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  1. 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.

  2. Introduction A project is underway, led by Geep, to eventually provide English language subtitles (or if you prefer, "closed captions") for all the non-story phrases (e.g., barks) of the stock AI characters. The non-story phrases are identified by the "verbosity speech" subtitle tag. The hope is that these subtitles would be distributed as part of the future TDM 2.12 core and so available to all FMs, both old and new. Since there are 5-10K such phrases in total, this project will take a while. Let me know if you'd like to help. This forum thread can be used for project coordination, and to provide info about - What subtitle sets (e.g., for particular AI) are underway and completed Emerging tools or methods for bulk testing Style guidance for TDM subtitle authors. To support this project, a style guide will be developed as experience accumulates. While motivated by providing some consistency to English speech-tagged subtitles, it may be of some interest to FMers creating story-tagged subtitles, and those subtitling in other TDM-supported languages. Potential improvements to TDM's subtitling system - particularly those that would involve engine/GUI changes - can be discussed in this companion thread: Subtitles - Possibilities Beyond 2.11 Current Status - Subtitles for Barks All TDM vocal sets planned for TDM 2.12 have been delivered. New: Fixup Needed to Run These Under 2.12 Beta 3 The Thug - Update May 6, 2023 released as testSubtitlesThug2 FM. This takes advantage of new 2.12dev features and changes to style guidelines. The Lord - Update May 4, 2023 released as testSubtitlesLord2 FM The Wench - Two postponed April versions - Nov 25, 2023 released as testSubtitlesWenchOriginal and testSubtitlesWenchPatched FMs. Two versions because of Bugtracker 6284. IMPORTANT: See final version at end of this list, released Jan. 14, 2024. The Young Builder (Builder 4) - Update May 30, 2023 released (again) as testSubtitlesYoungBuilder FM. (Corrects error in briefing syntax of original May 17 release.) Average Jack - June 8, 2023 released as testSubtitlesJack FM. The Pro - June 23, 2023 released as testSubtitlesPro FM. The Maiden - July 8, 2023 released as testSubtitlesMaiden FM The Grumbler - July 24, 2023 released as testSubtitlesGrumbler FM The Mature Builder (Builder 3) - August 15, 2023, released as testSubtitlesMatureBuilder FM The Lady (aka Noblewoman) - Sept 9, 2023, released as testSubtitlesLady FM The Moor - Sept 14, 2023, released as testSubtitlesMoor FM The Commander - Sept 30, 2023, released as testSubtitlesCommander FM The Simpleton - Oct. 21, 2023, released as testSubtitlesSimpleton FM Builder 1 & 2 (shared vocal set) - Nov. 8, 2023, released as testSubtitlesBuilder1and2 FM The Critic - Nov. 25, 2023, released as testSubtitlesCritic_FM Manbeast - Dec. 10, 2023, released as testSubtitlesManbeast FM NEW! Lady02 - Dec 21, 2023, released as testSubtitlesLady02 FM. Assisted by datiswous. NEW! The Drunk - Jan 6, 2024, released as testSubtitlesDrunk FM. Assisted by MirceaKitsune. NEW! The Cynic - Jan. 13, 2024, released as testSubtitlesCynic FM. Incorporates early demo subtitles by Dragofer. NEW! The Wench, Final Revision - Jan. 14, 2024, released as testSubtitlesWenchFinal FM . Assisted by Dragofer. See also original May version (released in November) in the list above. All TDM vocal sets planned for TDM 2.12 have been delivered. Thanks, @nbohr1more, for integrating these into the release. All AI vocal sets, including additional ones for future consideration - perhaps as "verbosity effects" - are listed here. Current Status - Utilities buildSubtitleShader.exe - Latest release of April 10, 2023. This program fabricates a TDM sound shader file specifically for the testSubtitles... series of FMs used here. It does so by wrapping each sound file name in a directory into a sound shader with uniform incremental naming. While limited to a single directory, the latest release simplifies merging runs from multiple directories. @datiswous reports that this Windows console program also works under Linux/wine, where it is used with similar "testSubtitle..."-derived FMs for verbosity "story" subtitling. checkDurationsInSRT - May 6, 2023 Update (bug fix) This Win/console program scans a directory for .srt files, examines the subtitles, and warns about those phrases/messages that are potentially too short or too long in time, or that seem to require too high a reading rate, expressed in characters per second. It also looks for within-file subtitle messages that overlap in time. soundDurationsCSV.exe - March 7, 2023 Release This Windows console program scans a directory of sound files, reporting their names and (using pre-installed ffprobe) durations with millisecond resolution. The resulting .csv file can then be imported into a custom Excel spreadsheet for subtitle editing. For more, see also Feb 20th comments . findTooLongSubtitles.exe - Minor update, June 23, 2023 Release This Win/console program scans a directory for .subs and .srt files, checks the length in characters of each subtitle line, and reports those that exceed a specified maximum. analyzeFieldWidth of April 27, 2023 (release not scheduled; too idiosyncratic). Used to determine, for 12pt Carleton font, and a representative sampling of bark subtitles, how many characters might reasonably fit within a given gui field width. Later, parts of this code were used to build calcStringWidth.exe discussed next. calcStringWidth.exe - Oct. 11, 2023 Release. Calculates the display width of an input string, for 4 candidate subtitle fonts Carleton and Stone, uncompressed or 16:9 compressed. statsForSubtitles - June 25, 2023 Release. Starting with The Pro vocal set, this Windows console program automates the gathering and reporting of the basic statistics included with the announcement of every vocal set release in this forum thread. Current Status - Spreadsheets and Related Explanatory Documents, including Workflow and Templates Work by Geep on each vocal set starts with instantiation of a pre-configured Excel spreadsheet. This is used for subtitle editing and to do automatic calculations to help manage constraints and decision making. The announcement of each AI subtitle release here includes a link to the corresponding spreadsheet. At first, the spreadsheet's columns, formats, calculations, and highlighting (and its distillation into template form) would change quite a bit between each AI. As of June, 2023 and AverageJack, it has largely stabilized, and is now documented: June 10 Documents Explaining Workflow and Excel Spreadsheet/Template (for AverageJack) The v5 template was used for vocal sets from June's Average Jack to November's The Critic. Further clarifications are now available: Dec 7 Update of the "Explained" Doc for Spreadsheet Template v5 Subsequent vocal sets, through to 2024's The Cynic, use template v6: NEW! Jan. 10, 2024 "Explained" Doc for Spreadsheet Template v6 Current Status - Style Guide for Barks As of Sept 2, Subtitle Style Guide - Part 1 is now available. NEW! As of Jan 16, 2024: Subtitle Style Guide - Part 2 with more discussion and references. Current Status - Third-Party Tools For editing of "story" SRT files, datsiwous found "kdenlive" particularly helpful [to do: link to how-to below]. Geep has been working with the simpler, audio-only "Cadet" for barks.
  3. 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!
  4. 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.
  5. Hi, this mission is crashing on my system and I cannot go on. Playing "Hidden Hands - The lost citadel" Version 6 on Fedora Linux Version 38. I paste the whole output of the console below. Perhaps someone can find the cause for the crash, that would be very nice [stefan@fedora darkmod]$ ./thedarkmod.x64 TDM 2.11/64 #10264 (1435:10264) linux-x86_64 Jan 30 2023 02:02:43 /proc/cpuinfo CPU frequency: 899.998 MHz 900 MHz Intel CPU with SSE & SSE2 & SSE3 & SSSE3 & SSE41 & AVX found interface lo - loopback Found Intel CPU, features: SSE SSE2 SSE3 SSSE3 SSE41 AVX TDM using AVX for SIMD processing. Found 0 new missions and 0 packages. ------ Initializing File System ------ Current search path: [M] /home/stefan/darkmod/fms/hhtlc [M] /home/stefan/darkmod/fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4 (665 files - 0xf04d8d7e) [C] /home/stefan/darkmod/ [C] /home/stefan/darkmod/tdm_textures_wood01.pk4 (382 files - 0x54c704d0) [C] /home/stefan/darkmod/tdm_textures_window01.pk4 (399 files - 0x50a48869) [C] /home/stefan/darkmod/tdm_textures_stone_sculpted01.pk4 (464 files - 0x3bd63c7c) [C] /home/stefan/darkmod/tdm_textures_stone_natural01.pk4 (141 files - 0x4d0836ff) [C] /home/stefan/darkmod/tdm_textures_stone_flat01.pk4 (302 files - 0x671a22d2) [C] /home/stefan/darkmod/tdm_textures_stone_cobblestones01.pk4 (271 files - 0xc46ab14f) [C] /home/stefan/darkmod/tdm_textures_stone_brick01.pk4 (527 files - 0x1d087cf8) [C] /home/stefan/darkmod/tdm_textures_sfx01.pk4 (69 files - 0x2c673886) [C] /home/stefan/darkmod/tdm_textures_roof01.pk4 (69 files - 0x24547b7) [C] /home/stefan/darkmod/tdm_textures_plaster01.pk4 (142 files - 0x9747529e) [C] /home/stefan/darkmod/tdm_textures_paint_paper01.pk4 (67 files - 0xa4a95a09) [C] /home/stefan/darkmod/tdm_textures_other01.pk4 (127 files - 0x36932451) [C] /home/stefan/darkmod/tdm_textures_nature01.pk4 (286 files - 0x19240606) [C] /home/stefan/darkmod/tdm_textures_metal01.pk4 (509 files - 0x441d098f) [C] /home/stefan/darkmod/tdm_textures_glass01.pk4 (51 files - 0x3f3721e) [C] /home/stefan/darkmod/tdm_textures_fabric01.pk4 (43 files - 0x649daf73) [C] /home/stefan/darkmod/tdm_textures_door01.pk4 (177 files - 0xb0130166) [C] /home/stefan/darkmod/tdm_textures_decals01.pk4 (474 files - 0xe2ff12c6) [C] /home/stefan/darkmod/tdm_textures_carpet01.pk4 (130 files - 0x79bc3d7c) [C] /home/stefan/darkmod/tdm_textures_base01.pk4 (435 files - 0xc07a324) [C] /home/stefan/darkmod/tdm_standalone.pk4 (4 files - 0xb3f36d20) [C] /home/stefan/darkmod/tdm_sound_vocals_decls01.pk4 (32 files - 0x53cda0aa) [C] /home/stefan/darkmod/tdm_sound_vocals07.pk4 (1111 files - 0xa13ec4c2) [C] /home/stefan/darkmod/tdm_sound_vocals06.pk4 (696 files - 0x44c85e78) [C] /home/stefan/darkmod/tdm_sound_vocals05.pk4 (119 files - 0x6cf23214) [C] /home/stefan/darkmod/tdm_sound_vocals04.pk4 (2869 files - 0xd7ec1256) [C] /home/stefan/darkmod/tdm_sound_vocals03.pk4 (743 files - 0xb3f2e0f1) [C] /home/stefan/darkmod/tdm_sound_vocals02.pk4 (1299 files - 0x5092940e) [C] /home/stefan/darkmod/tdm_sound_vocals01.pk4 (82 files - 0xf4d326b2) [C] /home/stefan/darkmod/tdm_sound_sfx02.pk4 (605 files - 0x31673482) [C] /home/stefan/darkmod/tdm_sound_sfx01.pk4 (987 files - 0x97451b7a) [C] /home/stefan/darkmod/tdm_sound_ambient_decls01.pk4 (8 files - 0x9404877c) [C] /home/stefan/darkmod/tdm_sound_ambient03.pk4 (24 files - 0xd28ca9ec) [C] /home/stefan/darkmod/tdm_sound_ambient02.pk4 (163 files - 0x84efad22) [C] /home/stefan/darkmod/tdm_sound_ambient01.pk4 (220 files - 0xee228c81) [C] /home/stefan/darkmod/tdm_prefabs01.pk4 (1017 files - 0x506baa0b) [C] /home/stefan/darkmod/tdm_player01.pk4 (127 files - 0xd983fc45) [C] /home/stefan/darkmod/tdm_models_decls01.pk4 (101 files - 0x146c787) [C] /home/stefan/darkmod/tdm_models02.pk4 (2241 files - 0x42cdbf62) [C] /home/stefan/darkmod/tdm_models01.pk4 (3326 files - 0x829270f2) [C] /home/stefan/darkmod/tdm_gui_credits01.pk4 (49 files - 0xbff51863) [C] /home/stefan/darkmod/tdm_gui01.pk4 (758 files - 0xcbf4fd2d) [C] /home/stefan/darkmod/tdm_fonts01.pk4 (696 files - 0x7c5027bf) [C] /home/stefan/darkmod/tdm_env01.pk4 (176 files - 0x8bd4045b) [C] /home/stefan/darkmod/tdm_defs01.pk4 (194 files - 0xe5f440dc) [C] /home/stefan/darkmod/tdm_base01.pk4 (223 files - 0x9704b43c) [C] /home/stefan/darkmod/tdm_ai_steambots01.pk4 (31 files - 0x26416485) [C] /home/stefan/darkmod/tdm_ai_monsters_spiders01.pk4 (80 files - 0x15c3ef89) [C] /home/stefan/darkmod/tdm_ai_humanoid_undead01.pk4 (55 files - 0x25e463ad) [C] /home/stefan/darkmod/tdm_ai_humanoid_townsfolk01.pk4 (104 files - 0xa6f7c573) [C] /home/stefan/darkmod/tdm_ai_humanoid_pagans01.pk4 (10 files - 0x566fb35a) [C] /home/stefan/darkmod/tdm_ai_humanoid_nobles01.pk4 (51 files - 0x5ca54cab) [C] /home/stefan/darkmod/tdm_ai_humanoid_mages01.pk4 (8 files - 0x5e7a666b) [C] /home/stefan/darkmod/tdm_ai_humanoid_heads01.pk4 (100 files - 0x45ec787e) [C] /home/stefan/darkmod/tdm_ai_humanoid_guards01.pk4 (379 files - 0x9801be8d) [C] /home/stefan/darkmod/tdm_ai_humanoid_females01.pk4 (172 files - 0xc7de4598) [C] /home/stefan/darkmod/tdm_ai_humanoid_builders01.pk4 (91 files - 0x6dea9b57) [C] /home/stefan/darkmod/tdm_ai_humanoid_beasts02.pk4 (229 files - 0x886c9a98) [C] /home/stefan/darkmod/tdm_ai_humanoid_beasts01.pk4 (23 files - 0xba9da54c) [C] /home/stefan/darkmod/tdm_ai_base01.pk4 (9 files - 0x1de319e8) [C] /home/stefan/darkmod/tdm_ai_animals01.pk4 (82 files - 0x6c0fda50) File System Initialized. -------------------------------------- Couldn't open journal files /proc/cpuinfo CPU processors: 2 /proc/cpuinfo CPU logical cores: 4 ----- Initializing Decls ----- WARNING:file materials/puzzle_paintings.mtr, line 228: material 'textures/puzzle/flower' previously defined at materials/puzzle_paintings.mtr:14 WARNING:file sound/ambient.sndshd, line 79: sound 'firstfloor' previously defined at sound/ambient.sndshd:51 WARNING:file sound/soul.sndshd, line 129: sound 'builder_tim_1' previously defined at sound/soul.sndshd:102 WARNING:file sound/video.sndshd, line 12: sound 'main' previously defined at sound/ambient.sndshd:1 ------------------------------ I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1321 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. Couldn't exec editor.cfg - file does not exist. execing default.cfg Gamepad modifier button assigned to 6 execing Darkmod.cfg execing DarkmodKeybinds.cfg execing DarkmodPadbinds.cfg Gamepad modifier button assigned to 6 Couldn't exec autoexec.cfg - file does not exist. I18N: SetLanguage: 'german'. I18N: Found no character remapping for german. I18N: 1321 strings read from strings/german.lang I18N: 'strings/fm/german.lang' not found. I18NLocal: 'strings/fm/english.lang' not found, skipping it. ----- Initializing OpenAL ----- Setup OpenAL device and context OpenAL: found device 'ALSA Default' [ACTIVE] OpenAL: found device 'HDA Intel PCH, CS4208 Analog (CARD=PCH,DEV=0)' OpenAL: found device 'HDA Intel PCH, HDMI 0 (CARD=PCH,DEV=3)' OpenAL: found device 'HDA Intel PCH, HDMI 1 (CARD=PCH,DEV=7)' OpenAL: found device 'HDA Intel PCH, HDMI 2 (CARD=PCH,DEV=8)' OpenAL: device 'ALSA Default' opened successfully OpenAL: HRTF is available [ALSOFT] (EE) Failed to set real-time priority for thread: Operation not permitted (1) OpenAL vendor: OpenAL Community OpenAL renderer: OpenAL Soft OpenAL version: 1.1 ALSOFT 1.21.1 OpenAL: found EFX extension OpenAL: HRTF is disabled (reason: 0 = ALC_HRTF_DISABLED_SOFT) OpenAL: found 256 hardware voices ----- Initializing OpenGL ----- Initializing OpenGL display ...initializing QGL ------- Input Initialization ------- ------------------------------------ OpenGL vendor: Intel OpenGL renderer: Mesa Intel(R) HD Graphics 615 (KBL GT2) OpenGL version: 4.6 (Core Profile) Mesa 23.1.9 core Checking required OpenGL features... v - using GL_VERSION_3_3 v - using GL_EXT_texture_compression_s3tc Checking optional OpenGL extensions... v - using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 v - using GL_ARB_stencil_texturing X - GL_EXT_depth_bounds_test not found v - using GL_ARB_buffer_storage v - using GL_ARB_texture_storage v - using GL_ARB_multi_draw_indirect v - using GL_ARB_vertex_attrib_binding X - GL_ARB_compatibility not found v - using GL_KHR_debug Max active texture units in fragment shader: 32 Max combined texture units: 192 Max anti-aliasing samples: 16 Max geometry output vertices: 256 Max geometry output components: 1024 Max vertex attribs: 16 ---------- R_ReloadGLSLPrograms_f ----------- Linking GLSL program cubeMap ... Linking GLSL program bumpyEnvironment ... Linking GLSL program depthAlpha ... Linking GLSL program fog ... Linking GLSL program oldStage ... Linking GLSL program blend ... Linking GLSL program stencilshadow ... Linking GLSL program shadowMapA ... Linking GLSL program ambientInteraction ... Linking GLSL program interactionStencil ... Linking GLSL program interactionShadowMaps ... Linking GLSL program interactionMultiLight ... Linking GLSL program frob ... Linking GLSL program soft_particle ... Linking GLSL program tonemap ... Linking GLSL program gaussian_blur ... Linking GLSL program testImageCube ... --------------------------------- Font fonts/english/stone in size 12 not found, using size 24 instead. --------- Initializing Game ---------- The Dark Mod 2.11/64, linux-x86_64, code revision 10264 Build date: Jan 30 2023 Initializing event system ...873 event definitions Initializing class hierarchy ...172 classes, 1732032 bytes for event callbacks Initializing scripts ---------- Compile stats ---------- Memory usage: Strings: 56, 9048 bytes Statements: 23155, 926200 bytes Functions: 1358, 177432 bytes Variables: 107720 bytes Mem used: 2149432 bytes Static data: 408 bytes Allocated: 1152120 bytes Thread size: 7928 bytes Maximum object size: 816 Largest object type name: speaker_zone_ambient ...6 aas types game initialized. -------------------------------------- Parsing material files Found 0 new missions and 0 packages. Found 42 mods in the FM folder. Parsed 46 mission declarations. No 'tdm_mapsequence.txt' file found for the current mod: hhtlc -------- Initializing Session -------- session initialized -------------------------------------- Font fonts/english/mason_glow in size 12 not found, using size 48 instead. Font fonts/english/mason_glow in size 24 not found, using size 48 instead. Font fonts/english/mason in size 12 not found, using size 48 instead. Font fonts/english/mason in size 24 not found, using size 48 instead. WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'QuitGameDialogAskEverytimeOption' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'ColorPrecision' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'OpenDoorsOnUnlock' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'InvPickupMessages' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'HideLightgem' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'BowAimer' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'FrobHelper' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'showTooltips' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'MeleeInvertAttack' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'MeleeInvertParry' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'SCGeneralBind5' has value count unequal to choices count --- Common Initialization Complete --- ------------- Warnings --------------- during The Dark Mod initialization... WARNING:file materials/puzzle_paintings.mtr, line 228: material 'textures/puzzle/flower' previously defined at materials/puzzle_paintings.mtr:14 WARNING:file sound/ambient.sndshd, line 79: sound 'firstfloor' previously defined at sound/ambient.sndshd:51 WARNING:file sound/soul.sndshd, line 129: sound 'builder_tim_1' previously defined at sound/soul.sndshd:102 WARNING:file sound/video.sndshd, line 12: sound 'main' previously defined at sound/ambient.sndshd:1 WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'BowAimer' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'ColorPrecision' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'FrobHelper' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'HideLightgem' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'InvPickupMessages' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'MeleeInvertAttack' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'MeleeInvertParry' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'OpenDoorsOnUnlock' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'QuitGameDialogAskEverytimeOption' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'SCGeneralBind5' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'showTooltips' has value count unequal to choices count 15 warnings WARNING: terminal type 'xterm-256color' is unknown. terminal support may not work correctly terminal support enabled ( use +set in_tty 0 to disabled ) pid: 4247 Async thread started Couldn't exec autocommands.cfg - file does not exist. Found 0 new missions and 0 packages. Found 42 mods in the FM folder. reloading guis/msg.gui. WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'QuitGameDialogAskEverytimeOption' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'ColorPrecision' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'OpenDoorsOnUnlock' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'InvPickupMessages' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'HideLightgem' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'BowAimer' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'FrobHelper' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'showTooltips' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'MeleeInvertAttack' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'MeleeInvertParry' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'SCGeneralBind5' has value count unequal to choices count reloading guis/mainmenu.gui. WARNING:unknown destination 'FlareBox::rect' of set command at /fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4/guis/map/hhtlc.gui:48 WARNING:unknown destination 'FlareBox::rect' of set command at /fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4/guis/map/hhtlc.gui:53 WARNING:unknown destination 'FlareBox::rect' of set command at /fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4/guis/map/hhtlc.gui:58 WARNING:unknown destination 'FlareBox::rect' of set command at /fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4/guis/map/hhtlc.gui:63 WARNING:unknown destination 'FlareBox::rect' of set command at /fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4/guis/map/hhtlc.gui:68 WARNING:unknown destination 'FlareBox::rect' of set command at /fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4/guis/map/hhtlc.gui:73 --------- Map Initialization --------- Map: hhtlc ------- Game Map Init SaveGame ------- ---------- Compile stats ---------- Memory usage: Strings: 57, 9144 bytes Statements: 23506, 940240 bytes Functions: 1379, 179716 bytes Variables: 108332 bytes Mem used: 2188540 bytes Static data: 408 bytes Allocated: 1176676 bytes Thread size: 7928 bytes collision data: 1373 models 163204 vertices (5100 KB) 273893 edges (12838 KB) 110189 polygons (8170 KB) 15680 brushes (2322 KB) 138243 nodes (6480 KB) 243924 polygon refs (3811 KB) 58507 brush refs (914 KB) 85771 internal edges 9795 sharp edges 0 contained polygons removed 0 polygons merged 39637 KB total memory used 2123 msec to load collision data. map bounds are (22831.0, 23151.4, 9093.0) 79 KB passage memory used to build PVS 52 msec to calculate PVS 252 areas 598 portals 14 areas visible on average 7 KB PVS data [Load AAS] missing maps/hhtlc.aas48 [Load AAS] loading maps/hhtlc.aas96 done. [Load AAS] loading maps/hhtlc.aas32 done. [Load AAS] missing maps/hhtlc.aas100 [Load AAS] loading maps/hhtlc.aas_rat done. [Load AAS] loading maps/hhtlc.aas_elemental done. WARNING:Couldn't load gui: 'guis/map_of.gui' WARNING:idCollisionModelManagerLocal::LoadModel: collision file for 'models/ritual_hammer2.lwo' contains different model WARNING:idCollisionModelManagerLocal::LoadModel: collision file for 'models/ritual_hammer3.lwo' contains different model WARNING:idCollisionModelManagerLocal::LoadModel: collision file for 'models/ritual_hammer4.lwo' contains different model WARNING:Couldn't load sound 'explosion_all_clear.wav' using default [map entity: atdm_trigger_voice_12] [decl: explosion_all_clear in <implicit file>] [sound: explosion_all_clear.wav] No running thread for RestoreScriptObject(), creating new one. -------------------------------------- ----- idRenderModelManagerLocal::EndLevelLoad ----- 0 models purged from previous level, 2786 models kept. --------------------------------------------------- ----- idImageManager::EndLevelLoad ----- WARNING:Couldn't load image: lights/qc_comj [map entity: light_159] [decl: lights/qc_comj in <implicit file>] [image: lights/qc_comj] WARNING:Couldn't load image: guis/assets/game_maps/map_of_icon [map entity: MapMansion1] [decl: atdm:map_of in def/tdm_shopitems.def] [decl: guis/assets/game_maps/map_of_icon in <implicit file>] [image: guis/assets/game_maps/map_of_icon] 0 purged from previous 219 kept from previous 2070 new loaded all images loaded in 41.8 seconds ---------------------------------------- Linking GLSL program cubeMap ... Linking GLSL program bumpyEnvironment ... Linking GLSL program depthAlpha ... Linking GLSL program fog ... Linking GLSL program oldStage ... Linking GLSL program blend ... Linking GLSL program stencilshadow ... Linking GLSL program shadowMapA ... Linking GLSL program ambientInteraction ... Linking GLSL program interactionStencil ... Linking GLSL program interactionShadowMaps ... Linking GLSL program interactionMultiLight ... Linking GLSL program frob ... Linking GLSL program soft_particle ... Linking GLSL program tonemap ... Linking GLSL program gaussian_blur ... Linking GLSL program testImageCube ... Linking GLSL program depth ... Linking GLSL program interaction_ambient ... Linking GLSL program interaction_stencil ... Linking GLSL program interaction_shadowmap ... Linking GLSL program stencil_shadow ... Linking GLSL program shadow_map ... Linking GLSL program frob_silhouette ... Linking GLSL program frob_highlight ... Linking GLSL program frob_extrude ... Linking GLSL program frob_apply ... Linking GLSL program heatHazeWithDepth ... Linking GLSL program HeatHazeWithMaskAndDepth ... Linking GLSL program heatHaze ... Linking GLSL program heatHazeWithMaskAndBlur ... Linking GLSL program fresnel ... Linking GLSL program ambientEnvironment ... Linking GLSL program heatHazeWithMaskAndDepth ... ---------------------------------------- ----- idSoundCache::EndLevelLoad ----- 394497k referenced 125k purged ---------------------------------------- ----------------------------------- 77079 msec to load hhtlc Interaction table generated: size = 0/512 Initial counts: 6903 entities 665 lightDefs 5265 entityDefs ------------- Warnings --------------- during hhtlc... WARNING:Couldn't load gui: 'guis/map_of.gui' WARNING:Couldn't load image: guis/assets/game_maps/map_of_icon WARNING:Couldn't load image: lights/qc_comj WARNING:Couldn't load sound 'explosion_all_clear.wav' using default WARNING:idCollisionModelManagerLocal::LoadModel: collision file for 'models/ritual_hammer2.lwo' contains different model WARNING:idCollisionModelManagerLocal::LoadModel: collision file for 'models/ritual_hammer3.lwo' contains different model WARNING:idCollisionModelManagerLocal::LoadModel: collision file for 'models/ritual_hammer4.lwo' contains different model 7 warnings Interaction table generated: size = 0/512 Initial counts: 6903 entities 665 lightDefs 5265 entityDefs WARNING:Restarted sound to avoid offset overflow: sound/ambient/environmental/water_pool02.ogg WARNING:Restarted sound to avoid offset overflow: sound/ambient/ambience/silence.ogg WARNING:Restarted sound to avoid offset overflow: sound/ambient/ambience/alien05.ogg Linking GLSL program environment ... The ambient volume is now -1.885291 decibels (range: -60..0), i.e., 87.749992% of full volume. Restarting ambient sound snd_ct_babtistery'(derelict03) with volume -1.885291 signal caught: Segmentation fault si_code 128 Trying to exit gracefully.. ----- idRenderModelManagerLocal::EndLevelLoad ----- 0 models purged from previous level, 2786 models kept. --------------------------------------------------- Regenerated world, staticAllocCount = 0. Getting threadname failed, reason: No such file or directory (2) --------- Game Map Shutdown ---------- ModelGenerator memory: 67 LOD entries with 0 users using 1072 bytes. --------- Game Map Shutdown done ----- Shutting down sound hardware idRenderSystem::Shutdown() ...shutting down QGL I18NLocal: Shutdown. ------------ Game Shutdown ----------- ModelGenerator memory: No LOD entries. Shutdown event system -------------------------------------- Sys_Error: ERROR: pthread_join Frontend failed shutdown terminal support About to exit with code 1
  6. 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 ).
  7. 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.
  8. Sorry for the Necro but I can't find he hex for shroud. I just got the the game free off Epic.
  9. 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.
  10. Videoscreen goat ^^ https://streamable.com/bvftb
  11. 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.
  12. 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?
  13. 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.
  14. 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.
  15. Seems quite interesting, maybe a bit rough around the edges. Available on Steam.
  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. 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.
  18. I assume all of you have at least heard about it already or seen some pictures. Neural networks that generate decent looking images from a text prompt and do some other things (like modifying existing images) are becoming mainstream. They cannot generate photorealistic hi-res images yet, but the development pace is incredibly fast, so they will probably get reasonably close within a few years. The big thing that happened recently is that Stability AI released their implementation of such neural network, Stable Diffusion, for free as open-source. The quality is not the best, but it's good enough and all the other ones are behind a paywall, waitlist or just a closed source service and not good enough. You need a GPU (preferably Nvidia) with at least 4 GB of RAM to run it, so nothing special. The potential implications to society are big (and not necessarily positive), but honestly I don't really want to start the discussion because the internet is already full of it and so many people are surprisingly emotional about it. Go to Twitter if you want to see (you don't). I'm more interested in what you think about using it in game development. I know that in some commercial studios it's already being used by concept artists, because it's firstly a reasonably efficient inspiration machine and secondly the images it produces are not licensed (and it doesn't matter that much in pre-production anyway), so if you manage to create something good, you can just paint over it to finetune and use it. But it can do other things. It can do inpainting, which can be used to remove seams or blemishes in phototextures. It can also generate seamless textures (there's a switch that causes every generated image to be periodic). There are no examples of people using them in games or renders yet because that feature is less than a week old. Personally I tried using it to add dirt and imperfections to a render that was too clean, and that was a success as well. Adding dirt to a render is not exactly useful in most of games, but I bet it could be adapted to add some grime to game textures as well. Any ideas? Have you tried it already?
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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) .
  24. DarkRadiant does not care about engines at all, it only cares about file formats. Whether you can use DR with your Godot-based game will therefore depend on whether your game's assets are arranged in the same way as TDM. More specifically: Your game will need to read map data from the Doom 3 .map format. If it does not, there will be no way to save your map from DarkRadiant in a form that your game can access. Export to OBJ is available but if all you want to do is produce OBJ models then DarkRadiant isn't the right tool for the job (you should use a proper 3D modelling app like Blender/Max/Maya/LightWave etc). Your game assets will need a tree of .def files defining important entities to be placed in your map, including certain "fixed" entity types which are used directly by DarkRadiant itself. There will need to be a light entity defining light volumes, a func_static entity defining a static model, an info_player_start entity to define the starting position, a speaker entity to define sound sources, and probably several others. If these entity types are not defined, then built-in features like "Create light" and "Place player start here" will not work correctly. Your game will need a tree of .mtr files defining material shaders, referring to image paths which will be resolved to either uncompressed .tga files in a textures/ hierarchy, or compressed DDS files in a dds/ hierarchy. If these material shaders are not defined, no materials will appear in DarkRadiant. DR does not make any attempt to load "raw" image file hierarchies which are not referred to by material shaders. Your game will need to define a hierarchy of 3D models in ASE or LWO format. No other formats will show up in the model selector. These models can be stored directly on disk (there is no "model shader" tree required like with materials).
  25. Welcome to the forums Ansome! And congrats on making it to beta phase!
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