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  1. I've found a: Also, is there a key for the first door you come to after you leave your apartment?
  2. Here's my first FM. A small and easy mission, inspired by Thief's Den and The Bakery Job, where you must find and steal a cook's recipe book in order to save a friend from going out of business. Download: Mediafire (sk_cooks.pk4) TDM Website's Mission Page The in-game mission downloader Thanks to: The people who helped me get this far, both in the forums and on Discord. The beta testers: MirceaKitsune, Mat99, Baal, wesp5, Cambridge Spy, jaxa, grodenglaive, Acolytesix ( Per the author in the beta testing thread. ) Skaruts has given permission to the TDM Team to add Subtitles or Localization Strings to this mission. (No EFX Reverb.) If anyone from the Community or TDM team wishes to create these we will gladly test them and update the mission database.
  3. I feel that tweaking shaders visually does more harm than good in the end. Here is one example of what shader tweaking leads to, and where I'll do yet another visually-breaking change: 6354 Before that is was untweakable specular which also broke visuals: 5044 What a game engine needs is a universal model (preferably well-known) with several tweakable parameters. In fact, the very idea of PBR and why it wins today is that it models real physics, and thus it works more or less the same way in every engine and scenario. It is a well-known standard (with minor variations). We can't have PBR yet (and maybe forever), thus we stick close to Phong reflection model, which has been around for decades and is also quite standard. Artists should make assets that would result in a beautiful picture, not shaders. But they can't do it if we have some weird non-standard lighting model which changes every year. We should never tweak shaders based on how average missions becomes seemingly nicer to us! If someone decides to add normal mapping, it should behave as an approximation for how real high-resolution surface should behave in our model, not as some kind of "beautifier effect". If you want to add some effect which is outside the current model, it should be done in a way that: it does not change how the previous model works (and how current missions look) it can be tweaked by understandable parameters it is applied in all shaders and all lighting the same way I believe we already have fresnel and rim, but it is kinda hardcoded and not present in all shaders. Yet another result of someone tweaking shaders based on how it looks and not on how sound it is mathematically.
  4. Here's mine, also 3 monitors but I only use 2 for DR: single XY view on the first monitor; switch between XY views using CTRL-Tab Camera and all other tools on 2nd monitor - now that everything is a tab no need to tile everything 3rd monitor for other non-DR stuff (like the forum )
  5. Hard to argue with results! Glad you found a fix for this
  6. This is my loudest mission. I wasn't spotted as much as I was falling back to the undead slayer mindset. The atmosphere is great, no hiccups in sound design either, great voice work too. I loved the fact that you have that OTHER key (and I can't believe it took me this long to notice security key) Since "He doesn't need it anymore". There are only two gripes I've had (aside from bruise ankles from all the drops)... The only survivor doesn't even react that I climbed up to him, I wish we could've left him some food at least. The other being that I couldn't find one more blowtorch, if there wasn't one, then it's about making a choice (which is fine), but if there was I wish I found it. Great map, really imposing. Desert being death trap was great. And I really like the fact that we essentially circle back to where we were on the way out.
  7. jaxa

    2016+ CPU/GPU News

    No, the 192-bit RTX 3060 12 GB came first. The cut down 8 GB model came over a year and a half later, and probably in small numbers because nobody talks about it much other than "don't get it, it's 20-30% slower". 3060 Ti had 8 GB from the start, and always has, although it looks like they made a GDDR6X version. They would have to change the bus width to accommodate 12 GB. There were rumors of products like 3070 16 GB, 3080 20 GB and so on, but they never materialized outside of engineering samples. If you think things are confusing now, just wait until 3 GB GDDR7 chips materialize within a couple of years. We could see 12 GB cards on a 128-bit bus, 9 GB on 96-bit, and so on.
  8. jaxa

    2016+ CPU/GPU News

    3060 has 192-bit bus (cut to 128-bit for the maligned 8 GB model), and the gimped cards (like 7600 XT 16 GB 128-bit) can definitely use the extra VRAM in some scenarios. https://en.wikipedia.org/wiki/GeForce_30_series#Desktop
  9. If you can do this, I don't know how. But it's something I want as well and was actually going to raise it as a feature request. I think speakers are spherical so they model real sound which radiates from a source outwards. I find this doesn't work so well with some scenarios though: water. For example you want to hear the sound of waves lapping a shoreline or a running water sound for a stream, river or canal. If the shoreline or stream is on the longer side, you have to have a speaker with a huge radius to cover it and the sounds extends too far along perpendicular to the body of water. Or alternatively multiple speakers but then you have to manage overlap and it becomes a pain. wind. Same idea but vertical - if you have a long edge or balcony then you need a large radius speaker to cover it and it might extend too low so you hear wind noises on the ground. @Petike the Taffer If all you want is for a sound to fill a room, just use the location system ambients instead. But you can only have one sound I think, so you couldn't have say your ambient music and also a weather sound at the same time without using a speaker for one of them.
  10. When talking about a possible libre version of TDM (https://forums.thedarkmod.com/index.php?/topic/22346-libre-version-of-tdm/) it seems we believe all media/gamedata included in TDM is licensed CC-BY-NC-SA. I am not familiar with how the process of adding new media/gamedata works today; I have seen files uploaded to the bugtracker which developers then commit to SVN, but I don't know if there are other ways. It may be a good idea to implement a process that when new components (media/gamedata included in TDM) are added, the contributor is asked to be explicit about the license (a choice which may defaults to their previous preference, for usability). It won't fix the past, but it may help in the future. This will make it easy for contributors to add future data under a more permissive license if they choose. Libre media can be added and its license can be tracked, rather than assumed to be CC-BY-NC-SA. I suggest looking at how Wikimedia Commons has implemented this: the contributor state the source and license at the time the data is uploaded. This can be done either by providing urls or by saying "It's my work and I choose this licsense". The first step could be to add a way to keep track of each filepath in SVN, author, license, sources. Start by setting the value for each file's license to "(default/legacy CC-BY-NC-SA)". Possible implementations for a user interface for new additions are: * Use our own wiki, which runs Mediawiki (same as Wikimedia Commons). I see several benefits of this, but we also need a way to accept uploads of batches, not just single files. * Look at how other open source projects have solved this. There may be more appropriate solutions available. ... but I'll leave the implementation open. Suggestions are very welcome! If the author of each file already in SVN can be tracked, then it may be possible that the author is willing to give a blanket permission for all their past files in one statement, and all their files in SVN can be updated in one commit. A productive contributor willing to release some of their work under a more permissive license could make a big change. If Dark Radiant would support letting mappers search media/gamedata by license (does it already?), it would make it easier for mappers to create a completely libre mission, which would help facilitate a TDM-libre release. If I understand things correctly. This post does not address all details and it may contain misunderstandings or assumptions, but it's a start. Also relevant: * Is there a compiled and maintained list of recommended or deprecated resources for mappers to use? * https://forums.thedarkmod.com/index.php?/topic/20311-external-art-assets-licensing/
  11. Venturing beyond the base game... A candle set consists of a candle holder and a candle attached to it. Core candle holders, candles and candle sets are properly named in v1.0 but mappers sometimes create their own candle sets and because of how these object are handled by the engine we end up with a "Candle holder" on screen. We can approach this puzzle in different ways but for the sake of simplicity in v1.1 everything is a "Candle", including single candle holders. Find v1.1 attached to this post. Remember you need the Core Essentials for the mod to work. z_nameless_objects_mod_v1.1.pk4
  12. I did play Thief and FMs, but I don't play it any more, except for major things like Black Parade. The clunky movement and antiquated Dromed editor is what discouraged me from interacting with it over the years. I regularly play and sometimes make content for TDM, because it has much better movement model than Thief. I know that most missions don't use it well, but if you construct your geometry (gaps, ledges, distances) using power of two measurements, movement and mantling feels fast and snappy. There's no need for regression in that regard, in my opinion, there's a need for assets and missions made with the movement model in mind, to showcase its strengths properly. Even if TDM originally intended to "simulate the stealth gameplay of Thief, many things will be familiar to veteran Thief players" the actual mod history was a bit different. The team came up with a mission platform that has its own identity when it comes to mechanics. The way assets were made might have been a huge mistake, but that didn't prevent the platform from growing. Since you like anecdotal evidence, noone other Skacky once said that TDM movement model was super clunky, after playing The Painter's Wife. It was really hard to convince him that if a mapper places geometry this poorly, and isn't aware what spatial measurements play to the strengths of a movement model, no movement model will save his mission. And there is no fixing of this problem on the engine side, although it's not the first time when TDM team tries to address the asset problem with engine changes, which I suspect will ultimately lead to even more problems down the line. In game development, things like core mechanics and player tools are locked-down first, in one of the pre-production phases, because all the levels will be constructed around them. Making changes in core mechanics in a project this mature is very risky, I assume you don't plan on going through all playable spaces in all released TDM FMs to check for errors. Instead of making incremental changes in fundamental mechanics, I'd encourage you to create a fork, or some kind of major version bump candidate, like 3.0, where all things could be revamped: movement, player tools, UI, new frob mechanics, perhaps with UI contextual icons, new training map to incorporate all that, etc. Once all new elements fall into place and create something new, with a map or maps to back it up as relevant changes, it will be easier to convince existing player/author base that it was worth it. I assume the existing fanbase is already fragmented, as a result of all those heated discussions around the topic. But with multiple versions available for download, the transition to hypothetical "TDM 3.0" should be easier. It could be similar to UE2 and UE3, and you could also use this as an occasion to draw the line for backwards compatibility. I know there are old systems and variables kept in place just in order not to break existing missions. This way you could e.g. redo the LOD system, implement lights using math functions instead of textures, etc.
  13. Yes, if you change the internal path of a model you will need to update the map because the map only stores the model path as a string, it doesn't directly embed the model file. A .map file is just text so you could do this with search and replace in a text editor if you wanted.
  14. Actually I think I found what's causing issues with my textures: DR changes the texture's Horizontal and Vertical Shift when a face gets slanted. E.g., my test door is facing -Y and sitting flat on the ground, which is at 0 in Z, so the v-shift is 0. When I move the bottom vertices of the door 8 units forward, and then re-fit the texture, the v-shift turns to 4 (3.97241). If I do the same but backward, the v-shift turns to 90.7035. But these values depends on the distance the face is from the world origin, and sometimes if I move the top vertices instead, the values don't change. I can't make sense of it... The other editors don't do this, so the plugin's import code doesn't account for it. Do you think you could help me understand the logic behind this? If I could understand it, maybe I could get the plugin working with it.
  15. I'm lost for some reason I can't get past the difficulty screen there is no start the mission icon? Ok it was invisible I found by blindly clicking in lower right portion of screen. I think this is because of my video settings?
  16. Changelog of 2.13 development: dev17042-10732 * Restored ability to create cvars dynamically, fixing bow in missions (5600). * Fixed issue where .cfg files were saved every frame (5600). * Added sys.getcvarf script event for getting float value of cvar (6530). * Extracted most of constants from weapon scripts into cvars (6530). dev17035-10724 * Support passing information between game and briefing/debriefing GUI via persistent info. Also changed start map & location selection, added on_mission_complete script callback (6509 thread). * New bumpmapped environment mapping is now default (6354). * New behavior of zero sound spawnarg is not default (6346). * Added sound for "charge post" model (6527). * Major refactoring of cvars system to simplify future changes (5600). Known issues: * Bow does not shoot in some missions (only in this dev build): thread dev17026-10712 * Nested subviews (mirrors, remotes, sky, etc.) now work properly (6434). * Added GUI debriefing state on mission success (6509 thread). * Sound argument override with zero now works properly under cvar (6346 thread). * Environment mapping is same on bumpy and non-bumpy surfaces under cvar (6354 thread). * Default console font size reduced to 5, added lower bound depending on resolution. * Added high-quality versions of panel_carved_rectangles (6515). * Added proper normal map for stainglass_saint_03 (6521). * Fixed DestroyDelay warning when closing objectives. * Fixed the only remaining non-threadsafe cvar (5600). * Minor optimization of depth shader. * Added cm_allocator debug cvar (6505). * Fixed r_lockView when compass is enabled. dev17008-10685 * Enabled shadow features specific to maps implementation (poll). * Auto-detect number of parallel threads to use in jobs system (6503). * Improved parallel images loading, parallelized sounds loading, optimized EAS (6503). * Major improvements in mission loading progress bar (6503). * Core missions are now stored uncompressed in assets SVN (6498). * Deleted a lot of old rendering code under useNewRenderPasses + some cleanup (6271). dev16996-10665 * Environment mapping supports texcoord transforms on bumpmap (6500). * Fully disabled shadows on translucent objects (6490). * Fixed dmap making almost axis-aligned visportals buggy (6480). * com_maxFps no longer quantizes by milliseconds on Windows 8+. * Now Uncapped FPS and Vsync are ON by default. * Supported Vsync control on Linux. * Added set of prototype materials (thread). * Fixes to Stone font to remove stray pixels (post). * Loot candlestick no longer toggle the candle when taken. * Optimized volumetric lights and shadows in the new Training Mission (4352). * Fixed frob_light_holder_toggle_light on entities with both skin_lit and skin_unlit. * Now combination lock supports non-door entities by activating them. * Added low-poly version of hedge model (6481). * Added tiling version of distant_cityscape_01 texture (6487). * Added missing editor image for geometric02_red_end_HD (6492). * Added building_facades/city_district decal material. * Fixed rendering with "r_useScissor 0" (6349). * Added r_lockView debug rendering cvar (thread). * Fixed regression in polygon trace model (5887). * Added a set of lampion light entityDefs.
  17. Hm after testing: This does actually work fine. Both in DR and in tdm. I guess there's no point in specifing the model path, because then it only works on one specific func_static.
  18. The real St. Alban was a pagan who became a celebrated religious personality, this All Saints Day 2010 The Dark Mod places its own spin on this mythical figure. Screenshots: Intro: "'Business' has been slow lately, even more so after most of my gear got snatched during a Watch raid... I've since been forced to hit the streets and pick pockets for a living. But my luck was about to change, last night I was approached by a red hooded figure with a proposition... As we sat down in a dark corner of a nearby inn, he told to me that the Builders of St. Alban's Cathedral in the Old Quarter had recently unearthed a discovery that might lead to the final resting place of some saint." " But before I do anything, I need to get my tools and stash from the evidence room at the local watch station." "with the hawks, doves will congregate they will drop honey from the cliffs wine will surge over the earth the sheep will wander harmlessly with the wolf then the wicked will rise, but to retribution" - 'scripture of St Alban' There is a new version out now, see the following thread St Albans Cathedral version 1.6 Build Time: about 2-3 months. Thanks:- Huge respect to the Dark Mod team for such a great mod and for all the hard work they put into it and continue to put into it. Special thanks to Fidcal, Serpentine and others for their help on the forums and to Testing:Ugoliant, Baddcog, Grayman, Lost soul, Bjorn and Baal (for doing all the Vp work in the town. Readables: Ungoliant and Mortemdesino for all awesome work on the readables. Resource: Fids, Grayman, Ungoliant - guis, models & images. Misc: Loren Schmidt - the author of the map I based the cathedral on. Info: # Like Thief2, some things are climable, pipes, wall vines etc.. You can also drop some of the keys, some door that are frobbabe mean there is another way inside - explore u taffer! # Due to TDM being a lot more of a resource hog than T2 I have been forced to limit the number of Ai in the mission, but they have better placement than my last mission. # On all difficulty levels the player starts with vertualy no tools/weapons, there are weapons to be found - read, read, read! # For the love of all that is holy, read the briefing otherwise you will problems completing the mission. Known issues:- # This mission will have less than optimal fps at a few points on the map, mid range DX9 card(X1900/GF7800) or higher required. # On low end PCs I recommend, V-sync is off, AA is off, Aniso is 4x or lower and that any and all background apps are closed.
  19. I think you need to do things at the exact moment in DR that the user changes a field, so you can capture both the old value and the new value. Would be way better if DR just handled everything natively, but could be done through a hook to an external script too, I suppose. Or some complicated logging.
  20. Because DDS is a lossy format, every direct edit of a DDS file may reduce its quality slightly. So that means either: hunt down the corresponding TGA file with the same timestamp otherwise, edit the DDS as few times as possible. In the case of Stone, if the TGA can't be found and editing DDS is needed, I'd want to think about batching up all the bitmap edits needed for i18n... but that's a lot of work. I might add, there a third possibility in the case of the readable fonts that are currently ASCII only. If they were sourced from TTF, and you find the TTF (easy in a few cases), then see if it covers Latin-1 or more. You can (with some complications RE the conversion software) regenerate an improved TDM font from that.
  21. Builder Compound Pack will help you create better environments for your Builder-themed map sections! The aim of this experimental package is to provide high-quality models, materials, and other assets that don't put a big strain on the idtech4 engine. This early version is slightly more bare-bones than I wished for, as some modular sets (e.g. the roof) proved to be too complex and unfit for general use. Don't worry though, the set will be updated and expanded in future releases. Tweaks – Arch door and arch with hinges models have been removed. They were just static models, not actual door entities, and they weren't super useful, e.g. hey couldn't act as visportal closing entity due to gaps and transparent parts. – Detail texture stage added to selected materials (mostly those you can get very close to). As you approach a surface, you should see a slightly grainy layer that enhances the details. New content – Door01 and door01_frame have been added to both models and entities. This is a basic door for this corridor section. By default, it's locked (with easy lock) and AI will notice if it's left ajar. You may want to disable the latter (set ShouldBeClosed to 0) if you have a section with many AIs and doors, as it will probably disrupt AI patrolling too much. The frame will work with walls that are 16 units thick. Both door and the frame will work with grid of 8 and smaller. You can use the grid of 4 to change the door position within the frame. Look for grooves in the frame model. First of all, launch the map to see a simple section that was made with these assets. Use the menu or type map bc in the console to start the map. Noclip though the north wall, if you want to get to the staging area and see all pieces used to make this section. General info and tips: Make sure you have Rotate func_* entities around origin (Ctrl+R) enabled (Dark Radiant top icons) to use models efficiently. All models have custom pivot / origin point placement to make them snap to grid and geometry really fast. If you have keyboard shortcuts configured for RotateSelectionX/Y/Z and FloorSelection, placing these models around the map will be a breeze. I also recommend having shortcuts for SelectNudgeUp/Down/Left/Right, so you can move models in ortho views without using a mouse. DR detects models in a weird way, e.g. if your model is one-sided, or has some faces turned back to the camera in ortho view, selecting and moving it around will be difficult. Using keyboard is often more seamless and precise. You can select a model in perspective view, and then move it around in X/Y/Z plane using keyboard. Optimal scale for tileable materials is 0.125. This provides good pixel density vs repetition. Materials are optimized to be used both with and without post-processing, and the default gamma of 1.2. In some cases, specular hotspot might look slightly overblown with post-processing enabled. Correct look without post-processing was the first priority. Same principles apply to using lamp. The main idea behind this set is that you can use simple brushes for walls and floors, and wall panels have proper offset, so you don't need to use special surrounding BSP behind them. You can place panels right where your walls are, and there will be no z-fighting or clipping. Assumed basic measure for a corridor is 192 x 192 (length / width), but you can go lower if you don't plan to use arches and metal doors. The smallest wall panel piece is 24 units long. Use brushes to create basic space, then adjust it to what you can make with wall panels (combinations of 24, 48, 96, 192 etc.). DR's measurement tool is your friend. Default grid for placing most pieces is 8, but it goes down with smaller / more complex models and setups. One special case is matching metal doors to arch with hinges, this needs grid of 2. That's a mistake on my part. I didn't think of better pivot placement until it was too late. The example map contains a "staging area" where you'll find grouped arch, hinges, and doors, so you can use that as a template. As per The Dark Mod license, you may modify this pack's contents, although I'd advise against it. Most textures are compressed in lossy DDS format and compressing them again will result in loss of image quality. If you want to make changes, need alternative versions of a model or material contact me first. I'll see what I can do. Last but not least, I hope you'll find this pack useful and fun to work with, as I had plenty of fun while making it I already have a long list of models and features to include in subsequent releases, but I'm always open to feedback and suggestions. Thanks! Credits: Springheel, Obsttorte, Spooks, nbohr1more, STiFU, Destined and other TDM Forum members: guidance, encouragement, and fruitful discussions Epifire: asset feedback and critique The Black Arrow: inscription texts Plans for upcoming releases: Corridor: - Fixing the wall panel collision model, so strafing along it isn't wobbly Done. - Roof modular set Done. - Making metal door an entity with proper sounds and open/close times. Done, made proper door instead. - Floor switch model/entity for metal doors - Window set Done. Roadmap: All work is on hold for now. I'm working on a small FM that will use some of these assets plus many more. Some of existing assets will get reworked too. All links are taken down, and I have no release date yet, sorry.
  22. I'd like to announce the release of my 2nd fan mission: In Plain Sight. "You are an intelligence officer tasked with revealing the source of a political uprising in the city of Watchgate" Mission Type: City Missions Credits: @Frost_Salamander: Author @Airship Ballet: All custom content, including signs, loading/menu screens, in-game map, menu music and creative input. Also sets the standard for beta testing. W10 (my son) and @Frost_Salamander: Mission briefing Beta Testers: @AluminumHaste @nbohr1more @Obsttorte @Mawerick @madtaffer @wesp5 @Airship Ballet @Acolytesix @Cambridge Spy @jaxa @prjames Notes: TDM 2.10 required This FM rewards stealth play, although it can be done without KO'ing anyone Read the readables! They trigger some mandatory objectives that aren't initially visible. Follow this and you shouldn't have a problem figuring out what to do next. There are multiple ways to access some parts of the city. Some are riskier than others! If you are finding it too hard, maybe there is an easier way The only differences between the difficulty levels are the (optional) loot objective, the availability of some player tools and the difficulty of the bank objective. There is an in-game map. It's found in a location near the start. This FM contains 5 secrets (hints below for anyone who's given up ) Secret hints: Secret spoilers (did you mean to look the hints above instead?): Download link until the mission database gets updated: https://github.com/FrostSalamander/tdm-fm-inplainsight/releases/download/v1.4/inplainsight_v1.4.pk4 Screenshots: https://www.flickr.com/photos/196169449@N05/albums/72177720301116716 NOTE: Some of the initial versions have bugs. Ensure you have the latest version (currently 1.4)
  23. It's strange this is not mentioned on the wiki page.. I do find it logical in program logic. Cool, didn't think of that. I wonder if it's possible to do something like this: skin one_brick_teal_blue { model models/title_models/walls/wooden_frame/straight_frame/* textures/darkmod/plaster/plaster_01 textures/darkmod/stone/brick/blocks_tealblue_dark } So you can make folders of specific models that you can skin in the same way.
  24. YeeY, I succeeded the 45 second challenge!! It's not hard at all : P I'm not telling how ofc : ) Also, I like these "little" missions with extra challenges, like the quite common "secrets" (only found one so far) .. and a very rare "time challenge" only added to my enjoyment! All of you "april fools missions" contributors: it was a real treat!
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