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  1. Yes, but I used the user_addon_init script inside and this seems to also be in the core files so I got an redeclare error. I renamed that script and weird enough, on my home system it's working fine now :)! Maybe I made a typo earlier...
  2. I figured this was only done to avoid missions breaking if they add their own stuff. Checking out the link above it doesn't seem to work with init scripts where most of the changes of the patch are. If I rename the tdm_user_addons file I get an redeclaring user_addon_init error and if I rename that, all the patch scripts are gone. So what am I doing wrong here?
  3. I spend 90% of my time on Linux Mint. I occasionally pop over to Windows 10 to check a few things or run some updates but Linux Mint is my home. TDM runs better under Mint than Windows for me but your mileage may vary. When running TDM in Linux, you must set FPS to "Uncapped Mode" in the Advanced settings, the old capped mode has terrible stuttering and performance under Linux ( even native Doom 3 has this issue ). You can set Max FPS to 60 if you are worried about any inconsistencies with game timing ( the only known issues are rare problems with audio behavior at really high FPS). Just don't use the native 60FPS capped mode, use Uncapped mode with a Max FPS value.
  4. 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.
  5. We are proud to announce the release of: The Dark Mod 2.12 ! The 2.12 development cycle introduced many large code overhaul projects. Most of these were to lay the groundwork for future fixes and optimizations. The final release is yet another leap in performance over the already impressive 2.10 and 2.11 releases. A full changelog can be viewed here, but some highlights include: The Dark Mod 2.12 is a major step forward for mission designers! The culling system has been extensively overhauled to ensure that your CPU and GPU are not wasting resources rendering unseen geometry, lights, and shadows. Some of our best map optimization experts have achieved similar performance gains to what this new culling system does but it is a rare skill and we have even managed to improve performance on missions that were generally regarded as “well optimized”. Mission authors both new and old can follow standard mapping practices with no need to dive deep into sophisticated optimization techniques even for some pretty challenging scenarios such as wide open areas and long views. Players will immediately notice many missions that have made their system struggle with FPS now may be running much more smoothly! Smoother controls for players! Also during the 2.12 development cycle, work has been done to make controls more seamless and accessible. Frob can now use hold or click actions to use items. Once you get used to the mechanic, it will be hard to go back to using a separate “use key”. Mantling is now smoother, faster, and less prone to cause the player to clip through geometry. Leaning is now more subtle and less prone to cause motion sickness. To reduce the tedium of shuffling knocked out AI around to search for loot, you can now configure TDM to automatically loot any frobbed AI. A special thanks must go out to community member Geep! Over the course of 2.12 development, Geep has created subtitles for nearly all AI barks along with developing testing tools and procedures for this gargantuan task! You can see these changes in action by changing the Subtitles setting to “On” ( rather than “Story” ) on the Audio settings page. Geep also provided substantial feedback for our GUI and subtitle design process and edited font data to improve text quality overall. Datiswous has complimented the massive work by Geep to create AI bark subtitles by creating mission story subtitles for a large number of missions. Thank you! Turrets are now natively supported in The Dark Mod and can be paired with Security Cameras! Finally, the nasty 2.11 bug that caused AI to allow arrows to pass through them at certain angles was fixed by Joebarnin! Your assassin style play-throughs should be far less frustrating. See also, our 2.12 Feature discussions: To UPDATE, simply run the tdm_installer.exe file in your darkmod folder. Note that tdm_update.exe is no longer supported, but you can download the new installer from the Downloads page if you don’t have it yet. Please be aware that old saved games will not be compatible with 2.12, so finish any missions you might be in the middle of first! Also, some missions created prior to 2.12 may need to be updated so they will be playable in 2.12. Use the in-game mission downloader to check for updates.
  6. Some parts are managed by tdm_installer, some parts are managed by in-game downloader. You mix the two, and you get endless stream of issues and confusion. As simple as that.
  7. You'll be surprised to hear but I don't quite get it either. Based on my understanding, there are a few confounding factors that make this a challenge. 1. We did a lot of work to ensure that the "included missions" were made part of the install so first time players would have a curated experience. Moving the missions back to the mission database might require undoing that work. 2. It is entirely possible to add the missions to the mission database while also being included in the installer but doing this will invite a few problems: 2a. What if the user updates the mission and then finds that their TDM install is somehow borked. They might run the installer to repair it and this will revert the mission version. If they fail to update their mission after this revert they might have incompatible save games that cause crashes and confusion 2b. What if a user starts downloading a mission update and at the same time starts a TDM upgrade ? 2c. Users opening bug tickets for a base TDM version due to problems seen in the included mission that are no longer present in the updated one, thus making it more tedious to narrow down duplicate bug submissions. 2d. Players seeing the missions on the TDM missions download page and downloading the package to install in the FMS directory then seeing duplicates in the mission list because the downloads page renames the packages with hashed filenames. All the above challenges revolve around potential user error and even though it should be obvious not to do these things, we have to compare the above to the vast swaths of folks who are begging to include TDM into Steam because unpacking a zip file and running an installer executable within a folder is "too difficult and confusing". One thing that we have the ability to do is change the file in the 2.12 installer repo so that if users run the updater it will apply the new mission. This change would not be visible to users so they would not get any alert about it. We would just have to announce it and hope that players watch for TDM announcements. I am doubtful anyone would want to work on it but I suppose that there could be some way to pass some sort of signal to the mission downloader when included missions have been changed on the installer side so they get a different update indicator. Still would be kludgy because you'd either be telling the player to exit TDM and run the installer or making TDM invoke the installer internally. So that is my take on "why" based on my own knowledge. Of course, part of my inability to "understand it" is due to my incredulity that we need to cater to players who are so below the bar in computer literacy that they would inflict these problems on themselves in the first place. None of this is an official stance just my own take on why the proposal to "let two updater processes control the same files in the same folder" has been rejected ( other than that such designs usually horrify programmers on a primordial gut level and if you mention that any program that does this you will see any programmer in vicinity instinctively reach for headache or stomach medicine ).
  8. jaxa

    Free games

    Nomads of Driftland: The Forgotten Passage 100% off on GOG This is a DLC or expansion pack, but I was able to get the base game for free. https://www.gog.com/en/game/nomads_of_driftland https://www.gog.com/en/game/nomads_of_driftland_the_forgotten_passage
  9. I enjoyed this one, particularly the straight forward game play, and sensible architecture. Thank you.
  10. The Thief2 FM "Mission X" was structured like that. But from the perspective of someone making or using a multiplayer system, it should be as general as possible so mappers can make whatever set-up they want for their FM, like that, or leave it open to the players to play it however they want. I think one way for the system to work most basically is have a coop mode (shared objectives, loot, scripts, etc.) and a "thieves vs. guards" mode (separate objectives, tracking loot count & capture count; it should probably be set up like the old Thievery mod) and those are pre-made so a mapper can just turn one on and tweak some things. Those are the two most popular MP cases for this game. But then if they want to, mappers could micromanage the parameters if they want to make their own mode, and the system should facilitate that. That was my thinking. But I think coop is the big one for us, since all of the FMs will already be set up for that, and that's the way I imagine it'd be most used. So that should come first.
  11. So I thought whether to mention this here, in the end I guess it makes sense as it's now technically a bug report. The discussion started out as a feature request, or rather a set of them... then it was mentioned that one of the functionalities I described should in fact exist, but an error is causing it to be overridden. We aren't sure when it was introduced but since I've always observed the broken behavior it might be years. You can read the full conversation here: https://bugs.thedarkmod.com/view.php?id=6436 What I observed and initially requested: When the player shoots at an AI, the AI shouldn't go searching in a completely random direction, and instead go somewhere toward the player as they should have a general sense of where the arrow came from. Currently guards completely ignore the direction of an attack and will cluelessly run to a completely random spot when hit which is very unrealistic: If an arrow hits you in the back, you aren't going to sprint forward looking for the perpetrator there. How this turned into a bug report: Someone investigated the issue and discovered that when attacked, AI should in fact be picking a search area between their own position and that of the players. I understand the pain event mistakenly overrides that decision, causing the guard to pick random locations within their own radius when attacked. Now that this is known, maybe this can be fixed in time for 2.12 so we aren't stuck with the broken behavior for the whole release?
  12. I don't have a 32-bit OS but I am able to launch the 32-bit executable on Linux Mint 21.3. I think the story is similar to what I saw in 2.10. Lots of large maps produce AAS errors on launch but seem mostly functional. King of Diamonds seems to have lots of AI that are circling or having path finding issues. On a positive note, I was able to launch "The Painter's Wife", "Penny Dreadful 3", "Behind Closed Doors", " Shadows of Northdale 1", "Not an Ordinary Guest" basically all the largest maps and no loading errors were seen and all allowed in-game play. Oddly enough both Iris and The Painter's Wife have no AAS errors and no AI path-finding bugs even though they are the largest.
  13. The attribution ("BY") part of the CC-licenses requires: 1) You must give appropriate credit, 2) provide a link to the license, 3) and indicate if changes were made. The TDM license provides a link to the CC-BY-NC-SA 3.0 license, so part (2) could be said to be fulfilled. For (1) I would expect that each asset author is somehow credited by name and a link if the asset was found online, and for (3) I would expect a comment saying something if a change was made to the asset before it was added to TDM. Correct me if I'm wrong, but there are currently no core assets licensed as anything else than CC-BY-NC-SA. If there are, please tell me how to find them and how I can read their respective licenses. I don't think there is a way to track licenses on a per-asset-basis. I raised that question in this topic. Given the thousands of hours of work put into this game, I wouldn't want to leave it to chance... This licensing stuff may not be the hottest topic, but it may be worth talking about to prevent unpleasant surprises. Agree. And that a mapper working in Dark Radiant can see the license for each asset when they choose which asset to use, as suggested in the "tracking licenses"-thread I mentioned above. Yes, a mapper who wants to create a libre mission will have restrictions on which assets to use. If they don't require their mission to be libre, it will work as usual. If there is a way to add libre assets to the core assets, then it will get easier with time. Under current circumstances, a libre mission will not be nearly as good as any of the few missions I have played so far, but I wouldn't go so far as to call it pointless. I think it would be good enough to qualify the mission+engine as a game and get it into e.g. both the Debian repository and the LibreGameWiki. It's a starting point and hopefully it can attract the attention of more people wanting to work on the game. "def files" are CC-BY-NC-SA according to the TDM license. Does anyone know which license the core scripts are?
  14. Welcome to the forums Ansome! And congrats on making it to beta phase!
  15. "...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!
  16. I'd like to be able to compile it, but I can't run VS to save my life at this point. Credentials gone stale (as always), and still being on Windows 7 is making it impossible to fix them (though it would be a nightmare anyway). So I need some other way, but I don't know enough about compiling C++ to know what to do. I tried with cmake, but it didn't compile. I got a whole bunch of errors just like this one: CMake Error at C:/CMake/share/cmake-3.29/Modules/FindPkgConfig.cmake:681 (message): pkg-config tool not found Call Stack (most recent call first): C:/CMake/share/cmake-3.29/Modules/FindPkgConfig.cmake:847 (_pkg_check_modules_internal) CMakeLists.txt:54 (pkg_check_modules)
  17. Thank you for the mission. I thoroughly enjoyed it As for the main puzzle There's another thing I'm not sure about whether I broke the game or whether it was meant to work like that.
  18. Alberic's Curse v3.11 is now out! It features: 1) A new script event related to the "Curse" 2) EFX Reverb 3) Volumetric Light effects 4) Different detail levels depending on LOD setting 5) A fix for a very old bug that caused stuttering in the basement, along with a long list of standard bug fixes 6) A few more surprises... Check for the mission update in the in-game downloader!
  19. I have been building my map using some models I've created. I noticed that moving the models around in the folders caused the models in-game to break. Are there any precautions I must take for when I want to upload the map for beta-testing/finalizing the upload?
  20. Hi, I'm messing around with patches to see what can be done with them, and I have a couple of questions. None are critical issues, as a matter of fact, I doubt I'd notice them or cared if I were playing someone else's map, but as I'm learning, knowing what can't be done is sometimes as important as what can be done. Here's the thing: is it possible to bevel a surface not parallel to one of the orthogonal axes, in other words, a slanted bevel? To be more specific: I'm having problems with snapping it to the grid; it doesn't want to. I mean, I have done the bevel, and it looks nice from a distance, but the slanted surface refuses to snap to the grid, which causes a visible, although small, seam (or at least I assume that's the reason.) And projecting the texture is also a bit of pain. Let's see if I can attach a picture... OK... [a few/lots of minutes later] messing around with it one side now looks much better (almost imperceptible seam, tbh,) but the other side still looks off. I still can't snap to the grid the four corners (interestingly, it's the main brush, the frustum, the one that refuses, not the bevel, which is perfectly snapped). I can snap three of the four corners, but there is always one that shifts on its own will, even when using the smallest grid. See the next two pictures, where I have the main brush and the patch selected; the dots overlap except that one. And if I snap that one, another will shift (clockwise? I think.) I mean, that's like... what, 1/3 of 1/8 of a Doom Unit? 1mm? Not game-breaking, really, and nothing that can't be hidden with some trim or just in shadows, but I wonder if there's a technique for this or what I did wrong. [Hmmm, after some thinking, I wonder if my issue was creating the original cube on grid X and then cutting the triangular corner for the bevel on a different grid size so the corners were weirdly placed... I'd have to test that out] And speaking of seams, is it possible to make a smooth texture transition from the surface of a cylinder (or ring or whatever) to its cap? See the third picture, which is the rounded base of a column. If it's not (or it takes a lot of effort or editing), then it's no big deal, as there are more important things to worry about. But if there's a quick & easy way (natural projection hasn't worked for me in this instance), it would be good to know. Thanks!
  21. jaxa

    2016+ CPU/GPU News

    I think the writing is on the wall. Advanced upscaling will be adopted as widely as possible as the free performance band-aid for the gaming industry. The majority of players will probably run it automatically without even noticing. Recently we've seen rumors of Microsoft working on a Windows upscaler (which may be similar to AMD's RSR in that the game developers don't need to touch it) and Sony may include an NPU in a PlayStation 5 Pro for their own bespoke console-level upscaling solution (not an FSR 3/4, although those can be supported). The irony would be if Nvidia ended up killing the demand for gaming GPUs faster by marketing DLSS so hard, that there's less "need" for new and top-end GPUs. But they won't care because they prefer to chase more lucrative markets like AI, datacenter, automotive. I say "faster" because there is some point in the future when additional hardware can't push the boundaries of graphics, or faster hardware can't be created. We'll see an evolution of Unreal Engine 5's photorealism approach, adoption of 8K resolution, possibly 16K for VR, and a push to the 240-1000 FPS range. Generated frames could be used for a free doubling if not quadrupling of FPS to hit those high numbers, and upscaling tends to work better when your input/target resolution are already very high. For VR specifically, foveated rendering can slash hardware requirements, possibly by 80% or more if the implementation is good enough. On the hardware side, there's still free lunch to be had with a few additional node shrinks. Stacked L2/L3 cache could be extremely beneficial, think the 3D V-Cache version of Infinity Cache (Nvidia has gone with big L2 with Lovelace). We don't see adoption of High Bandwidth Memory in consumer GPUs because it is in such high demand for AI/enterprise products, but there's no technical reason it can't be used. We will see the blossoming of mega APUs this decade.
  22. Made it to 73+ I see I'm the only one to have ticked the 71-80 box, can't believe I'm the oldest thief left in the game, their must others lurking in the shadows.
  23. I was just giving this another go, and it seems neither fs_game nor fs_game_base set the actual engine's path. This is the problem I was having before. Looking at other game types in the drop down menu (in the Game Setup window), some of them show that fs_game sets the "Mod" (Mission ) and fs_game_base sets the "Mod Base", and not the "Engine Path". (fs_game is actually useful for Dark Mod mapping, though, for working on multiple projects. Thanks a lot for that. ) What I really need is to launch DR with an engine path (and no Mod or Mod Base at all). Is there a parameter to do that?
  24. At first I thought it was some wild precision bug but it looks like the skin might be nonsolid somehow and SteveL's change made the nonsolid attribute work? Either that or skin detection is somehow borked in this map. Feel free to edit the map, I'm no expert mapper but I might be able to perform some workaround by manipulating the entity. Edit: I fixed it with the following change: // entity 4 { "classname" "atdm:mover_door" "name" "atdm_mover_door_8" "lock_picktype" "-" "lock_pins" "0" "locked" "1" "solid" "1" "model" "atdm_mover_door_8" "origin" "710 -248 2050" "rotate" "0 90 0" "snd_close" "door_shut_06" "snd_open" "door_open_08" "used_by" "Balcony_door_keey" // "skin" "door_007_1" // primitive 0 Will upload the fix to the mission database. I don't see anything wrong with the door_007_1 skin but I would advise testing it in-game before using it going forward until this is fully sorted. Edit 2: The updated mission is now available in the mission database. Feel free to offer other fixes to this mission as long as they do not: Change visuals Change gameplay design ( Any purely bugged things that the mission author acknowledges "needs fixing" such as keys that are inaccessible or critical items that fall through surfaces when touched, etc can be fixed by any mapper and submitted for validation by the team. )
  25. Making a note: During the 2.04 development cycle: Source Revision 6550 Assets 14407 the door on the balcony became nonsolid for the player It was still working on Assets 14406 and Source 6544. 6544 was introduced at 14404 and no other binaries were added between. 14407 only added binaries ( compared to 14406 ) so this was not an asset \ def issue. Edit: During the 2.04 dev era ( 2015 to 2016 ) we still compiled game dll's. The breaking change happened in Rev 6551 ( the tdm console only renders to binary revision ) Changes: https://github.com/stgatilov/darkmod_src/commit/3f6f6f62bbba029bbcfec271ef08cac68fbfc2e4 @stgatilov I don't see any problem areas in this commit. Can you confirm?
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