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  1. 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.
  2. I looked closer at the problem in Dragon's Claw, and this is caused by some kind of precision issue in dmap. The .proc file contains imprecise BSP plane: /* node 18377 */ ( 0.0399680398 1 0 1202.8780517578 ) -38 18378 And also there is a visportal stored there: /* iap 62 */ 4 37 50 ( -96 -1200 -488 ) ( 304 -1216 -488 ) ( 304 -1216 300 ) ( -96 -1200 300 ) The game loads the visportal polygon and computes portal plane from it, which is: plane (a=-0.0399680398, b=-0.999200940, c=0.00000000, d=-1202.87805) As you see, the plane normals are different by 0.2%. The visportal plane computed from polygon is almost perfectly unit, but the BSP plane is not unit (length slightly greater than unit). This makes the game think it is on the left of visportal in one place, but on the right of visportal in another place. I tried to re-dmap but the data is the same. I'll try to see what is going on. Indeed, making the portal axis-aligned would have most likely fixed the issue.
  3. I've just been reading through some old forum posts about correcting fonts. One of the points Tels makes is that, if correcting a font used in readables, you need to avoiding changing any character's spacing (I read this as xSkip value), to prevent changes in existing FM readables with that font. I suspect this advice is too conservative. You want to avoid enlarging an xSkip, because the resulting changes to wordwraps could potentially lead to line or paragraph truncation. Making an xSkip smaller could lead to wordwrap changes, but these IMHO would be unlikely to be harmful. In that regard, here's the situation with my changes to english Stone fontimage_24.dat (see a few posts previous as File Update for Improved Subtitle Font). Only a few characters got altered xSkips. Of those, the angle brackets were unlikely to be used in an existing readable, because they showed garbage glyphs. The "|" was xSkip-shortened, but also unlikely in readables. Only the badly centered and so xSkip-shortened "J" is thought to have potential to affect existing wordwraps. I have argued here that xSkip shortening is OK. However, I'm willing to revert spacing changes for "|" and "J" if people feel strongly otherwise.
  4. Is that so? Well then, it takes more than one shot to kill a Bull Moose! I do have ideas on what the recipe could have actually been, if you and anybody else wants to know, here it is in spoiler: I always loved when missions have a climax and then you finally read it, you finally know it. You know what they say; curiosity killed the cat...And satisfaction brought it back. I will never NOT play a mission's sidequest. Also I'm glad to know you're very eager for TDM mission making, wonder what you have on the works, no doubt it will be as great as this one and that is much to say knowing that, again, it's your first mission!
  5. 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.
  6. I just finished this FM and it was fantastic! It was short, sweet, and heavy on the details and atmosphere. I loved the amount of fine detail work you put into all of the individual buildings making up the alleyways as well as the interiors, which all felt lived-in and authentic. I'm short one secret, but I'm sure I'll find it on my Expert playthrough. Anyway, fantastic work;! Looking forward to your next one
  7. 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
  8. As of v3.8 and as reported in 5467, DR only supports prefab tooltips for prefabs that contain a worldspawn entity (at least one brush or patch that's left as worldspawn) with an editor_description spawnarg. This is problematic because most prefabs don't contain such an entity, so if a prefab creator desires to include a tooltip something like a brush cube needs to be added to the prefab (see for instance 6267). This is a little messy as the mapper might not understand its purpose or forget to remove it after placing the prefab. It's also tricky to create a series of prefabs with descriptions in a single map because there can only be one editor_description spawnarg in the map at a time, so the creator has to store each tooltip in an external file like a Notepad .txt. I think an ideal solution to this would be that DR prompts for a description when exporting something as a prefab. The prompt window could already be populated if the mapper is overwriting an existing prefab with a description, or if the selection contains a worldspawn entity with an editor_description spawnarg. More flexibility in making tooltips for prefab would imo certainly be a valuable quality of life improvement.
  9. In the first post of the other topic Geep proposed: Then Stgatilov's answer: But I think applying subtitles in different languages shouldn't be too hard I would think, but I don't know how the current translation system works. The engine should apply the correct subtitles based on the applied language setting, this doesn't need a whole new language system I think. Not sure who's going to write those subtitles though. I can only do Dutch and English and nobody needs Dutch I think. I suggest further discussion of this to take place in topic https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/
  10. jaxa

    2016+ CPU/GPU News

    I think they have extremely different attitudes towards upscaling and frame generation, particularly Nvidia. Clearly their marketing department has gone wild for it, often with claims of "3X... NO, 4X THE PERFORMANCE!". They want upscaling and frame generation to be an automatically applied solution that gamers use without thinking much about it, making unplayable scenarios work, particularly heavy raytracing. It will get used often for 4K, and 8K if that takes off, since there's already a lot of detail to work with at the higher resolutions. Upscaling 540p to 1080p could be a disaster, upscaling 1440p to 4K or 4K to 8K probably isn't. Frame generation can be used to fill out 1080p/480Hz or 4K/240Hz without feeling too laggy. Nvidia will not stand still on either approach, there will be a "DLSS 4", "DLSS5"... and even a "DLSS10"? At the lower end, some people are very satisfied that DLSS2 can help low-end cards like a 3050 Ti (mobile) hit higher frame rates, or hold at a 60 FPS cap with reduced heat and power consumption. Quality loss not apparent, except for maybe Ultra Performance mode. Your pick anyway. EDIT: NVIDIA Intros The GeForce RTX 3050 6 GB GPU At $169 – Designed For 1080p Budget Gaming, No Power Plug Required There's that magic 4X again!
  11. 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
  12. revelator

    solus

    Solus and SteamOS are not the same https://www.slant.co/versus/2694/2714/~steamos_vs_solus Solus is actually better according to reviews hehe. And true OpenBox is a bit limited but i find it to be an ok alternative if you develop something from the ground up like NomadBSD. BSD does not have a lot of active desktop Operating Systems but NomadBSD is quite nice though minimalistic. It uses OpenBox and the desktop is in the mac style, originally it used an XFCE port and there are still some traces of XFCE apps left -> atleast one i know of because if you try to access the color composer in the file manager it complains about the lack of several XFCE libraries minor whoopsie on the developers part i reckon since that part is now handled by OpenBox. Despite this it works fine and is mostly used as a live OS to boot from usb. had a bit of a problem with it on this PC though as it seems to have problems with my hardware making it slower than molasses to boot. An alternative is GhostBSD which is a more complete desktop for BSD using MATE. It unfortunatly does tend to break quite often, and the package manager seems a bit out of date which might be because a lot of the desktop system was ported from linux and the newer ones have not quite catched up yet on BSD. Despite this i find the BSD kernel to be great, it focusses a lot more on security than most linux kernels and the main BSD distros tend to be quite stable (FreeBSD NetBSD OpenBSD etc.) you can still install a desktop on say FreeBSD if you know how to hammer it all together so that it boots into the desktop but for the most part the main BSD's are shell only.
  13. Hello! Tracking down information on software and plug-ins that work with D3 / TDM can be a tough. So I have created a thread here where people can post what software/ plug-ins/ tutorials or other references they've had success or failure with in TDM. 3DS MAX 2013 64bit .ase - Default .ASE model exporter works. However you have to open the .ase file in text edit and manual change the *BITMAP line on each material to read something like: "//base/textures/common/collision" which allows the engine to read the correct material path. md5.mesh / animation - Beserker's md5 exporter/importers for 3dsmax. http://www.katsbits.com/tools, Importing and exporting works. The model must be textured, UV'd, with a skin modifier attached to the bones to export. PM me (Kingsal) for help with this. Imported models using the script will not be weighted appropriately, so this is not recommended if you are simply trying to edit existing tdm content. (Use blender instead) MAYA 2011 32bit md5.mesh - So far I've not had any luck with Maya 2011. I am using Greebo's MayaImportx86 for Maya 2011. I've got the importer working however I get a "Unexpected Internal Failure(kFailure)" and the import fails. This could be due to something finicky in Maya that I am not doing correctly. Will keep trying.. Blender 2.7 about - Blender is commonly used and pretty well supported on the forums/ wiki. Various versions may work as well - https://www.blender.org/download/ md5.mesh / animation Blender MD5 importer/exporter (io_scene_md5.zip): https://sourceforge.net/projects/blenderbitsbobs/files/ Sotha's guide Blender Male/ Female rigs by Arcturus - Here Edit by Dragofer: more links found in this post.
  14. GPL guarantees end users the four freedoms to run, study, share, and modify the software. It puts restrictions on any derivative work that it must be distributed under the same or equivalent license terms, but it does not prohibits from making money.
  15. Got to try it out with an older FM: Very nice stuff to see! Looks good for the most part: If anything I think there are a few issues with certain punctuation making sense... other than that, only change I'd like to see is a more stylized dialog box instead of a flat background, still black and transparent and subtle but better themed and maybe using a more appropriate font.
  16. I think this is probably "it depends". If a single AI is giving a story monologue, it may be implemented as a single .ogg file, just broken up into subtitles. So this would all be in the same slot. (Likewise, there are some long barks in a single .ogg file too). But the story could be in multiple .ogg files, delivered by one or several AI. Then, the slot could vary, if there also barks happening that scrambled things up. I could be wrong about this. I recall there was some chatter a long while ago about making what slot an particular AI uses somewhat sticky. That's interesting, about volume (or distance) threshold triggering of subtitle display. I'm guessing no threshold test is applied for story subs.
  17. Maybe start with finding who are these "we" people who want to change the license to assets?... As a programmer, I definitely do not want to maintain any additional packages. And I do not want to get entangled into any kind of licensing questions. Just that I understand: A license that forbids commercial usage is considered not free (CC-NC). A license that allows commercial usage but efficiently forbids making money from it is considered free (GPL and AGPL). Yes, this is a great distinction Now someone should come and say "but hey, you can sell your support for GPL product!" UPDATE: Well, I think there is also an approach when company provides reduced version under GPL and expanded version under commercial license (like Qt). As long as reduced version is reduced enough, it seems to work fine.
  18. I've been asked to post about the increased mantle speed in 2.12 as some folks have been curious about the change. After a lengthy internal discussion along with testing and input by several mission authors, it was agreed internally to increase the mantle speed. But during 2.12 beta testing, we would like feedback on any bugs or issues that you find. The reason for the change was to address feedback from players that mantling was "painfully slow", "slow and clunky", "mantling sucks - it's just slow", and so on. Several mission authors supported making mantling faster, and so the dev team decided to tweak the mantle speed. There were multiple implementations with the final implementation being a compromise. Also, the dev team studied some parkour techniques to ensure that the mantle phases and timings were good enough. The changes include: The original mantle phases were kept as that is what longtime TDM players are used to, and only the duration of some phases were reduced. Changed the pull animation so that it has both acceleration and deceleration rather than just deceleration. Tweaked the swaying back and forth a bit to work better with the increased speed. When the player in forced into the crouch position at the end of a mantle, crouch near the end of the mantle rather than the beginning in order to remove the sudden "dip" of the player's view. A majority of dev team members were against adding a menu setting, so being able to toggle between the old and new mantle speeds will not happen. It is recommended that you try out different "Mantle Roll" values as some prefer "0.1" and others prefer "0.5". We hope you all enjoy this adjusted mantle speed, especially the overhead mantle, which is now more consistent with the other mantle types. Bug tracker: https://bugs.thedarkmod.com/view.php?id=6343
  19. I'm not sure if it's in TDM's interest to serve a "libre" version that essentially is cripled until you add the non-free content. Making an AppImage version of TDM seems more interesting.
  20. This is a very neat idea! and it should actually be fairly simple to do.... and now you are making me re-think my WIP This was already done once in The Painter's Wife as a small little easter egg, although it is a reference to a location within that FM, and not a different one.
  21. Since you're working on this, have you tried restoring the original functionality, i.e. ability to set up a resolution for these? That might help with performance. Also, when I was working with mirrors, I noticed that they disable normalmaps in the material. See how a cubemap version has those damaged surface details on the mirror surface, while real-time mirror bypasses all that. Last but not least, have you tried making mirrors work on convex or concave surfaces, not just straight flat polygons? That would open up possibilities for very nice material effects (if used with moderation ).
  22. TDM is marketed as: It's a tremendous achievement - a detailed tribute to the Thief series. (link) Since The Dark Mod is designed to simulate the stealth gameplay of Thief, many things will be familiar to veteran Thief players. (link) It should be of no surprised when folks suggest making a change to TDM that fits more closely with Thief when it makes sense. The majority of active TDM players and mission authors I see today are also Thief players. And, besides the folks here on this forum, there aren't many places where the dev team can get player feedback on TDM, especially players who gave up on playing TDM all together. The Thief (including TTLG) community is one of the only places where we can get feedback in general and from veterans of this stealth game type. Feedback I received from a player: This is great news for our community. For our community, more players increase the likelihood of more devs, mission authors, and content creators. For the content creators, more players experience the content they make. That said, I think most agree that TDM is not meant be a 1:1 copy of Thief, and that's a good thing. Changes to TDM should be carefully considered and playtested before release. EDIT: To clarify, addressing player complaints does not mean copy Thief game mechanics. It means that when player complaints are addressed, a solution that is appropriate for TDM is implemented.
  23. I know and this is what I did, but wasn't the whole change about making it more intuitive for beginners? I think after shouldering was made short frob, we should go all the way and make the other special actions short frob too! I think there are only very few situations where you need to carry a light or a consumable around...
  24. Initially wanted not to post about this, I told myself it's just another useless feature that would waste time before a release and all. But it does carry actual gameplay limitations I run into: I often have no way to tell if an enemy is dead or just knocked out. If the FM has a "don't kill anyone" objective that makes it clear, otherwise you need to pick up the body and see what the text says. In the past you could tell by their eyes: Dead AI would have them open while knocked out AI had them closed. Last time I played it seemed like even this stopped working and both cases had their eyes shut... a recent bug perhaps? In any case it's often a difficult cue to find, so I wonder if anything better would be possible. Obviously AI become ragdolls so animating any important bones is surely impossible: I'd suggest making them move slightly so it's clear they're still breathing, but this would likely send the ragdoll shaking all over the place since they probably can't handle an animation being mixed in. So here's one idea that should work great: Alongside the eyes we could have the mouth be open, which is easier to spot from a close distance. Knocked out AI have their mouth closed, dead AI have it open which is a clear cue and also looks more... well, dead. Another would be to add the snoring sound to knocked out AI... now I'm curious if in real life someone being knocked unconscious snores like when they're asleep, don't try it out of course
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