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  1. A couple more: https://forums.thedarkmod.com/index.php?/topic/21739-resolved-allow-mantling-while-carrying-a-body/ https://forums.thedarkmod.com/index.php?/topic/22211-feature-proposal-new-lean-for-tdm-212/ https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/ https://forums.thedarkmod.com/index.php?/topic/22249-212-auto-search-bodies/
  2. The ability to launch and control TDM from DarkRadiant via the Game Connection interface is very helpful. But at least on Linux (Manjaro / KDE Plasma in my case) it continues to be bugged by crashes and only work intermittently, and last night it suddenly stopped working for good. Hoping we can debug what must be happening before the next release. DR is 3.7.0 (Git commit d9145c3015d945014daeb829f22d8cdb94a2aa8f) while TDM is dev16650-10157. DR successfully contacts the engine each time and attempts to start it up, I can even see the mouse cursor temporarily disappear and the process briefly present in the system monitor. The issue is when the darkmod executable is launched by Radiant, it often crashes immediately after. This might thus be a problem in the TDM engine more than in DR. I'm dealing with two types of crashes so far: Until now it was a cooldown effect, I can't start TDM from DR more often than once every 3 or so minutes. If start it up too frequently I see a brief flash of the screen but the main menu doesn't get to open, about 10 seconds later DR gives me the error "Timeout when connecting to just started TheDarkMod process". I have no idea where the information on how frequently I'm starting it is even stored: I can shut down both DR and TDM to ensure neither have open processes running, yet even if I start DR up again and launch TDM from the Game Connection menu too soon it remembers and throws this error. Since yesterday on top of that, the process now permanently fails with another error. In its case I even see the main menu for a split second before TDM instantly closes. DR throws the error "Game restart failed: Connection lost unexpectedly". I even tried with fresh settings for both DR and TDM as well as restarting the machine, but despite not updating anything not even any new OS package updates nor changing firewall settings, this suddenly appeared and continues to occur.
  3. Sorry for the Necro but I can't find he hex for shroud. I just got the the game free off Epic.
  4. "...to a robber whose soul is in his profession, there is a lure about a very old and feeble man who pays for his few necessities with Spanish gold." Good day, TDM community! I'm Ansome, a long-time forums lurker, and I'm here to recruit beta testers for my first FM: "The Terrible Old Man", based on H.P. Lovecraft's short story of the same name. This is a short (30-45 minute), story-driven FM with plenty of readables and a gloomy atmosphere. Do keep in mind that this is a more linear FM than you may be used to as it was deemed necessary for the purposes of the story's pacing. Regardless, the player does still have a degree of freedom in tackling challenges in the latter half of the FM. If this sounds interesting to you, please head over to the beta testing thread I will be posting shortly. Thank you!
  5. @Frost_SalamanderIf it is helpful, I have express permission from Marcel of cgtextures/textures.com that packaging his assets in a .pk4 is acceptable and at the time he was fine with packaging them in TDM projects: Also you mentioned not being able to use your images for just textures - do I take it this means you can use them as textures and within materials in the context of a mod - you just can’t package and release them as only textures correct? Lastly idtech 4 is an engine old enough it’s package files (.pk4s) can be opened with any archive software (would be difficult to mod otherwise). I will include your license information in my documentation if I ever get to release, but is there any special consideration I should give to packaging assets derived from your images in older game engines which lack modern security? The main thing I hope is to just ensure you include his license and that you do not distribute the textures themselves outside of the context of the fm. There is a bit of a slippery slope in that terms on the site have changed a lot over the years. The current licensing model finally seems to state that the photo ref textures are ok to use in "Scenes" for example, but for many years it stated it was only acceptable to use them specially in models. There are many many assets in core which are from this site, which were licensed under these much older terms: https://web.archive.org/web/20100818122748/http://cgtextures.com/content.php?action=license Ultimately if something is licensed, the terms can change. So buyer beware.
  6. EDIT - You can find a working external script with instructions in this post ---------------------------------------------------------------- Hi! First post in this forum. Greetings to all. I am a long time fan of T1 & T2 and I recently stumbled upon The Dark Mod while looking for some T2 Fan Missions and I immediately fell in love with it. Here goes a heartfelt thanks to the developers for having created this masterpiece and my recognition and appreciation to the TDM content creators and artists. Thanks. Back on topic. A couple of weeks ago I started playing Splinter Cell Chaos Theory. The game makes use of the mouse wheel to increase and decrease the speed of the character and while it took a couple of missions to get used to it, it felt natural from that point on. So much so that after beating the game and launching TDM again my first thought was: this game mechanic should be a must in the stealth genre. You can see it in action in the first minute of this video: I understand chances are this new mechanic cannot be implemented in TDM right away: we are currently limited by the 3 existing speeds / levels of sound (correct me if I am wrong) but regardless, if the development Team would allow us to use the mouse wheel to switch between creep, walk & run it would be a step forward in the right direction, in my humble opinion. Cheers!
  7. sadly the upcomming 8xxx series from amd will only be for midrange atleast according to leaks (grain of salt maybe ?). well it would be something quite different thats for sure not sure if 32 gb vram would actually help (what is the max texture size today ?), it might help if they really go nuts with the detail level in upcomming titles but i suspect this might take longer as the game companies dont want to alienate players with less vram. ofc it will come at some point but i dont see it in the near future. the 2 and 3 gb vram chips might actually make a dent in the bus width war. what the hell happened with hbm memory ???, the old fury cards could actually do 4k no problem with only 4 gb vram because the hbm memory was so blazing fast.
  8. Definitely sounds like something the devs should look into. Or, maybe there is an actual framerate limit to what the engine is capable of. I know that some other engines have these limits, where the physics freak out when you exceed them.
  9. 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.

  10. 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.
  11. Nominations are in... What are your predictions? https://thegameawards.com/nominees I bet God of War is going to homerun this thing. Elden Ring is just too long ago and now God of War is all the hype. Best RPG for sure goes to Elden Ring, and maybe best art direction to A Plage Tale, but the remainder, it has to be God of War. Hopefully my Indie-Favorite SIFU wins one or two awards, too. Neon White also deserves a win in my book. Best adaption has to go to either Arcane or Cyberpunk: Edgerunners. Edgerunners is not as good I think, but same as with Elden Ring, the hype around Arcane already dried out, whereas everyone is still kind of talking about Edgerunners.
  12. God knows since when have I last registered or posted on a traditional internet forum, but had to do so to pay my respects for the developers and map makers of this game. I have no history of the original thief series, and had no expectations for the mod. This is the first FM I played. After running around in a bit of a haste, becoming increasingly desperate of the complexity of the map, I learned to enjoy the feeling of being lost, calmed down and started to pay attention to the surroundings and listening to the ambient sounds and music. It is a truly immersive experience. I do have to admit that I could not find the entrance to the mansion, and had to resolve to a walkthrough to figure out how to enter, and at the end of the day did not manage to finish the mission. This mod is a great achievement, thank you for all the work and passion you have put into it.
  13. On social media, I often find myself surprised how many people let their kids consume content not really appropriate for their age. A very recent example was news of a five year old having beaten Bloodborne, which is rated 16 years and older. While that is admittedly an impressive feat, I can't help but wonder what kind of parents let their five year old spend hours upon hours in front of a console playing a horror game? Or might this just be a cultural thing? Socio-economic? I think the users of our forum are very adult and intelligent, so I would like to know your opinion on this topic.
  14. Greatly enjoyed the moment of starting the mission and hearing the Beethoven's symphony. Well fit for the atmosphere of the game and provided the mood for the FM as well. I found acting against my own will by shutting off the music.
  15. In the latest dev17026-10712, GUI debriefing is supported. It works exactly the same way as GUI briefing. It would be great if someone tries it For the nearest future, I'd like to support passing information from game script to GUI debriefing. So that you could show different things in debriefing depending on what player did in the mission.
  16. "I am Matthias, a Postulant in training for the Order of the Builder. I have been on a pilgrimage for over a year now and have finally arrived at the end of my journey." Build Time: - About 3 months for version 1, but we are now upto version 1.3 Mapping Team: Evilartist - for letting me convert his D3 map, top man!Bikerdude - map conversion, mapping, textures, sounds.Goldchocobo - mapping, traps, puzzles and sounds.AluminumHaste - textures and general testing.Grayman - scripting of the mirror puzzle.Obstortte - scripting and textures.Mortem Desino - scripting.Thanks:- - Beta testers: Goldwell, nbhormore, Aluminiumhaste, Nbohr1more, Moonbo, SirTaffsalot, Airship Ballet, Snobel, Xarg, MacD11, Oldjim, Cookie and anyone else who i missed of the list. Download:- - The latest version is now available via the in-game downloader. Info: The latest version is now available via the in-game downloader.The mission is fully l10n ready. (thanks Tels)Known issues: This mission will have less than optimal fps at some locations.For very low end PCs I recommend the following settings: V-sync is off, AA is off, Aniso is 4x or lower, advanced settings are simple/default & Post processing of disabled and as a last resort the command line arg ' r_skipFogLights 1 ' (turns off the fog)
  17. biggest gripe with my 2080 ti is that it only has hdmi 2.0b so it cant do 4k above 60hz luckily the displayport can and since i bought a monitor with displayport it happily chugs along in 4k 145 hz its an asus ultrawide 32" so matches my board which is also from asus and gfx card also from asus as a bonus, just stay the f... away from asus software the hardware is quite good though. the ultrawide screen has its own problems with some games though (letterboxing) but most of those can be worked around. in hzd the cutscenes are allways letterboxed which is annoying since it has a load of those but the game itself runs fine in ultra widescreen. my 3070 runs on an older phillips tv i had "1080p" eww. but i tried it on my 4k screen just for comparison. sometime in the near future ill ditch the old phillips for a 4k TV since i use my second PC as a streaming device mainly (i dont have cable TV) .
  18. Losing the option for stencil shadows would be extremely sad. TDM has the best stencil shadows implementation I've ever seen, and they look far better than shadow maps. They also perform wonderfully. Stencil shadows not supporting shadows on translucent surfaces is a bummer, but that's a fine tradeoff. Personally, I'd rather not see alpha-tested shadow occluders, because they look awful and are distracting. Shadow maps in general look bad and pixelated -- quite immersion breaking. Another issue with shadow maps is that they substantially increase the usage of the GPU. For those using laptops or integrated GPUs, it could cause performance or heat issues. For those with decent dedicated GPUs, increased wattage (and therefore heat) can and does turn on its GPU fans. The wattage on my AMD RX 6700 XT can become tripled when using shadow maps. That's undesirable. The advice I give players is: There really isn't a "best" shadows implementation these days. Some devs and players prefer one over the other. Regardless of which is chosen, stencil shadows and maps are used where needed. So, I'd try out both and pick the one you prefer. Here's Fen complaining about shadow maps. Complaint #1 (7:28): Complaint #2 (23:46): In his next video (Written in Stone - 4 - Chocolate Coated Brendel Bar), he turned on stencil shadows, and as far as I know, he never complained again. The following area in Written in Stone shows a good example of alpha-tested shadow occluders. Yes, technically the moving leaves cast shadows, but it looks awful in game, in my opinion. I know others like it. The same scene using stencil shadows looks amazing in game. (The screenshots don't do a good job demonstrating how it looks in game.) The current hybrid system is fantastic. It gives people choice. Those who prefer stencil shadows can use them; those who prefer shadow maps can use them. People become attached to the "art" and "style" of a mission, and changing the shadow implementation changes the art and style. If one must be dropped, I'd say shadow maps should be dropped from the menu settings. Use shadow maps for volumetric lights and stencil shadows everywhere else. And, I agree with nbohr1more that defaulting to rules consistent with stencil shadows is a good idea.
  19. I did some debugging in unit tests. The first problem is that although we have a basic XmlTest, it uses the full RadiantTest fixture which can only be constructed if the XML registry is working fine, so these basic XML tests are not runnable. I managed to fix that by changing the behaviour (on Linux only) to use TEST_BASE_PATH instead of _context.getTestResourcePath() to find the test resource files, so that RadiantTest is not required. This confirmed that the basic functionality of loading XML is working perfectly fine, even with the switch to xmlReadFile(). All of the XML tests pass, and I can load one of the game files in a unit test and examine its properties. So there is nothing fundamentally wrong with the XML structure being created by the new function call. The problem seems to be that within the Game class, any attempt to look up key values in the registry fail. Although each Game class is constructed successfully and imports its content, any searches for its own XPath root (e.g. "//game[@name='Doom 3 Demo']") return a list of 0 nodes, even though that exact XPath string can be used successfully within the basic XML test to find the <game> node which was loaded directly into an xml::Document. So there must be something going wrong with either when or how the .game file content is being merged into the global registry hierarchy.
  20. Videoscreen goat ^^ https://streamable.com/bvftb
  21. It took awhile to get used to the size of this mission. The long loading times didn't help, but after passing a certain point, I get it now. However, I will say this - the AI is crazy on this map. I started, right? And the first thing I see - all guards going ape because some thug cut loose. I sat in the dark corner, for like ten minutes, waiting for them to calm down, because I figured I should look around for loot (I only found some of it much later when I was returning here after finishing the mission) The same thing happened later, when I needed to pass an abandoned mansion. I waited for the epic battle, instead it was a massacre, but like an idiot I saved AFTER I left the tunnel, not before. So I couldn't reload and see if next time the battle will go differently. (Am I crazy or do leather thugs spawn after a moment?) I had to use up all gas arrows to pass that part because they kept trimming the bushes. The evidence part got me confused because I dropped a piece of evidence, but it didn't count, so I dropped everything that said evidence. Only then it counted, but later, as I was still hunting for loot, I finally remembered that I had a vent key and came looking and found yet another piece of evidence?! Finding Smythe was funny, because he kept saying "Show yourself" and the moment I did... I gathered skulls before I was prompted to, but Edgar... I don't get it. edit: Those glasses, tho. Holy crap, I did not expect to see "actual glass" in this game. The hidden room took me ages to find, despite TWO blatant hints. But I was sleep-deprived at the time. There was one snag, and one confusion that I had. The snag was that, when I finally reached the alchemist, the note told me to use the vent, right? But... I couldn't open the second vent in his lab. I don't know which key I was missing for that. So I figured - I could just go back the same way... and game CTD. I walked there again - CTD. I noclipped through that locked vent, killed the spiders, and tried to open the doors to my left (got spooked by friendly guards) - CTD. Only when I walked right and up the stairs did I finally progressed. Not sure what that was about. The confusion, however, came from Builders. I knocked out most of them in the Builder's outpost, but when I dealt with the Mr. Nom-nom-zom, they vanished. I guess they needed that many people to dig him out of the spider outhouse? (Never found the second news flash either) I still somehow missed 3.5k, and noticed that lights kept poking through walls (there is a piece of light pointed at doors leading into the inner garden of Builder's outpost that nearly got me killed a few times) Overall, however, this was an impressive piece of work.
  22. Each time I check the objectives in game (pressing O), this warning appears in the console: I checked a few missions (MoongateRuckus, Eye On The Prize, By the Cookbook, Spider and the Finch) and they all do this. Doesn't happen with TDM 2.11. I reinstalled 2.12, but still get this behaviour. Is anyone else seeing this?
  23. Regarding worldspawn "forceAllShadowsBehindOpaque" set to "1", it doesn't seem to get restored on game load. To reproduce (works with any fixed mission using "forceAllShadowsBehindOpaque"): Add "forceAllShadowsBehindOpaque" "1" to the worldspawn in the map file. From main menu, "Start this Mission" or "Restart Mission". setviewpos Notice that the light leak is fixed (not present). Save game. Load game. Notice that the light leak is present (not fixed). Example 1. From main menu, "Start this Mission" or "Restart Mission". 2. Run setviewpos. 3. Save game. 4. Load game.
  24. jaxa

    2016+ CPU/GPU News

    It was a relatively strong mid-range card that obviously has less VRAM than it should. And it's still funny that the RTX 3060 packs 12 GB while the RTX 3080 copes with 10 GB. Game devs would like PC users to have 12-16 GB VRAM, but they'll support 8 GB and do little tricks like downgrading the textures automatically.
  25. Seems quite interesting, maybe a bit rough around the edges. Available on Steam.
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