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  1. Nowhere. I don't think it exists. I believe the engine source code and shaders are assumed to be under GPL (except for third-party libraries, which have their license but are essentially distributed in TDM under GPL terms). All the rest is assumed to be CC-by-nc-sa.
  2. That makes sense. Well, it's valid if trying for option (1), but you explained well why that may not be a solution. Neither does the TDM installer to perform its function as an installer. (It will not perform a function as a game though.) Yes, I understand that is the case for TDM today. That's why I asked about the possibilities for option (2) as well: Debian may accept a "TDM-libre" version containing the game engine, a libre mission, and a built-in downloader functionality for the 2.3 GB of non-libre game data.
  3. TDM should contain 2 storages, one that is gpl (the engine) and one with another or more than one license (content), maybe that's already the case? Via the installer you should be able to only install the gpl content? I don't know if that's possible. Everything pure code is gpl, or not? I mean everything outside of media files (images, video's, sound files, etc.). (edit: maybe also models?)
  4. Is there non-libre media/gamedata that every mission will absolutely require? Even a mission created completely from scratch and only using its own stand-alone models, textures, music, and sound? E.g. is the Lantern image on the HUD libre? Yes, I understand that it may not be doable to replace (or re-license) all current gratis but non-libre media/gamedata used by current missions, but that may not be necessary. Hence my question (2) about a "TDM-libre" version consisting of only the game engine, all non-libre media/gamedata removed, but include a basic mission using (stand-alone) media/gamedata that is libre. This will honor the will of contributors not wanting their work in commercial projects, and still make a limited version of TDM qualify as libre software for the benefits I describe. Does anyone know why? A browser like Chromium or Firefox qualifies as libre but can be used to view and download non-libre content. This is what I'm going for in question (1). If there are libre TDM missions available, then the TDM installer would be similar to Steam in that regard.
  5. I am going to sort-of reveal that this is loosely like the nature of my upcoming mission. I noted it here when JackFarmer asked about things that are coming along in this post: https://forums.thedarkmod.com/index.php?/profile/37993-jackfarmer/&status=3943&type=status It too is a builder church. The player is requested by a hopefully famous character in another mission to handle some business that is affecting the congregation. I am looking to invoke some info and history laid down in other missions as a hook story.
  6. Trying to compile the engine from SVN again on Manjaro Linux (KDE Plasma): I did a svn update, generated a fresh build config with cmake without issue. Yet when I run make the console is spammed with lines of messages mixed with weird symbols for a minute, after which I'm given a fail message. I managed to attached a log of it: Had to compress it to get it down to 1 MB, the output is literally 100 MB large. This link should work, let me know if you can't see it. https://cdn.discordapp.com/attachments/323539482605387787/893221858382594078/make.tar.gz [ 0%] Copying header [ 0%] Precompiling header In file included from /home/mircea/Games/Quake/TheDarkMod/engine_SVN/build/TheDarkMod_pch/precompiled.h:99: <thousands of lines of code madness here> make[2]: *** [CMakeFiles/TheDarkMod.dir/build.make:80: TheDarkMod_pch/precompiled.h.gch] Error 1 make[1]: *** [CMakeFiles/Makefile2:82: CMakeFiles/TheDarkMod.dir/all] Error 2 make: *** [Makefile:91: all] Error 2
  7. It is possible to override "core" files in TDM, without messing with the original files, from the beginning. This is a feature of the Doom 3 engine and obviously transitioned into TDM. In Doom 3 and TDM, you just make a copy of a def, mtr or any other file inside your mod or mission folder, respect the same virtual file path from the originals and the modified files will take precedence over the files inside the .pk4's. This could be used by mission makers to for example override the "noshadows" from some alpha materials, for example to permit trees, grass, banners, etc, in their mission to cast shadow maps, something the core materials can't do because they are limited by the need to support the old stencil shadows. But a brave mission maker, could recommend players to only use shadow maps on their mission and say, if a player wants stencil shadows they will have to accept that trees will cast ugly shadows. (I'm sure there's ways to automatically disable shadows for trees and such, when a user sets stencil shadows on, but it may take a bit of scripting madness...)
  8. I dom't use it, i found it here with the filter set to OpenSource. the TOS and PP isn't excluding for an OpenSource app, if they use ads mean that they also need to pay an server for this online service. OpenSource is not synonymous with free either, perhaps after the beta phase it is no longer free, so perhaps you can take advantage of the fact that it is still free to create a series of textures that can be used or search another one in Futuretools. AI generated textures and assets, by definition, don't have any copyright, so you can use them as you want. https://www.futuretools.io/?pricing-model=free|open-source&tags-n5zn=gaming
  9. I created the page: https://wiki.thedarkmod.com/index.php?title=Lightgem In the source I placed the following text: <!-- Page text made by forum user Fiver: https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/&do=findComment&comment=491145 --> Personally I think the page isn't really necessary because the info is already present under HUD.
  10. Hi there! Glad to see forum is active I just saw in Gameranx video info about darkmod and as thief series fan I start to think that I might do something even by my own. Im 3D artist with photogrammetry specialization (I work for Indie studio almost a year now ) so I thought it might be refreshing and interesting portfolio piece. Problem is, I watching right now second video of tutorial and there is information about lagy levels if you not use portals. My background is photogrammetry and HP modeling in zbrush so Ideally I would sculpt and decimate models with nice textures (2k or 4k), buuut; that might be not an option as far as I see. Game engines are topic that I not explore at all, because use of decimated photogrammetry assets is not a problem in UE. So, in summary, what polycount and texture size limitations we have per model. Let say custom item like candle. 2k poly and 512 texture or it must be under 200 poly or something ? Cheers and huge thanks to everybody who started and keep that project alive Cant wait to find some free time and play something new so close to Thief 3 game.
  11. It's probably a massive task these days to develop an engine in-house which is up to par to, say, Unreal Engine. The advantages of an own engine are that you can modify it to your needs, and that you're 100% familiar with it. One of my favorite racing simulation developers, Kunos Simulazioni, switched from their own engine to Unreal Engine for their game Assetto Corsa Comeptizione. They had some real issues in the beginning, and, you can also see that the engine is not 100% perfect for these kind of games, and that they had to apply tricks to make it work for them. It's also not the most performant game, which is probably a combination of the elaborate driving physics calculations, and the lack of familiarity with the engine in general. But, they seem to have run into a dead end with their own engine, as there were issues with the lighting and stuff. As far as I've always read, more and more developers rely on third party engines, development frameworks etc. to make their work easier and better. It also happens in audio software: A lot of developers use frameworks to develop their audio plugins, like JUCE. They simply don't want to mess with the low level OS stuff, or develop their own framework to provide different plugin formats for different hosts and OS's. And, those frameworks also provide GUI resizability or preset management out of the box. In most cases, it will be a time and cost efficiency consideration. Also, of course, because such projects become more and more complex. I often scratch my head these days how huge and complex games have become. TBH, often for pretty useless things, like almost photo realistic graphics, or thousands of random items, or random tasks you can do in the game.
  12. The below video illustrates some of the points I tried to make earlier. This new (or returning) player is experiencing TDM for a first time and I would say his mood and style perfectly fit the primary target audience of TDM. The player is unaware that shouldering bodies is a thing. See how it plays out. 1st situation - From 00:00 until 03:30 2nd situation - From 27:30 until whenever you want The player quickly figured out how to drag and manipulate (turn around) bodies and I detect no sign of frustration. The circumstances even lead to a couple of comical moments. Sooner or later this player will get to know about shouldering bodies and he will, as it couldn't be otherwise, prioritize shouldering. It all has been learned organically and the player can now switch tactics if desired. Now consider this same player was playing 2.12. I don't see any reason for this or any other player to ever getting to learn or appreciate body manipulation. 2.12 teaches players to move grain sacks out of the way, devoiding any sign of "humanity" from ragdolls. @stgatilov commented ragdoll manipulation is something like an engine show-off. Considering the amount of work that went into the feature I tend to believe the mechanic was seen as an opportunity and built as such. Let's for a moment travel to a parallel universe and pretend the developers decided shouldering bodies alone was the way to go, just like in Thief. How long would have gone by until someone wondered: wouldn't dragging bodies be cool and more realistic? I agree that shouldering bodies could be done with one (long or short) click. The problem I have with the final implementation is that the case was presented one-sided and there was no retrospective or interest in alternatives. We took a shortcut and as a result we missed half of what the journey offered. We didn't think big. Besides that above, players are now exposed to: Unintentionally shouldering bodies while trying to retrieve items from bodies Unintentionally un-shouldering bodies when trying to operate doors @Daft Mugi & friends set out to do this change and I have no problem with that, but I feel this whole topic is unbalanced. Some points have been hardly considered or discussed so excuse that I insist. If anything, this topic will make it for a good read for those coming next in a few years time
  13. I agree with @OrbWeaver, IMO DR is not the right tool to make models for Godot or any other engine using triangle mesh's only, if anyone wants a simple and relatively easy 3D tool (but still very powerful in the right hands) to make models, I personally recommend Wings3D instead, is free as Blender, way less complex (no animation/bones support) and it supports obj, collada, and other formats.
  14. @stgatilov, attached is a screen shot of what I'm calling the "sound source cue" or "sound source oval" directional indicator. Unlike the previous Photoshopped mockup, this is implemented as a prototype in gui script. It shows a cropped screenshot of the 3 stacked subtitle slots, with a red dot indicating the direction, respectively (from the bottom slot) left of player, straight in front of player, and straight behind player. Those locations are simply hard-coded by local float variables dot0_x, dot0_y, dot1_x, dot1_y, dot2_x, dot2_y. I need the engine to supply those as gui globals instead. (You can change the names as you wish). Once I have a 2.12dev update with those variables (and please, the verbosity enumeration too, that we talked about), then I'll do another pass to optimize the art and tweak the dot positioning and size. That's better done when dynamic dot movement is available. For the next go around, it might be sufficient if the engine just provided the direction as a unit vector, in which case the engine-side assert is: square_root(dot_x^^2 + dot_y^^2) = 1.0 Later, we could play around and see about encoding distance too. In which case the "=" in that assertion would be replaced by "<=". Do you think that "sound source cue" should be something the user can turn on or off as an option? If so, that's another gui global to pass, probably a cvar.
  15. I beta tested A Night in Altham again and found a few engine related issues. First off the new "screenshot_viewpos" command doesn't actually show the viewpos, it makes the console appear in the screenshot but the view position doesn't make it in in the frame. Here is an image taken with this command: It doesn't seem like a clean solution to make the whole console appear anyway: I wonder if it's possible to make just the viewpos appear at the top of the render in a special display with this command. Also this FM was a good occasion to test peeking. Thankfully it no longer crashes the engine on Linux or what the old problem was. Problem is that everything's black instead: You see nothing while peaking, just parts of the keyhole overlay and that's it. Thus peaking remains broken, whether this issue is also Linux only or not.
  16. So how it works is not defined in a script, but in this case in the engine code? How can I know that a GUI::Parameter is pointing at engine code instead of a script? Is this the same for "gui::ModNotesText" on line 593 of mainmenu_newgame.gui ?
  17. Good catch. I fixed the .gui name, and added afterwards this brief explanation: The value here is a path to a custom video material shader. It is set at runtime by the engine, based on information the FM author provided in mainmenu_custom_defs.gui as, e.g.: #define MM_BRIEFING_VIDEO_MATERIAL_1 "video/tdm_briefing_video" (In older FMs, the video was chopped into parts, in which case the engine updates the value just-in-time. See comments in mainmenu_custom_defs.gui for details.) FYI, there is a similar system for debriefing videos.
  18. I know, it's just the only easy way I can think of. Fixed script names is what we have now, tdm_custom_scripts.script or tdm_user_addons.script: Every mod will use them up and thus take them away from other mods. We need something that's dynamic and unlimited. A better alternative is a prefix to indicate you want auto-running of that script: Anything called "scripts/include_*.script" would be a good one, just use an unique name and call yours "include_mod_something.script" which will work if no one else names theirs "mod_something". Even better: Have a keyword at the beginning of the script! Like how scripts in Linux start with #!/bin/bash so file managers know how to preview them: Similarly we could add something like #autoexec at the beginning of ours, though this approach requires the engine looping through all script files to detect this keyword. We could imagine making tdm_user_addons.script unique per pk4. But I haven't even mentioned this one as it goes against how the file system works: You can't have multiple files with the same name and different contents, the latest archive in alphabetical order must always override a file loaded by an earlier archive. What gets close to that is a special text file in each pk4 like a package.txt which references the inclusion script as a flag. FM's kind of do that with darkmod.txt: When each pk4 is iterated by the engine at startup, it could read a script name mentioned there and execute the file referenced. But this seems more complicated than necessary unless this configuration is used for more stuff, maybe to list loaded mods in the main menu with their title / description / author / version the same way missions are?
  19. Similar: My suggestion is getting rid of needing tdm_custom_scripts.script as a requirement. The problem is that unlike every other asset, be it a def or a skin or model or texture, scripts need to be referenced from a core script file for execution: FM's each need to contain a file with that exact name including their custom scripts. The problem with this is that no mods containing scripts can work out-of-the-box as a drag-and-drop pk4, the same way that say a custom character (just AI model or skin) can: Each individual FM needs to integrate it manually, universal mods aren't possible since the last pk4 loaded will override tdm_custom_scripts.script or tdm_user_addons.script breaking all previous mods referencing their own scripts from those files. The ideal solution would be just auto-loading scripts like everything else. But I imagine this may no longer be possible as it could break a lot of existing things like older FM's. One compromise I believe I suggested was allowing a dynamically named script to be auto-loaded by the engine, which would make it so different pk4's don't override the exact same file and conflict with each other: If your mod is named "whatever.pk4" for instance, the engine should auto-execute the script named "scripts/whatever.script" located in that archive... this would provide an elegant and equally sandboxed solution to this long standing issue.
  20. I've got myself a 32:9 monitor and because of how text-heavy these games are it was almost unplayable to go on reading text all the way from my left to my right. I'm an engine programmer by trade so I set out to fix this and wanted to share my results. This fix will center the UI for any resolution wider than 16:9. For resolution that are more square i.e. 4:3 and 5:4 the UI will be anchored to the bottom instead as having the bottom elements floating in the middle looks strange. I also had to employ a trick to make some fullscreen effects stay fullscreen instead of becoming letterboxed, such as the transparent black backgrounds when reading books. Any rect that is 0,0,640,480 or larger will be considered fullscreen and stretch as normal. Of course some are note supposed to stretch like the custom main menu backgrounds so I added a bool variable for windowDefs called aspectAware that can be set to override this behavior. I experimented doing the opposite but could never find out how to make the book backgrounds stretch so I went with this. Still haven't figured out how to position the compass correctly but it looks decent enough.
  21. Mandrasola is a small sized map in which aspiring thief Thomas Porter steals some herbal products from a smuggler. The mission was created by me, Sotha and I wish to thank Bikerdude, BrokenArts and Ocn for playtesting and voice acting. Thanks goes naturally to everyone contributing and making TDM possible. This mission occurs chronologically before the Knighton's Manor, making it the first mission in the Thomas Porter series. Events in chronological order are: Mandrasola, The Knighton's Manor, The Beleaguered Fence, The Glenham Tower and The Transaction. The winter came early and suddenly this year. Weeks of strong blizzards and extremely harsh cold weather hit Bridgeport hard. With the seas completely frozen, a rare occurence indeed, most of the City harbor commerce has stopped completely. Vessels are stuck in the ice and no ship can leave or enter the City, resulting in the availability imported goods declining and their prices skyrocketing. One of these imported items is Mandrasola, a rare herbal product, which is imported overseas from the far southern continents. Mandrasola has its uses in alchemical cures and poisons, but mostly this substance is used for its narcotic qualities by commoners and even the nobility. The problem with Mandrasola is that excessive use is extremely addicting and the withdrawal effects are most grievious. Many are utterly incapable of stopping using Mandrasola and are transformed into quivering human ruins if they do no get their daily dose. And now this expensive and rare substance is running out from the whole City. Me and my fence, Lark Butternose, would love to grab this monopoly to ourselves: selling the last few doses in the City would probably be worth a fortune. According to Lark's sources, there remains only one smuggling lord who still has Mandrasola in stock. The problem is that this individual maintains an exclusive clandestine operation and only supplies a few nobles. Despite our best information gathering efforts we couldn't learn who the smuggler is and where he or she operates. Luckily we have an alternate plan. While searching for Mandrasola related information, we learned that a noblewoman called Lady Ludmilla is addicted to the substance and has paid high prices for small amounts of it. We also know that she has visited frequently someone in the Tanner's Ward waterfront, and since she goes to the area personally we believe she is visiting the smuggler. The plan is simple: I must monitor Ludmilla's most likely entryway to the Waterfront and then follow her to the smugglers hideout. I'd better be very careful around Ludmilla. She must not realise I'm following her or she probably won't lead me to her dealer. Hurting her is also out of the question. After she leads me to the smuggler's hideout, I can take my time to break in carefully and steal all the Mandrasola I can find. While I'm there it wouldn't be a bad idea to grab some loose valuables as well. I've now waited in the blistering cold for a few hours already. Looks like there are a few city watch patrols in the area to complicate matters... I think I heard a womans voice beyond the north gate. That must be lady Ludmilla, I haven't seen many ladies in these parts. I'd better get ready.. Links: Use the ingame downloader to get it. WARNING! Someone always fails to use spoiler tags. I do not recommend reading any further until you've played the mission.
  22. jaxa

    2016+ CPU/GPU News

    How about some actual news for a change? https://www.anandtech.com/show/21208/amd-unveils-ryzen-8000g-series-processors-zen-4-apus-for-desktop-with-ryzen-ai New desktop APUs are finally coming to the AM5 socket. 8700G and 8600G are technically based on the "Hawk Point" refresh of Phoenix, with the faster AI engine and maybe some fixes in silicon. 8500G (retail) and 8300G (OEM-only) are based on the Phoenix2 hybrid Zen 4 + Zen 4c die, with greatly diminished graphics. Still might be worth it to somebody, especially when the 8500G goes on sale. https://www.anandtech.com/show/21215/amd-adds-radeon-rx-7600-xt-to-product-stack-16gb-1080p-gaming-card-for-329 The RX 7600 XT has 16 GB of VRAM and slightly higher GPU clocks, at a $329 MSRP. There's been some grumbling about this one but if the price drops a little it could be a good alternative to at least the RX 6700 10 GB. https://www.anandtech.com/show/21209/amd-announces-new-zen-3-chips-with-2-new-apus-and-the-ryzen-7-5700x3d AMD is tossing a 5700X3D and some other cheap chips out there for AM4 users. https://www.tomshardware.com/pc-components/gpus/nvidia-axes-rtx-4070-ti-and-rtx-4080-to-pave-the-way-super-variants-reduces-rtx-4070-msrp-to-dollar549 Nvidia adjusted its lineup with new Super cards. https://www.anandtech.com/show/21219/ces-2024-intel-briefly-shows-lunar-lake-chip-nextgen-mobile-cpu-uses-onpackage-memory Lunar Lake is basically a sequel to Meteor Lake-U low power mobile chips, specifically the unreleased variants with on-package memory, indicating a bit of lineup divergence as Intel chases Apple Silicon (M1/M2/M3) with similar designs.
  23. In Chrome certainly it's difficult, but not so in other Chromium. I use Vivaldi with it's own adblocker and a iFrame extension and can watch YT without ads and treats. Same in Midori (Gecko engine, FOSS), sync by Mozilla, (very new, homepage still unfinished in some parts), I think way better than FF,( also with own very good default search engine, privacy focused without logs or tracking), using with uBO, but only when I regulary clear cache and update uBO. In this its the same as in FF.
  24. Creating a new thread for this as it was being discussed in an old beta-testing thread starting here: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/&do=findComment&comment=490751 I suppose the main questions are: when should this spawnarg be used, if at all? why was it introduced in the first place? Can we get it documented properly on the Wiki so misuse isn't propagated? @stgatilov @Dragofer
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