g. the LibreGameWiki). Distribution in channels allowing only libre software (e.g. the Debian repository). * Cons: The work required for the modifictions and release of "TDM-libre". Possible maintenance of "TDM-libre". I'm thinking that the wider reach may attract more volunteers to work on TDM, which may eventually make up for this work and hopefully be net positive. 6) Are there any TDM missions that are libre already today? If not, would anyone be willing to work on one to fulfill this? I'll contribute in any way I can. 7) I found the following related topics on the forum: * https://forums.thedarkmod.com/index.php?/topic/16226-graphical-installers-for-tdm/ (installing only the updater) * https://forums.thedarkmod.com/index.php?/topic/16640-problems-i-had-with-tdm-installation-on-linux-w-solutions/ (problems with installation on Linux) * https://forums.thedarkmod.com/index.php?/topic/17743-building-tdm-on-debian-8-steamos-tdm-203/ (Building TDM on Debian 8 / SteamOS) * https://forums.thedarkmod.com/index.php?/topic/18592-debian-packaging/ (Dark Radiant) ... but if there are other related previous discussions, I'd appreciate any links to them. Any thoughts or comments?
  5. Here's a link with the Engine, Game and Input file in case anyone would like to dig in but don't own or have the game installed. Either for Performance or Quality optimization: https://github.com/honzi/files/blob/master/Config/Thief/2014/ThiefEngine.ini
  6. So this online store I bought a pair of headphones from decided to gift me 12$ today. Since the voucher would expire in in two weeks unless used and I had nothing else to get, I decided to spend it on a 17$ gamepad so I'd have one of these as well. I understand they should work fine under Linux these days, plus it supports both dinput and xinput so I'm not concerned. I never played any FPS or most games using something other than the keyboard and mouse, this feels like an interesting opportunity to try it out. TDM is one of the games I might enjoy playing with such a thing, especially since it doesn't require super-fast reactions till I get used to it like a deathmatch shooter. So until the device arrives tomorrow, I figured I'd ask how well I can expect TDM to run on such a thing! Especially now that we have a new rendering and input management system for the upcoming TDM 2.10. There's a few things I wanted to know. One is if both looking around as well as movement using the finger pads is supported. I remember some games allowed walking more slowly if you only pushed the pad slightly; Does this mean it's possible to sneak by only moving the pad a bit, in a way that affects how much guards hear you? Otherwise I was curious if force feedback (vibration) is implemented and used. For TDM this mainly makes sense when you take damage, are in radius of a sound that has the shake effect, and other potential situations I might be missing now. Is gamepad vibration a feature in the engine at least?
  7. When you say the value is not correct, do you mean it actually gives wrong results in the Q3 engine, or it just "looks wrong" when examining the text file? If it's the former, then that's arguably a bug (although supporting Q3 isn't top priority for DR). If it's the latter, then that doesn't really mean much at all — raw numbers in a map file don't necessarily correspond directly to values shown in the GUI, especially when transformations are involved (for example the -180 might be a rotation to match the default orientation in a particular engine).
  8. Oh, some implementations might work a little differently from what I remember the term megatexture referring to. From what I used to know, it meant turning the entire level into a single model or set that uses a single enormous texture. While the concept may have its upsides, there are two major issues that negate any benefit in my view: The first is system resources, you don't benefit from any reuse as every pixel is unique, the only way to do it at scale is with a gigantic image thus a huge performance drop in pretty much every department. The second issue is that level design becomes far harder and more specialized... while here in TDM we only need to draw a bunch of brushes and place some modules to make a level, an engine based on megatextures would require level designers to sculpt and paint the entire world in software like Blender which is far more difficult and we likely wouldn't have even half of the FM creators we do today, even for those that know how to do it imagine the task of manually painting every brick on every home and so on.
  9. Yes, if you turned too fast, you could see the textures pop in. Most Unreal engine games still do this when you start...
  10. Flakebridge Monastery In this mission you will visit a Builder outpost to steal some valuable books. It is the first in what I hope will be a series about Selis Woderose. I would like to take the opportunity to thank my beta testers: Aprilsister, Bikerdude, Chiron, lost_soul, and prjames. As well as Fidcal for his starting map, and Melan for his texture pack. Known bugs: A small number may appear at the bottom left corner of your screen when the mission loads. Press sheath weapon to make it disappear. As already mentioned this is the first mission in a series. When you have completed it you may know what you'll be going after in the next mission. You may even know where! Enjoy! And please use spoiler tags where appropriate. A couple of screens: (thanks lowenz) http://2.bp.blogspot...0/shot00001.jpg http://3.bp.blogspot...0/shot00003.jpg
  11. Venturing beyond the base game... A candle set consists of a candle holder and a candle attached to it. Core candle holders, candles and candle sets are properly named in v1.0 but mappers sometimes create their own candle sets and because of how these object are handled by the engine we end up with a "Candle holder" on screen. We can approach this puzzle in different ways but for the sake of simplicity in v1.1 everything is a "Candle", including single candle holders. Find v1.1 attached to this post. Remember you need the Core Essentials for the mod to work. z_nameless_objects_mod_v1.1.pk4
  12. I mentioned this elsewhere, but just a historical note: the existing i18n.pl conversion script expects only a numeric value after #str_ in its pattern matching regex (and possibly method of hashing). I do think @datiswous's idea to have key/value pairs with values like: "#str_Nobody crosses me! Must get back Frothley's scepter Creep stole off me." is a good way forward. Maybe with this version, DR could actually choose over time to provide some .lang support. And probably the engine would have to create hash tables to avoid slow string matching with these long non-numeric strings. (Oh, one other thing, since we're talking about The Outpost. When I played it earlier the month under 2.12, my screen would periodically go black for a second or two, every minute or two. I wonder if anyone else sees this, or just my odd Intel graphics chip?)
  13. that´s why i will give you a patchnotes for version 0.0.7.5 (and in a vid you showed so) Okay - if German was maybe only for settings ?! - then it doesn't matter otherwise? Why eliminated? and a 2GB game with no chance to save - looks ambitious to me Of course - the biggest part will be the engine! - but the game itself ? I'm going to take up the challenge and definitely : I'm going to have a lot of fun ( sure : it's not just "girls that want to have fun" ) CU ! Edit (24.04) Ohhh : I see (no save needed)
  14. DarkRadiant 3.9.0 is ready for download. What's new: Feature: Add "Show definition" button for the "inherit" spawnarg Improvement: Preserve patch tesselation fixed subdivisions when creating caps Improvement: Add Filters for Location Entities and Player Start Improvement: Support saving entity key/value pairs containing double quotes Improvement: Allow a way to easily see all properties of attached entities Fixed: "Show definition" doesn't work for inherited properties Fixed: Incorrect mouse movement in 3D / 2D views on Plasma Wayland Fixed: Objective Description flumoxed by double-quotes Fixed: Spinboxes in Background Image panel don't work correctly Fixed: Skins defined on modelDefs are ignored Fixed: Crash on activating lighting mode in the Model Chooser Fixed: Can't undo deletion of atdm_conversation_info entity via conversation editor Fixed: 2D views revert to original ortho layout each time running DR. Fixed: WX assertion failure when docking windows on top of the Properties panel on Linux Fixed: Empty rotation when cloning an entity using editor_rotatable and an angle key Fixed: Three-way merge produces duplicate primitives when a func_static is moved Fixed: Renderer crash during three-way map merge Internal: Replace libxml2 with pugixml Internal: Update wxWidgets to 3.2.4 Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.9.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep creating Fan Missions! Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  15. Interesting idea. Not sure about my upcoming time availability to help. A couple of concerns here - - I assume the popup words uses the "Informative Texts" slot, e.g., where you might see "Acquired 80 in Jewels", so it likely wouldn't interfere with that or with already-higher subtitles. - There are indications that #str is becoming unviable in FMs; see my just-posted: https://forums.thedarkmod.com/index.php?/topic/22434-western-language-support-in-2024/
  16. In post https://forums.thedarkmod.com/index.php?/profile/254-orbweaver/&status=3994&type=status @nbohr1more found out what the Fixup Map functionality is for. But what does it actually do? Does it search for def references (to core?) that don't excist anymore and then link them to defs with the same name elswhere? Also I would recommend to change the name into something better understood what it is for. Fixup map could mean anything. And it should be documented in the wiki.
  17. Found a few more tweaks that supposedly improve the game: To improve the quality of the game you can modify the BaseEngine.ini file located in \Steam\steamapps\common\Thief\Engine\Config changing the values written below: [MemoryPools] FLightPrimitiveInteractionInitialBlockSize=1024 FModShadowPrimitiveInteractionInitialBlockSize=1024 [SystemSettings] ... DepthOfField=False ... AllowImageReflections=True AllowImageReflectionShadowing=True SkeletalMeshLODBias=-1 ParticleLODBias=-1 ... MaxAnisotropy=16 ... MaxShadowResolution=2048 ... ResX=1920 ResY=1080 //or whatever res you will be using in gameplay ... bEnableBranchingPCFShadows=True ... bEnableForegroundSelfShadowing=True I also disabled bloom via ini and looks much better.
  18. I believe the engine sets mindistance = 1 and maxdistance = 10 if they are not set explicitly in the sound shader. At least that's what I see here: https://github.com/stgatilov/darkmod_src/blob/trunk/sound/snd_shader.cpp#L154 Anyway, if DR sets spawnargs to the same values as in sound shader, that's not a problem for the suggested change in the meaning of zero value. But setting maxdistance = 0 will be
  19. Alright, so, I'm a Texture Artist myself for more than 20 years, which means I know what I'm talking about, but my word isn't law at all, remember that. I've worked (mostly as mods, I am a professional but I much prefer being a freelance) with old DX8 games up to DX12. When it comes to Detail Textures, for my workflow, I never ever use it except rarely when it's actually good (which, I emphasize on "rarely"). This is one reason I thought mentioning that I worked with DX8 was logical. One of the few times it's good is when you make a game that can't have textures higher than what would be average today, such as, World Textures at 1024x1024. Making detail textures for ANY (World, Model) textures that are lower than 128x128 is generally appealable. Another is when the game has no other, much better options for texturing, such as Normal Maps and Parallax Mapping. Personally, I think having Detail Textures for The Dark Mod is arguably pointless. I know TDM never had a model and texture update since 2010 or so, but most textures do seem to at least be 1024x1024, if there's any world texture that's lower than 256x256, I might understand the need of Detail Textures. Now, if this was a game meant to be made in 2024 with 2020+ standards, I would say that we should not care about the "strain" high resolution textures add, however, I do have a better proposition: Mipmaps. There are many games, mostly old than new ones, that use mipmaps not just for its general purpose but also to act as a "downscaler". With that in mind, you boys can add a "Texture Resolution" option that goes from Low to High, or even Lowest to Highest. As an example, we can add a 2048x2048 (or even 4096x4096) world texture that, if set to Lowest, it would use the smallest Mipmap the texture was made with, which depends on how the artist did it, could be a multiplication of 1x1 or 4x4. One problem with this is that, while it will help in the game with people who have less VRAM than usual these days, it won't help with the size. 4096x4096 is 4096x4096, that's about 32mb compressed with DXT1 (which is not something TDM can use, DXT is for DirectX, sadly I do not know how OpenGL compresses its textures). I would much rather prefer the option to have better, baked Normal Maps as well as Parallax Mapping for the World Textures. I'm still okay with Detail Textures, I doubt this will add anything negative to the game or engine, very sure the code will also be simple enough it will probably only add 0.001ms for the loading times, or even none at all. But I would also like it as an option, just like how Half-Life has it, so I'm glad you mentioned that. But yet again, I much prefer better Normal Maps and Parallax Mapping than any Detail Textures. On another note...Wasn't Doom 3, also, one of the first games that started using Baked Normal Maps?
  20. The new behavior is available in the latest dev17026-10712. If you set cvar s_overrideParmsMode to 1, then you get the new behavior. The old behavior is under value 0, which is default yet. Also there is "debug mode" if you set value to 2. In this case the new behavior is used, but console warnings are posted when a sound being started shows difference in behavior (i.e. the engine computes both behaviors and complains if they are different). Right now you'll see regular warnings about various AI sounds: they have wrong effective volume in TDM 2.12 and before due to this issue. As for modifying the missions, I think the main blocker is the new DarkRadiant behavior. @greebo @OrbWeaver, could you please comment why DR automatically sets s_minDistance and s_maxDistance spawnargs since recently?
  21. Interesting! Does it update all default textures so it's used on everything in the world? I should replay it and check that out: It would give us a good view of how the effect will feel in practice. Looking at the page, they seem to do it the conventional way I was thinking of trying out, which is currently supported by the engine but more limited than a proper implementation. It also looks like they're only doing it for the albedo channel, to be effective detail should be applied to all maps... the normal map is where the improvement should be most noticeable as it responds to lighting and modifies everything else. The implementation I'm thinking of should be universal like all effects and work on any FM new and old. It would be controlled by a menu setting, no one needs to enable it if they don't like how it looks or it impacts performance. Each detail pass should fade and be hidden with distance, we don't want to stress pixel lighting by having it compute thousands of dots on distant surfaces each frame. Just like the TDM ambient method, we'll likely need a special segment for materials meant to indicate what kind of detail each texture wants, then based on settings and camera position the renderer must modify each surface accordingly.
  22. I'm happy to present my first FM, The Spider and the Finch. There may be a spider, but no ghosts or undead. It should run a couple hours. It's now available on the Missions page or the in-game downloader. Many thanks to the beta testers Acolytesix, Cambridge Spy, datiswous, madtaffer, Shadow, and wesp5 for helping me improve and making the mission to the best of my abilities. This would not be have been possible without Fidcal's excellent DarkRadiant tutorial. Thanks also to the many people who answered my questions in the TDM forums. Cheers! 2023-12-13 Mission updated to version 3. Fixed a bug where the optional loot option objective was not actually optional. Updated the animations for Astrid Added a hallway door so the guards are less likely to be aggroed en masse.
  23. Inn Business It's business, at an inn, over three nights. Development screenshots: Download: https://drive.google...dit?usp=sharing Update 1.48 uploaded March 8th, 2014, one change: patches key rarely not being frobable in one of its possible spots Big thanks to my beta testers: Airship Ballet, Kyyrma and AluminumHaste! Development supporters of note: Sotha, Springheel and Obsttorte. Also thanks Sotha, for urinating in my mission. ;-) And thanks Kyyrma for the title screen! My appreciation to all forum/wiki contributors, without whom, this wouldn't exist. Thanks to positive commenters on my previous mission too, extra motivation helps! :-) Note this uses campaign features, what you use the first night, impacts subsequent nights. And to quote a tester, "...the level is maybe best experienced in more than one sitting". If you do pause between nights, please be sure to save, you can't begin partway through effectively. (If you accidentally start a night you already completed, just fail the kill objective to switch to another night.) If your frame rates are too low facing the cemetery, please reduce your "Object Details LOD" setting. It was designed with "AI Vision" set to "Forgiving", to be able to sneak through with minimal reactions, if you want more/less, adjust your settings accordingly. There are several random, conditional aspects, and ways of going about things, so others might have slightly different experiences. Post here if you discover hidden objectives for extra points! My condolences to loot completionists, I made a bit on the third night hard, you've got your challenge cut out for you! Speaking of which, there's a TDM bug that mission complete totals too high, here are the real amounts per night: 2026/970/202. Oh, there is something that in the U.S. would be rated PG, in case you play with kids in earshot. I hope you enjoy playing it, feel free to let me know you did, and I'm glad to respond to inquiries (like how stuff was done, nothing was scripted). (Note which night you are referring to if it's something specific.) (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] Developed for TDM 2.01. PS: Thiefette, good news, no spiders! Springheel, if you find an optional objective you can skip...you might find it immersion breaking. Others, no undead! There are a couple other interactive critters though. :-) Edit note: Some posts below were from users of an unreleased version of TDM 2.02 which broke several things, they do not reflect regular game-play.
  24. Yes. Sure, I will change it, but I do mind. In addition to changing the forum title, I have also had the name of the pk4 changed in the mission downloader and the thiefguild.com site’s named changed. It's not just some "joke". The forum post and thread are intended to be a natural extension of the mission’s story, a concept that is already SUPER derivative of almost any haunted media story or most vaguely creepy things written on the internet in the past 10 or 15 years. Given your familiarity with myhouse.wad, you also can clearly engage with something like that on some conceptual level. Just not here on our forums? We can host several unhinged racist tirades in the off-topic section but can’t handle creepypasta without including an advisory the monsters aren’t actually under the bed? (Are they though?) I am also trying to keep an open mind, but I am not really feeling your implication that using a missing person as a framing of a work of fiction is somehow disrespectful to people who are actually gone. I have no idea as even a mediocre creative person what to say to that or why I need to be responsible for making sure nobody potentially believes some creative work I am involved in, or how that is even achievable in the first place. Anyway, apologies for the bummer. That part wasn’t intentional. I am still here. I will also clarify that while I love the game, I never got the biggest house in animal crossing either. In the end Tom Nook took even my last shiny coin.
  25. There's a cool trick that is making what you have on your "hand", very small, or at lest smaller enough to not get out of the player collision mesh, so it can never reach a wall, the player collider prevents it. And then move the object very near the camera "lens" and it will look big and normal despite the small size, is a nice trick that I learned a few fps games use. But I don't think is the one idTech 4 uses... Unfortunately I don't recall what that trick/hack is anymore, I just remember something about the engine code having what idSoftware called "weapon hack", probably just looking at the engine code and searching for weapon hack, will give some results, thou like I said, right now, I don't recall how it is used.
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