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  1. Got a pm from a user asking me how to install the shaders. I took it for granted folks staring at this part of the forums would know the source code break down and where to stuff them. So, here's some instructs for folks that don't know what to do with the files... For Dark Mod v2.09, do the following... 1) go to your dark mod game folder (where you installed TDM, and where the .exe executables are) 2) make the following folders / folder path (this is important, b/c it changed for 2.09) glprogs\stages\interaction\ 3) if you have those folders, and there's stuff in the "interaction" folder, then either zip up the original files there as a backup archive, or make a sub-folder like "\original" or something to put the following files... interaction.ambient.fs interaction.ambient.vs interaction.common.fs interaction.common.vs If you don't have those folders or those files, then no big deal. It just means you don't have them (which means the game has been using whatever's in the pk3 resource files that come with it's install). 4) after making that folder structure and/or backing up your original 4 files, unzip the files from the zip in this thread into that "interaction" folder 5) start the game The game should override pk3 resources with whatever loose files it finds in same folder structure and file name. So, firing up the game with those glprogs sitting out in that folder structure, it'll use those instead of what it has in the pk3's. You should be good to go. If you notice the torches don't emit light (pitch black) or the shadows are pitch black, it means something's borked up in the shader files and they're not compiling. (When the game notices a borked up shader file, instead of just crashing like a lot of DX HLSL stuff does, it skips it instead. Since those shaders handle lighting, pitch-black means they're being skipped and not doing the lighting.)
  2. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
  3. Hey Everyone, I recently reformatted and I'm getting DR back up and running. I'm having a slightly annoying problem with the entity class folder structure not being collapsed when I search for entities. I vaguely remember fixing this some how by unpacking my .pk4s? However if I unpack them and delete the original pk4s, nothing shows up in DR. Maybe its something obvious I'm just overlooking...
  4. TDM 2.08 is ready for beta test In order to update, you have to download tdm_mirrors.txt file. Note that this file will change with every beta release, unlike previous years. Windows, Full Install: 1 - Create a darkmod folder anywhere you like. 2 - Download the TDM Updater. Extract tdm_update.exe from the downloaded ZIP and place it in your darkmod folder. 3 - Download a special tdm_mirrors.txt file and place it in your darkmod folder. 4 - Start tdm_update.exe. Remember to use the --keep-mirrors setting when running tdm_update. (On the main window, click the "Advanced Options" button and check the first box.) Windows, 2.07 to 2.08 Upgrade: 1 - Download a special tdm_mirrors.txt file and place it in your darkmod folder. 2 - Start tdm_update.exe. Remember to use the --keep-mirrors setting when running tdm_update. (On the main window, click the "Advanced Options" button and check the first box.) Linux, Full Install: 1 - Create a darkmod folder anywhere you like. 2 - Download the Linux version of the TDM Updater and extract it to your darkmod folder. 3 - Download a special tdm_mirrors.txt file and place it in your darkmod folder. 4 - Make tdm_update.linux64 executable: "chmod +x tdm_update.linux64" 5 - Run the updater. Remember to use the --keep-mirrors setting. Linux, 2.07 to 2.08 Upgrade: 1 - Download a special tdm_mirrors.txt file and place it in your darkmod folder. 2 - Run the updater. Remember to use the --keep-mirrors setting. Config reset: After update is over, delete your darkmod.cfg file to reset all settings (better backup it beforehand). Notes 1 - This effort is to find out if we broke anything in TDM with our 2.08 changes, if a new 2.08 feature isn't working correctly. We won't be trying to fix bugs that have been around for a long time. The best that could be done now for such old-living bugs is to create an issue in bugtracker (if not yet present). 2 - If you find something wrong and still have 2.07 version in your hands, please test the same thing in 2.07. 3 - Please try to be specific when reporting a problem. What you were doing, where you were when the problem occurred, can you reproduce it, etc. This wiki article provides many suggestions for good bug reports. Thank you for testing !
  5. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
  6. YOU TAFFERS! Happy new year! Deadeye is a small/tiny assassination mission recommended for TDM newcomers and veterans alike. Briefing: Download link: https://drive.google.com/file/d/1JWslTAC3Ai9kkl1VCvJb14ZlVxWMmkUj/view?usp=sharing Enjoy! EDIT: I promised to someone to write something about the design of the map. This is in spoiler tags below. Possibly useful to new mappers or players interested in developer commentary.
  7. Keep in mind also that mission size, and complexity have increased dramatically since the beginning. For a lot of veteran mappers, it can take over a year to get a map made and released. The last dozen missions have for the most part been pretty massive, with new textures, sounds, scripts, models etc. We seem to be long past the point of people loading up the tools, and banging out a mission in a few weeks that's very barebones. We still do see some of those, but I noticed in the beta mapper forums and on Discord, that mappers seem to make these maps, but don't release them, and instead use the knowledge gained to make something even better. Could just be bias on my part scrolling through the forums and discord server though.
  8. A footnote to my posts re. difficulties with teleporting AI and pathing. My aim is to teleport in reinforcements to both sides of an ongoing battle, with the reinforcements teleported to areas well away from the battle and ordered to take paths toward it, only then to react and join the fight. I did tests to ensure that those areas are distant enough so visual and sound alerts can't reach. The paths are taken if the AI isn't teleported in - and the AI join the battle. But AI teleported in are pre-alerted to everything happening in the location provided by the info_location, even if the teleport area is blocked by info_portalsettings with sound_loss spawnarg. Since they're alerted they won't take the paths and since they can't see or hear the battle they run around in circles, cursing almost as loud as I am. To keep the AI unaware on teleporting in it's required that the teleport area be in a distinct location provided by an info_location - and then they'll be obedient and follow the damn paths!!
  9. I agree with the people above (for the installation method). But according the packagebuild from that repo ("thedarkmod-bin" by diabonas), the standard missions are included. So Erze should got the missions files already. (packagebuild from thedarkmod-bin - https://aur.archlinux.org/cgit/aur.git/tree/PKGBUILD?h=thedarkmod-bin) (repo "thedarkmod-bin" - https://aur.archlinux.org/packages/thedarkmod-bin/) From my own experience, i have seen that that empty mission list and error, when the user doesn't have any write-permissions in the TDM folder. (and i know that most of the linux package installer scripts for TDM, doesnt give them to the user) Check if there are any mission folders and files in the fms folder in TDM folder "/opt/thedarkmod/fms" (?). If so, Add yourself to the user-group "games". (because according the packagebuild, that user-group has write-permissions to that folder) Or give everybody write permissions to "/opt/thedarkmod", and his subfolders/files. Or move the tdm-folder to your home-folder. If not, follow the official linux method. Set the write permissions of the existing tdm folder, download the tdm-updater to the existing tdm folder and run the updater (for more info, see installation methods on linux, on the TDM Wiki.) There is also another repo "thedarkmod" - https://aur.archlinux.org/packages/thedarkmod/ -edit- but that script also does not give permissions to the user. Only to group root and games. (admin, please move topic to tech support)
  10. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

  11. It is a nice start. dont forget to cleanup your binary folder. === For the ones who want to try this launcher: download the 7zip package open the 7zip file with 7zip extract only file "TDMLaunch.exe" from folderlocation "TDMLaunch.7z\TDMLaunch\bin\Debug\" to your tdm folder. Run a mission: When you start this launcher, click on tab "settings", select the needed folders and hit button "scan fm". This will fill-up the missions table, in the launch tab. double click on a mission to select it and click on the "Run mission" button.
    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

  12. Hey, playing Sotha's first Ulysses missions atm. While i really love the mission so far, it showed me once again a problem i already discovered in other missions, grayman's "In the north" mission to mention especially. and that is the in parts excessively long paths A.I.'s walk in some missions. While i can understand that some may think it adds to realism and unpredictability, it makes it damn hard to hide bodies for example. For example, in Sotha's mission, i blackjacked the guy working in the steamworks, and hid his body in a nearby room i lockpicked, in a niche which was lit by a candle on the wall, which i extinguished. I spent about 5 minutes in that room, searching for loot, or items to pick up. In these 5 minutes, noone entered, or left the room. Then i went out of the room, and got to an outdoor area in front of the manor. I spent about another minute and a half hiding in the dark behind a crate, to see what's going on outside, and even blackjacke a guard patrolling outside in that time, then all of a sudden, the door i came out of opens, and some housemaid comes out. So i went inside again to see where the hell she came from now, and realized she had even lit the candle again, and probably saw the body of the blackjacked steamworker too. Guys, isn't that a bit too much? I mean, as i wrote, i can understand the added realism and all that, but for playability, it has to be a bit predictable. Stealth games don't work without a bit of predictability. In reality, you won't stand a chance in most cases due to the way real people behave, how unpredictable they are, and coincidence. In a game, i have at least to rely a bit on things i can foresee, and i can't foresee a housemaid entering the place i hid a body after like 10 minutes, lighting the torch i extinguished to darken the niche i hid the body in. That's a tad too much really. It makes it almost impossible to know where you can hide a body so that noone stumbles over it. It has always been predictable in the original Thief games, it's predictable in games like Splinter Cell or Chromicles of Riddick too. So please, consider there's also people who blackjack everyone in sight, and need to hide the bodies somewhere. There's not only people who ghost missions. As i said, that's not to say i don't enjoy the missions, and this one in particular, it's really great, and it's awesome how creative some people here are. Just felt like mentioning this, because TDM really gives me a damn hard sometimes. I mentioned it in another thread already: The original Thief games were considered as very hard games by most of the game press. TDM is a lot more harder even. At least my personal view is that it could be a little bit easier sometimes.
  13. https://github.com/HansKristian-Work/vkd3d-proton/tags <- directx 12 wrapper for dxvk https://github.com/doitsujin/dxvk/tags <- directx to vulkan wrappers D3D 9 to 11 eg. dxvk if you want to try it with horizon zero dawn you need to copy out dxcompiler.dll from Tools\ShaderCompiler\PC\1.0.2595\x64 and bink2w64.dll from Tools\bin and place them next to HorizonZeroDawn.exe. then copy over dxgi.dll from dxvk and d3d12.dll from vkd3d and place them next to it to. now fire up the game and let the shaders recompile -> profit.
  14. Holy crap - I didn't know this existed! I just placed v3 in my root folder and it works! I am astonished by the amount of ideas you put into this. Execution looks extremely professional! I don't know what to make of it but I am speechless, @MirceaKitsune !
  15. The Siege Shop by PranQster & lowenz Version: 4.4-2 Build: Apr 26 2020 TDM 2.08 Required TDM version: 2.06 Link to version 4.4: Siege Shop Occasionally, it is possible for AI to murder each other, putting them on alert. They've all been drinking (not 'drunk' acuity AI, just bottles in hand) and sometimes they get into a scuffle at the archery range. It is very somewhat rare, but some players will undoubtedly see this. Since it is random, some may see it happen more than others. Info: This mission is my first mission, fourth release, first revision, beta. Unique credits: Arcturus' animated fish. Special thanks to: Bikerdude, Fidcal, Springheel, & Grayman for awesome technical support and advice. Extra thanks to Springheel, BikerDude, and Nosslak for additional models used (some past and some present). Thanks also to Shadowhide for the help with getting my script file working (v.1). Major Thanks to the original beta testers: Chiron, Xarg, Aprilsister, AluminumHaste (also v3), SiyahParsomen, and Midnight. Thanks, thanks, thanks, eggs, bacon and thanks to lowenz for his uber-help on v.3+. His advice really helped to make a better mission. * Previous-previous Release February 11 2020. This is not final and is still WIP, but I had to get the OpenAL EFX working. Added OpenAL EFX to all locations. Tested fine for me and 'efxs/siegeshop.efx' was added to the .pk4 file. Fixed fog at waterfall inside the cave. Moved a guard's starting position and another guard's rit corner. Increased density of plants and added one grass variety (more & moving grass to come). Added a torch near the balloon and moved the existing one. Changed & moved torch above cave waterfall to make it easier to aim a rope arrow. Changed the weird little support for the end of the drawbridge. Added a plant (yes, just one) to the moat bottom. More to come. Tried to make the web of the (harmless) cave spider more visible. * Previous Release March 16 2020. This is likely the final version. Hah! Who am I kidding, I'll never be done with this mission. Current changes: Minor tweaks to the start area in the cave. New trees and plants in the outdoor area. Added bushes along the moat. Added some (broken) bars to the open end of the moat. Modified the design of the basket for the hot air balloon. Changed the outdoor lights a bit. Fixed some leaky brushwork and leaking light near the key room. Made sure the cook spends more time cooking than he has been doing. Gave the cook a bit more to work with in the kitchen. Added more rain splash to the top floor area. Made the guards to do more than sit down when visiting the loo. Stunk the place up a bit. Gave a snail some purpose in life. Decorated several rooms and under the stairs. Moved a little loot and added some too. Shed some light on the rec. room, so it's a bit harder to venture there now. Modified a few RIT paths. There is a generator room now where there were two dungeon cells before. Freshened up some blood. The flies have multiplied. A couple sounds were changed. A few empty mugs were filled, Reverted the workshop to a lighter rock texture. The drawbridge now moves one time only, since multiple uses can f**k it all up. The drawbridge can now be crossed again by AI once it has been opened. Whatever else I forgot... * Current Release April 26 2020. Fixed a water splash particle which does not render in TDM 2.08 Removed some non-functioning portals Current Issues: With TDM 2.08, sometimes AI come to a standoff when entering or exiting an elevator. If you should witness this, please be a kind citizen and send them to another floor. They'll figure it out after that.In the meantime, I will experiment with adjusting their path networks so they have less tendency of being stubborn in the elevator. I'll try some modern social distancing in the elevator if it is possible. Still a mystery. I only have seen this with TDM 2.08 The ragdoll in the dungeon has decided to mis-behave. I suppose it's time to replace it with one of the bagged corpse models and be done with it. Fixed in upcoming v. 5.0 "WARNING:Detected 114 func_static-s with bad rotation:" Need to re-scale each these with the proper technique, or replace them with new models or patches. Fixed in upcoming v. 5.0
  16. Yeah I think that the /script folder is the way to go here. Create my_campaign.script in the /script folder and add it to tdm_custom_scripts.script (i.e., #include "script/my_campaign.script"). And if your script needs to know which campaign mission is being played, don't forgot https://wiki.thedarkmod.com/index.php?title=Setting_up_Campaigns#Scripting.
  17. TTLG? That's Through the Looking Glass Forums. A looking glass fan community. Has been around for a long, long time. https://www.ttlg.com/forums/
  18. Seems to confirm: https://bugs.thedarkmod.com/view.php?id=5718 does it happen in the latest dev build: https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/
  19. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

  20. I think the reason the dev forums exist is to provide a place where the implementation of features can be discussed without getting mixed up with other debates when someone believes what the devs are doing is wrong. We often post public discussion threads for features with subjective elements like the frob outline, because community feedback is very important. But there will always be vocal defenders with strong views for or against certain features, or how exactly it should be implemented in their opinion. At some point a decision has to be made and be carried through, which is what the dev forums are for. Almost all of the threads are very technical, basically explaining and discussing recent or potential code changes with other devs. Its hard to say. Its a hobby the devs do in their spare time, so people come and go when they're in the mood and when they have the time. The team page is mostly accurate except for some relatively newer additions like myself.
  21. I'm not 100% sure (have not tested it) but I have read a long time ago that the material names can be any size, even a single word, like this below ivyloose06 { qer_editorimage textures/decals/ivyloose06_ed.jpg diffusemap textures/decals/ivyloose06_d.tga specularmap textures/decals/ivyloose06_s.tga bumpmap textures/decals/ivyloose06_local.tga } the name doesn't need to be a path, paths are relative anyway, (relative to the texture folder) and are only important for the textures inside the material itself. I think the material name written as a path "textures/somefolder/materialname" is used by the editor to create the folder structure in the media browser, that's all, if you don't give the editor (DR) a "path" it just puts the material in the main "textures" ones.
  22. TDM 2.09 is ready for beta test In order to update, you have to use the new tdm_installer this year. Custom mirrors file is not needed any more. Windows 64-bit, Fresh install (slow): 1 - Create darkmod folder anywhere you like. 2 - Download the TDM Installer. Extract tdm_installer.exe from the downloaded ZIP and place it in your darkmod folder. 3 - Start tdm_installer.exe. 4 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.09 list, should look like "beta209-NN". 5 - Continue installing with "Next". Windows 64-bit, Upgrade from any version (fast): 1 - Download the TDM installer. Extract tdm_installer.exe from the downloaded ZIP and place it in your darkmod folder. 2 - Start tdm_installer.exe. 3 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.09 list, should look like "beta209-NN". 4 - Click on "Refresh" button to ensure that it is not going to download too much stuff. 5 - Continue installing with "Next". Linux 64-bit, Fresh Install (slow): 1 - Create darkmod folder anywhere you like. 2 - Download the TDM Installer. Extract tdm_installer.linux64 from the downloaded ZIP and place it in your darkmod folder. 3 - Make tdm_installer.linux64 executable: "chmod +x tdm_installer.linux64" 4 - Start tdm_installer.linux64. 5 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.09 list, should look like "beta209-NN". 6 - Continue installing with "Next". Linux 64-bit, Upgrade from any version (fast): 1 - Download the TDM installer. Extract tdm_installer.linux64 from the downloaded ZIP and place it in your darkmod folder. 2 - Make tdm_installer.linux64 executable: "chmod +x tdm_installer.linux64" 3 - Start tdm_installer.linux64. 4 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.09 list, should look like "beta209-NN". 5 - Click on "Refresh" button to ensure that it is not going to download too much stuff. 6 - Continue installing with "Next". In general, upgrade is recommended over fresh install. If you want to have 2.08 installation nearby, then you can copy it and upgrade the copy. If your current installation has a lot of custom stuff (own maps, downloaded FMs, etc.), then you can copy only the core archives named "tdm_*.pk4" --- tdm_installer will reuse whatever it can from them. At the end of installation, tdm_installer resets your config by renaming darkmod.cfg to darkmod_{datatime}.cfg. This is a recommended procedure on upgrade, otherwise you are likely to have issues due to old config. If you need your old config for some reason, you can always find it in darkmod folder. 32-bit builds of TDM are deprecated, so they are not present in beta versions yet. They will be added to beta-testing later. Notes 1 - This effort is to find out if we broke anything in TDM with our 2.09 changes, if a new 2.09 feature isn't working correctly. We won't be trying to fix bugs that have been around for a long time. Instead, we will create an issue in bugtracker (if not yet present), to fix it after beta. 2 - If you find something wrong, it would be helpful if you report whether the issue happens in 2.08 too. By the way, you can easily get 2.08 version: just copy your darkmod folder and run tdm_installer on the copy, selecting "release2.08" on the custom version screen. 3 - Please try to be specific when reporting a problem. What you were doing, where you were when the problem occurred, can you reproduce it, etc. This wiki article provides many suggestions for good bug reports. Thank you for testing !
  23. I have a bit of energy this morning, so I copied the tdm_player_thief.def into my fm\def folder and made the changes. Didn't help. Even did a dmap just to be sure, but the darn hat still blocks the view. WHAT am I doing wrong? Think maybe this stuff is just beyond my aging brain... :{
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