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  1. Is there something wrong with the forums lately, or is it my browser? I've been having trouble formatting posts, and just now I couldn't format anything at all.

    I'm using Vivaldi.

    Usually I have to: select text, click bold, nothing happens, select again, click bold, then it works. 

    Same for other stuff, like creating spoilers, bullet points, links. Nothing works the first time. 

    1. datiswous

      datiswous

      I have no problem. I use Firefox. @Zerg Rush also uses Vivaldi. Have you tried without extensions, or in another browser?

      (btw. bold, italic and underline have shortcut keys: Ctrl B, Ctrl I and Ctrl U, you could try that)

       

  2. The physics engine is open source (MIT licence) and it seems it was used on a AAA game already see here. https://github.com/jrouwe/JoltPhysics I can only dream that some day this may happen to some idtech4 based engine. So much cool physics based gameplay would be possible in that case. A small glimpse at what perhaps some TDM traps could look with a better physics engine, thou I do think some of the traps in the video bellow aren't suited for TDM and or are already possible with current TDM physics. https://www.moddb.com/games/shadwen/videos/video-2
  3. Hi, I'm trying to make some maps for dhewm3, but if I give the path where the game files resides it crashes. In my case the path is /usr/local/share/dhewm3/ This doesn't happen if I give it my working path but then I'm missing all definitions, models, materials etc.. ~/.local/share/dhewm3/ My system is Ubuntu 20.04, DarkRadiant 3.2.0 is installed from ppa This is the error: $ darkradiant SIGSEGV signal caught: 11 0: /usr/lib/x86_64-linux-gnu/darkradiant/modules/libradiantcore.so(_ZN6applog15SegFaultHandler14_handleSigSegvEi+0x474) [0x7f7b3f2ebef4] 1: /lib/x86_64-linux-gnu/libc.so.6(+0x43090) [0x7f7b524ce090] 2: /usr/lib/x86_64-linux-gnu/darkradiant/modules/libradiantcore.so(_ZN4decl23DeclarationFolderParser5parseERSiRKN3vfs8FileInfoERKNSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEEE+0x202) [0 x7f7b3f1abf32] 3: /usr/lib/x86_64-linux-gnu/darkradiant/modules/libradiantcore.so(_ZN6parser18ThreadedDeclParserIvE12processFilesEv+0x87b) [0x7f7b3f1b9f8b] 4: /usr/lib/x86_64-linux-gnu/darkradiant/modules/libradiantcore.so(_ZN6parser18ThreadedDeclParserIvE7doParseEv+0x20) [0x7f7b3f1bb140] 5: /usr/lib/x86_64-linux-gnu/darkradiant/modules/libradiantcore.so(_ZNSt17_Function_handlerIFSt10unique_ptrINSt13__future_base12_Result_baseENS2_8_DeleterEEvENS1_12_Task_setterIS0_INS1_7_Resu ltIvEES3_ENSt6thread8_InvokerISt5tupleIJZN6parser17ThreadedDefLoaderIvE19ensureLoaderStartedEvEUlvE_EEEEvEEE9_M_invokeERKSt9_Any_data+0x50) [0x7f7b3f1d1e20] 6: /usr/lib/x86_64-linux-gnu/darkradiant/modules/libradiantcore.so(_ZNSt13__future_base13_State_baseV29_M_do_setEPSt8functionIFSt10unique_ptrINS_12_Result_baseENS3_8_DeleterEEvEEPb+0x2d) [0x7 f7b3f1c6f2d] 7: /lib/x86_64-linux-gnu/libpthread.so.0(+0x114df) [0x7f7b5268e4df] 8: /usr/lib/x86_64-linux-gnu/darkradiant/modules/libradiantcore.so(_ZNSt6thread11_State_implINS_8_InvokerISt5tupleIJZNSt13__future_base17_Async_state_implINS1_IS2_IJZN6parser17ThreadedDefLoad erIvE19ensureLoaderStartedEvEUlvE_EEEEvEC4EOSA_EUlvE_EEEEE6_M_runEv+0xfd) [0x7f7b3f1ca13d] 9: /usr/lib/x86_64-linux-gnu/libstdc++.so.6(+0xd6de4) [0x7f7b528e2de4] 10: /lib/x86_64-linux-gnu/libpthread.so.0(+0x8609) [0x7f7b52685609] 11: /lib/x86_64-linux-gnu/libc.so.6(clone+0x43) [0x7f7b525aa133]
  4. While I did find Springheel's brushwork pretty questionable, I guess engine performance must also have come a long way during the recent five years, because I can safely say that the kind of performance issues that he's talking about in this video, just didn't happen to me when I fully opened up my basement with all its unoptimized brushwork. The framerate was capped at a nice 60 FPS no matter how I tried, and with visportals on top of this, and the complexities turned into "func_static":s, an uncapped framerate would just be obscene, at least for graphics cards only a few years old. I no longer have any worries about large areas and vistas - I'll just go nuts. It's gonna be fine.

    1. Show previous comments  16 more
    2. Epifire

      Epifire

      Yeah, I actually have an Epi-art thread just for numerous art related questions I had. The goal was more so having all my old thoughts and community responses in one convenient place for me to go back to later.

      For responding to dead threads, we're pretty good about that here. Especially if it's your own topic you're just adding info to. Tagging and quoting an OP from a topic of ten yrs ago to a member who hasn't been online since, might be overkill though. 🤣

    3. Nort

      Nort

      If you mean the thread about attachments, it's a thread that is linked to by the Dark Mod wiki, and it comes up in search results when people search about how to attach things to AI. I do not regret that reply at all. Maybe I did an unusual amount of posts in that thread, but I cleaned that up afterwards, and I'm proud of the result.

    4. Obsttorte

      Obsttorte

      @Epifire Still watching you. :P

      Oh, and my last post in that thread is only a bit more then a year old. It isn't necro if it isn't dead.

  5. 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.

  6. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

  7. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  8. I've been exploring and reading everything I could find on this forum as well as the various wikis such as Dhewm3 wiki and IdDevNet archives, which unfortunately both often contain only some half-finished tutorials, and I've been finding conflicting statements here and there regarding some limitations of the IdTech 4 Engine, so eventually I've decided to create a topic on this subject, which will also regroup various questions I have while I'm at it. I would have preferred to finish exploring the forum before asking, but, well, 79 pages with something like 20 results per page with an average of 3 pages per topic to explore and sometimes much more (like the Newbie's Question topic and its 419 pages )... I'm not done yet and I won't be done since at least a couple of months, so I'd rather ask anyway. --- On a site note, that's a confirmation that a forum is less efficient in spreading information than an encyclopedia: adding a specific section on The Dark Mod Wiki containing and regrouping all the invaluable tidbits of information spread here and there in the forum would help a lot of people, as well as being quite an incitement for people discovering TDM-the-game and tempted with building a FM, as the mere fact of knowing for instance how detailed the AI system is could be that little spark that get them motivated, instead of going blind for lack on information on how TDM's gameplay works, what the TDM Engine can do, etc. and eventually giving up. One topic about creating destructible lamps, for instance, contains a lot of valuable information that would warn a beginner that, yes, TDM can have destructible lamps. It may seem obvious, but not anyone is competent in programming, and one of the things I was wondering was exactly "Can TDM's engine allow destructible objects ? Is it only technically possible ?"... that's the typical problem when someone has a limited understanding on a subject due to not enough accessible information (adding a few quick definitions could help as well: I only learnt what a "Cvar" is via an encyclopedia for another game on which I stumbled by accident just because "TDM" was confused with "Team DeathMatch" by the search engine. ) Also, and I find this quite important, this would be a great way to honor Grayman's work by drawing any passerby's attention on how much TDM owes him: some information on how the AI works (finding a sword on the ground alerts it, etc) can be found by accident, confirmed by Grayman here and there in a few scattered topics, but it would be way better to have all of this regrouped in a specific section on The Dark Mod Wiki that will also indicate that he is the one who created all of that. I volunteer to do so, if TDM team members' agree. --- Anyway, here are the questions, firstly about the engine's limitations: 1) regarding the maximum of weapons that can be declared in the engine's files: I think to have understood that the IdTech4 engine/TDM engine has a limitation regarding the max number of weapons that can be declared, not more than 16 weapons if I understood correctly, but does this mean that "there can be no more than 16 weapons existing" or does this mean that there cannot be more than 16 weapons' "templates" that can be created as basis for inheritances ? 2) What is the maximum of npcs that can be active on the same map ? Are they affected by VisPortals ? I do know that TDM's engine is limited to a maximum of around 1500-1600 polygons if I remember correctly, but since the models present in a map are at the same time the characters and the scenery (buildings, etc) and that I don't have a reference regarding the average number of polygons both assets need, estimating the max number of active npcs is difficult. 3) Is it possible to display images as readables in a map ? I mean in "fixed" readables. - And the "while-I'm-at-it" questions: 4) Is there a line controlling the lateral movement of a weapon's 3D model when it shoots ? In the S.T.A.L.K.E.R series, there is one line in each .LTX file (the type of files where all the lines of code for each weapon are located) called "cam_max_angle" which controls that, as well as "cam_max_angle_horz" which provides a hard limit on the degree of maximum horizontal movement -it "locks" the horizontal movement of a weapon's model, preventing to go past the number of degrees indicated. 5) Is there a line controlling the weapon's position on-screen ? For the moment, I've repeatedly found nothing in the .dec and .script files of TDM's weapons, while in Doom 3's .dec & .script files I find no line of code whose wording could indicates that and a lot of lines lack commentaries, no information about that in the Dark Radiant Wiki or in the Dhewm3 Wiki or the IdDevNet archive either... I'm wondering if it could be actually something located elsewhere in the PAK files, maybe in some .dec files regarding models ??? 6) About creating destructible doors: should I want to create that, based on what I've read regarding destructible lamps, all I'd need to do would be to create an entity "door", give it some health points, and have various 3D models of the same door representing its successives states of destruction, is that right ? Can this entity have armor points too ?
  9. This was discussed briefly on Discord some time ago, I wanted to bring it up here as well for consistency. I don't believe it's an emergency but do consider it an important change especially later down the road, as Linux is slowly moving away from x11 with many distros already going full Wayland by default. In my case I'm pretty much waiting for KDE Plasma to fix a few bugs left with the DE before permanently switching from X11 to wayland too, I might be able to make use of it rather soon if they do. With the new input and rendering system introduced after 2.09 and available for testing in the dev builds (GLFW) we're on our way to having a Wayland compatible build of our engine. Meaning the engine is able to render natively to the WL pipeline, without having to go through the fake x11 server simulated by the Wayland session for compatibility with X exclusive apps. This not only offers proper compatibility for Wayland users, but may improve performance on various fronts which was one of the goals of the new rendering framework. From what I remember @cabalistic telling me, we can't have the same engine for both x11 and Wayland: It must be compiled against different system packages to produce one version or the other. For Linux users the installer may need to offer two engine binaries in this case, or an option to pick which version you'd like to install if that's better. Other than that I understand it should be able to produce in theory, as SDL2 and GLFW both offer Wayland compatible libraries to compile the engine against. I'm not familiar with the C++ code in the slightest so I'll let the experienced developers complete this with the proper technical additions.
  10. 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
  11. 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.
  12. Hi guys I need help in two questions, not related to TDM so me posting here and would appreciate any help even if is only a small hint. 1) Is how to access mesh vertices on model sprites, like the player icons in Doom 3? I wanted that to put stuff at the corner vertices xyz positions of the "sprite" quad, in game, but failed. I only know how to do that through the model surface, using sprite->renderEntity->hModel->Surface(i) but for some reason, it always returns null, even thou the sprite/icon has a material and it renders! So you don't need a surface to render? 2) How to render a sprite above everything else? Like the player weapon that doesn't intersects anything. I looked at the weapon code but failed to see how the "weaponDepthHack" system works. I also used the "sort postProcess" in the material but it didn't do what i wanted. And that's it, again any help appreciated. Btw what I'm making right now, is a selection/frob effect based on quad "sprites" (like the Doom 3 player icons quad's) and the quad intersects the surface where the selected object is resting on. For example if the selected object is a book the selection quad intersects the table and cuts parts of the effect and that is not good. For now I solved it by pushing the quad more away from the object, towards the player camera/view and it works more or less but there's still occasions that it intersects, there the second question.
  13. -> https://www.youtube.com/watch?v=qC5KtatMcUw
  14. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  15. I've recently posted this into another thread, but I thought I might as well make a thread about it. Regarding engine upgrading, I was wondering, it would perhaps be best to create a separate webpage dedicated to the TDM Engine, chiefly to document new features and updates that separate it from idtech4, but also to attract potential developers that can help improve it. Is there a github page for the code, or something like it?
  16. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  17. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

  18. http://bugs.thedarkmod.com/view.php?id=4893 I found a very problematic issue in the engine. I'm running TDM 2.06, 64bit executable, Linux version (openSUSE Tumbleweed x64). The issue is as follows: Previously, if a bad script or definition or missing asset error occurred, TDM would crash back to the main menu and the error would appear in the console. It seems this is no longer the case and something worse happens instead: Errors will now cause the process to freeze, shortly followed by a permanent black screen. The reason why this is annoying is because alt-tab switching still doesn't work. To recover the operating system, I need to hit Control + Alt + F1 to go to a different runlevel then use 'top' to find the TDM process followed by a 'kill -9 PID'. Can anyone else confirm this and fix the engine locking up on internal errors?
  19. Ok so we are having a lot of talk surrounding TDM's engine, and its amazing that we are having so much done in the way of improvements to it, lately. I thought it could be fun to have a (yet another) place where we as fans could post things we would like to see added to the game, more specifically to its mechanics. Just suggestions for things that we feel would reinforce the game's strengths and design choices. Obviously, its up to the team and coders to know where to best place the resources and what needs to be prioritised. But a man can dream... Having said that, lets start with something simple and easy... Physics overhaul Ok, maybe not an overhaul, but if theres one thing I always wanted to see improved in TDM (idtech4), before any graphical enhancement, was actually the physics. Not just the sort of fixing that has been taking place on specific points (like being able to KO guards with thrown or fallen objects, which was implemented back in the day). In my dream scenario, TDM would be going closer to a true "physics simulation" type of plataform (keeping gameplay needs at the front, of course). Why do I say that? The potential for a slow, deliberate stealth game in a trully responsive world are immense. Lets remember some of the possibilities to gameplay coming from great physics, as seen in Half Life 2 (I use it because its from the same generation as Doom3): (In the second video) The moment where the player accidentally pushes the pc monitor and it falls down (at 2:02) making a mess, or the whole section from 2:50 to around 4:50 are great examples of things that would be so fun to have in TDM with a more advanced physics system: - responsive chain reactions between objects, rewarding the use of moveables in maps because they can play a crucial role (you dont wanna accidentaly drop a bunch of bottles by bumping clumsily into the table holding them); - pushing objects into place to create obstacles and have their combined weight slow down enemies; - destructable geometry, based on their material (this is so amazing, as you can see in the first video with the wood structures - they seem to be true breakable shapes, organically reacting to impacts or pressure). - being able to throw or cause the movement of heavy bodies that take out enemies and damage other bodies upon impact, even objects with so much mass that they can crush anything on their path; HL2 is a prime example because they used physics masterfully to create all sorts of interesting interactions between the player and the storyline, like puzzles you had to solve using objects and force, or using physics to set traps and take people out, etc. Unfortunately, our engine, although I think many of the principles are there, seems a lot more limited overall. So I wonder how realistic it is for TDM to eventually improve its physics mechanics, either by enhancing doom3's own physics, or by implementing parts of external engines like Bullet or something. Im no expert and have absolutely no idea how hard any of this would be. But I do feel this could be something really interesting for future gameplay.
  20. Working on my own game was one of my biggest goals since I had started modding. I'd tinkered with many different engines, from id Tech 1 to Unreal Engine 4. About one year ago I wrote a design document for a slasher/rpg game with stealth elements and worked on it off and on since then. At first I wanted to develop it on Darkplaces (fork of id Tech 1), but then I moved to Storm Engine 2 (fork of id Tech 4 BFG). Coming from Half-Life modding and then older engines, working with numerous separate software, building levels with either brushes or models (or both) and having everything easily accessible feels much more natural for me than being able to do things only through an all-in-one editor. Sure it's convenient to have everything available in just one piece of software, but I prefer simpler interfaces designed for specific tasks. Back to the point, a lot of game mechanics suitable for my project is already in the Dark Mod engine: Excellent stealth mechanics.Stim-response system.Greatly improved AI.Climbing.Item manipulation.Readables.Grid based inventory.Interesting combat system.Porting it all to other forks would take much more time than developing on the engine that is already quite advanced, and which would get a huge boost with release of 2.06 stable version, so it seems to be a great base for my project. There are several things that I'd like to know first: TDM is mission-based, is level transition functionality still there or does it have to be brought back? What are the base assets required by the engine to run at all? Are they the same as for GPL id Tech 4? Would I be allowed to use base entity .defs and scripts from TDM? Not everything, but most of the world building entities. Would I be allowed to use TDM shaders as well?The aim is to release a completely free, open-source game. This is a hobbyist, one-man-team non-commercial project, and I'd want to get to working on assets as fast as possible (once I'll finish my FM). All things possibly taken from TDM would be referenced, and any help from the community will be appreciated.
  21. Is there any discussion, or thoughts from the devs, of porting TDM over to Unreal 4 or Unity? It'd be wicked to have TDM in Unreal 4, as it opens up so many new ideas for level design, and of course much larger levels.
  22. Parts for my new i7 8700 rig are on their way. I wonder if and how TDM engine wil scale up with new CPU and memory combo.

    1. Show previous comments  4 more
    2. peter_spy

      peter_spy

      8700 should reach 4,6 GHz in Turbo mode, my current CPU is set to 3,02 GHz. I wonder if higher clock will help with stuff like higher DC count.

    3. nbohr1more

      nbohr1more

      If you enable multi-core enhancement, the renderer will use 2 cores (primarily) but some Game code has always used cores to service threads in a conventional way. (The script language supports threading but script authors rarely use it.)

    4. peter_spy

      peter_spy

      Briarwood Manor got a boost from 25 to 57 fps in the starting area :o

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