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  1. With TDM 2.12, after the credits finished, the "Mission Complete" screen did not display. I found that the screen was black and I could hear my footsteps when I tried to move around. I think the reason for the mission not completing successfully was that the "Do not kill or harm allies" objective was never marked as "1 = STATE_COMPLETE" instead it was left as "0 = STATE_INCOMPLETE". Note, I didn't use noclip throughout the mission. Same as: https://forums.thedarkmod.com/index.php?/topic/18054-fan-mission-the-accountant-2-new-in-town-by-goldwell-20160509/&do=findComment&comment=458491
  2. I want 2.07 to support custom GLSL shaders, even if experimental. For now it will be of limited use due to interaction shaders being locked to standard only (for reasons of compatibility with existing missions). One particular place where we could apply a custom shader could be the skybox. We have standard sky materials with multiple stages, that cause massive fillrate overdraw. If we could reduce those to a single material, the performance be could significantly improved. Another possible application is complex water surface, but that's more complicated to achieve. I am looking for a mapper who will be working on a test/demo map with a skybox material that combines multiple translucent textures. The old-fashioned way would be to split each texture in a separate material stage while this time they will be all fed to a customer shader in one material stage. Ideas on going beyond the simple blending are welcome. Any volunteers?
  3. How about using TDM automation framework (and maybe pcem/qemu)? More info see: https://forums.thedarkmod.com/index.php?/topic/19828-automation-features-and-discussion/
  4. If the "mission fails as soon as stealth score turns non-zero," that would not be good for ghost players. They might need to find out "how" they failed and experiment to avoid alerting guards. They might need to take those score points as a "bust". They might need to take those score points to complete an objective. Then, mission authors would need to encode exceptions into their missions, which would be a lot of work (if they decide to do it at all). However, part of what makes ghosting challenging and fun is when mission authors do not create their missions with ghosting in mind. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Writing code for these rules would be a huge undertaking. Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Creating an official mode could alienate these dedicated ghost players, because it would clash with what is considered ghosting in the community. Including the Stealth Stat Tool mod in the official release would be more useful. Or, making the audible alert states of guards quick and easy to recognize could help as well. For these reasons, I don't agree with an official "Ghost" mode. If the dev team were to do it, we should consult with @Klatremus so we get it 100% correct or not pursue it at all. (This ghosting bit should probably be in its own thread.)
  5. Mandrasola is a small sized map in which aspiring thief Thomas Porter steals some herbal products from a smuggler. The mission was created by me, Sotha and I wish to thank Bikerdude, BrokenArts and Ocn for playtesting and voice acting. Thanks goes naturally to everyone contributing and making TDM possible. This mission occurs chronologically before the Knighton's Manor, making it the first mission in the Thomas Porter series. Events in chronological order are: Mandrasola, The Knighton's Manor, The Beleaguered Fence, The Glenham Tower and The Transaction. The winter came early and suddenly this year. Weeks of strong blizzards and extremely harsh cold weather hit Bridgeport hard. With the seas completely frozen, a rare occurence indeed, most of the City harbor commerce has stopped completely. Vessels are stuck in the ice and no ship can leave or enter the City, resulting in the availability imported goods declining and their prices skyrocketing. One of these imported items is Mandrasola, a rare herbal product, which is imported overseas from the far southern continents. Mandrasola has its uses in alchemical cures and poisons, but mostly this substance is used for its narcotic qualities by commoners and even the nobility. The problem with Mandrasola is that excessive use is extremely addicting and the withdrawal effects are most grievious. Many are utterly incapable of stopping using Mandrasola and are transformed into quivering human ruins if they do no get their daily dose. And now this expensive and rare substance is running out from the whole City. Me and my fence, Lark Butternose, would love to grab this monopoly to ourselves: selling the last few doses in the City would probably be worth a fortune. According to Lark's sources, there remains only one smuggling lord who still has Mandrasola in stock. The problem is that this individual maintains an exclusive clandestine operation and only supplies a few nobles. Despite our best information gathering efforts we couldn't learn who the smuggler is and where he or she operates. Luckily we have an alternate plan. While searching for Mandrasola related information, we learned that a noblewoman called Lady Ludmilla is addicted to the substance and has paid high prices for small amounts of it. We also know that she has visited frequently someone in the Tanner's Ward waterfront, and since she goes to the area personally we believe she is visiting the smuggler. The plan is simple: I must monitor Ludmilla's most likely entryway to the Waterfront and then follow her to the smugglers hideout. I'd better be very careful around Ludmilla. She must not realise I'm following her or she probably won't lead me to her dealer. Hurting her is also out of the question. After she leads me to the smuggler's hideout, I can take my time to break in carefully and steal all the Mandrasola I can find. While I'm there it wouldn't be a bad idea to grab some loose valuables as well. I've now waited in the blistering cold for a few hours already. Looks like there are a few city watch patrols in the area to complicate matters... I think I heard a womans voice beyond the north gate. That must be lady Ludmilla, I haven't seen many ladies in these parts. I'd better get ready.. Links: Use the ingame downloader to get it. WARNING! Someone always fails to use spoiler tags. I do not recommend reading any further until you've played the mission.
  6. Indeed I get another crash with interaction_vp.glsl , I'll try what you suggest . Some of these files have other requirements like 120 or 130. Edit: I get another error (I mean in the log after a crash): (140503713831552) [renderer] Creating GLSL shadowmap program (140503713831552) Unhandled Exception: Failed to compile GLSL shader "shadowmap_vp.glsl": (140503713831552) 0:63(43): error: `gl_InstanceID' undeclared (140503713831552) 0:65(68): error: `gl_InstanceID' undeclared (140503713831552) 0:65(52): error: operands to arithmetic operators must be numeric (140503713831552) 0:65(18): error: operands to arithmetic operators must be numeric (140503713831552) (140503713831552) SIGSEGV signal caught: 11 gl_InstanceID is apparently not supported in GLSL 1.3 : https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/gl_InstanceID.xhtml
  7. @datiswousCan you try to open the file gl/zfill_alpha_vp.glsl and change the version check in the first line to 130 instead of 140? It's possible that GLSL 1.30 is good enough, it worked for me locally at least. #version 130 in vec4 attr_Position; // bound to attribute 0 in source, in object space in vec4 attr_TexCoord; // bound to attribute 8 in source ... I think the interaction glsl files might have a similar check in them, maybe you'll run into the next file - you can try to do the same change there. About hat GLSL version, I remember checking the version history, and GLSL 1.40 was released somewhere around 2009? I have been thinking I'm pretty much on the safe side here, but maybe I've been wrong about this.
  8. To cater to both audiences. I mentioned LibreGameWiki as one example. nbohr1more mentioned other uses. Explicitly allowing reuse and spread will help TDM reach a wider audience and would hopefully attract more volunteers. More volunteers which can help improve both TDM versions. There are several benefits for a project of being in the Debian repo. One is that TDM Debian-users can report defects on any package directly to Debian (no need to register on separate forums). Debian may then fix the issue themselves (in their "TDM-libre" package) and will offer the patch upstream to TDM, who can then choose to accept or reject the patch. I envision "TDM-libre" to have the same capability of downloading any mission as regular TDM. The only difference is that "TDM-libre" would come packaged with the regular engine (which is GPL+BSD) and an included mission that has libre media/gamedata. When I play TDM by myself, I want the unlimited-play and can accept commercial restrictions. But if I were to promote it somewhere, or charge for a stream when playing online, or make a video, I would want a version without commercial restrictions (and can temporarily accept limited-play) to make sure I don't violate anyone's copyright. Perhaps. That's what I'm trying to find out.
  9. I suggest you use the term "I", to make clear that it is something YOU want, and that you speak for yourself. But, as wesp5 mentioned, I don't really know what this is about, at all. And, I'm also wondering about all the newly registered people lately, who just arrived at this forum, and already want to revolutionize this mod. This is a thing I noticed 2 or 3 years ago, and which hasn't been present in the 15 years I play this mod and frequent these forums now. Really seems like a common thing these days, to not knock on the door, but kick it in, and stomp right in.
  10. TDM has tons of textures from "free" texture resources that do not allow redistribution and cannot be incorporated into a commercial project. Someone would need to create a huge replacement pack of textures that do not break the look of existing missions and do not infringe on the copyrighted textures. Also, many artists who contributed to this project do not want 3rd party entities to use their work in commercial projects. They intended the models, textures, sounds, animations to be exclusively used for Darkmod content. You would either have to replace ALL assets or contact every contributor and ask them to re-license their assets. Many contributors are no longer active with the project and haven't visited the forums in years so it would be no easy feat. I cannot speak to Debian policy but I think that they treat installers that add non-free content the same as non-free content itself. One could argue that Steam is such an installer but I guess Debian would counter that there are a few fully Libre games on Steam. I think Debian, Ubuntu, or Linux Mint need to consider a repo that allows for games (etc) that include non-libre content but intentionally offer this content for free to the community with no stipulations other than "don't try to sell it as a product".
  11. The gamepad implementation allows for a great degree of flexibility to personalize settings, aside from a few minor issues that I mentioned here: https://forums.thedarkmod.com/index.php?/topic/22337-gamepad-bindings/ I would say that playing TDM with a gamepad works very well, especially considering that it was implemented as experimental and hasn't been changed since then. If I could, I'd go back to 2021-you and congratulate you on buying that gamepad. I notice that your DarkmodPadbinds.cfg looks very different from mine...
  12. It seems like more and more "thief" and "thief players" is becoming a short hand to dismiss community members earnest desire to improve the game - which happens to be a barely legally distinct "thief style" game which was made by thief fans for thief fans and is "designed to simulate the stealth gameplay of Thief". Who is the predominant player base of the game supposed to be beyond fans of the thief games? Is there some better avenue to find feedback for the game beyond this forum? FOSS and linux forums? I have seen maybe half a dozen posts from that segment. I am a thief fan, I play thief fms, my association with those games is what drives me to play and make things for this game. Are we supposed to pretend the original games are not a huge reason why most of us are here at all? TL;DR version:
  13. Hello Dark Mod team and community, long time listener, first time caller here... I recently ran into a problem with TDM 2.06 when I upgraded my Radeon drivers to 18.12.2. I can't remember what driver version I had before that (I don't upgrade too often) but I was able to run GLSL and soft shadows with the same hardware I have now, but the upgrade broke these shaders. Besides rolling back my drivers, I can work-around this problem by entering "r_useGLSL 0". I held off on reporting this problem because 19.1.1 was getting ready to release and I was hoping the new drivers would fix this, but sadly they have not. The way the shaders glitch out is interesting, walls are only lit by half and usually along a diagonal line or a curve that doesn't match the light that should be cast by the source and meshes are sometimes cut into quarters or lit in . Sometimes things aren't lit at all despite being directly in view of a light source, and look like their normals have been flipped inside-out or something. Normal maps and speculars are also not working. Besides being ugly, you can't always see where pools of light are being cast until you step into them and your light gem tells you you're visible, which inhibits gameplay. In every other respect, the game seems normal, but broken lighting in a Thief game is a problem, so I'm playing 2.06 in "2.05 mode" for the moment. Here are some examples: - from "Sir Talbot's Collateral" with GLSL on (broken) and same scene with GLSL off (old lighting working correctly) - "Heart of Lone Salvation", GLSL on and GLSL off (please pardon the missing book on the table) I'm using an AMD Radeon R9 390 Series, 8 gb of GDDR5 VRAM Intel Core i7 2600K at 3.4 GHz Windows 7 Home Premium 64 bit 16 GB of DDR3 physical memory On the Dark Mod wiki there's mention of creating a game profile with Surface Format Optimization turned off, but that did not alleviate the problem. Have you guys seen this before? I think the developer Stgatilov had a similar graphical problem and reported it here: http://forums.thedarkmod.com/topic/19752-tdm-205-weird-graphics-on-nvidia/ But his problem was on 2.05 and with Nvidia hardware, not AMD/ATI.
  14. Thanks! 1) Doing LONG_PRESS PAD_A (what I, for lack of knowledge, call "jump-mantle" or "_jumpmantle") differs from doing PRESS PAD_A ("_jump"). "_jumpmantle" differs from "_mantle", so they must be mapped to different button-calls. "_jumpmantle" differs from "_jump", so they must also be mapped to different button-calls. This appears to be the case, but it is not evident (or changeable) in DarkmodPadbinds.cfg. "_jumpmantle" seems to be hard coded to always connect to the same button as "_jump" but with a long press. It is as if bindPadButton PRESS PAD_A "_jump" is not actually just binding PRESS PAD_A to "_jump", but rather interpreted as "link PAD_A (regardless of button press time) to behave exactly like keyboard SPACE for short and long presses". I would have expected the default DarkmodPadbinds.cfg to explicitly read: bindPadButton PRESS PAD_A "_jump" bindPadButton LONG_PRESS PAD_A "_jumpmantle" bindPadButton PRESS PAD_B "_crouch" bindPadButton LONG_PRESS PAD_B "_mantle" ... but neither LONG_PRESS PAD_A or "_jumpmantle" is listed in the file. If there are actions "_jump" and "_mantle", I suppose there must also be an action "_jumpmantle" since it is possible for the player to do all those movements: * "_mantle" does the movements "crouch on the high surface, then stand up" * "_jumpmantle" idoes the movements "jump slightly forward, then land standing on the high surface" * "_jump" idoes the movements "jump up, then land exactly where you started" If the actions "_jump" and "_moveup" are not synonymous, then perhaps the action "_moveup" is what i call "_jumpmantle"? 2) Thanks for the link! It was useful in more than one way. I'll link to that page from https://wiki.thedarkmod.com/index.php?title=Bindings_and_User_Settings#Gamepad_Default_Bindings if I can get an account on the wiki, which proved more difficult than i thought (https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/). However, it does not answer my question how to find out the name ("<button>") used for a button on my gamepad. Basically, I would need to press the button on my gamepad and some program could tell me "That button is called 'PAD_A'". In my case, I have a gamepad "Logitech F310" (https://commons.wikimedia.org/wiki/File:Logitech_F310_Gamepad.jpg) which has a "Logitech button" (see image) that I want to use. I was hoping to find out the "button name" for that button and then edit DarkmodPadbinds.cfg to map it to a function. 3) ... but if that button has an "unusual name" that TDM does not recognize, then it may perhaps not work. E.g. if that button is called "PAD_LOGITECH" and TDM cannot recognize that name, then I cannot map anything to it via DarkmodPadbinds.cfg. Using QJoyPad I can map any keyboard key to it instead, as a workaround, but I cannot map MODIFIER to it (since MODIFIER cannot be set to a keyboard key). If current implementation is still called "experimental", then I must say it works very well; @cabalistic: kudos for that! I may not have continued playing TDM had it not worked with a gamepad.
  15. I have launched TDM under gdm control and it doesn't abort. But TDM freezes when first AI shows me and I have to kill TDM with signal 9. In gdm console, I only obtain : Linking GLSL program ssao ... Linking GLSL program ssao_blur ... Linking GLSL program ssao_depth ... Linking GLSL program ssao_depth_mip ... Linking GLSL program ssao_show ... Linking GLSL program environment ... Linking GLSL program bloom_downsample ... Linking GLSL program bloom_downsample_brightpass ... Linking GLSL program bloom_blur ... Linking GLSL program bloom_upsample ... Linking GLSL program bloom_apply ... Restarting ambient sound snd_city1'(city_silentnight) with volume -16.183872 seeStakeoutNEW OBJECTIVE Thread 1 "thedarkmod.x64" received signal SIGSEGV, Segmentation fault. 0x00000000009cae98 in ?? () (gdb) step Cannot find bounds of current function I suppose I cannot obtain more information as I have killed TDM. I have launched also TDM with debug options. You can find Darkmod.log at https://hilbert.systella.fr/public/Darkmod.log (45 MB). Another question not related to this issue. I use a french keymap. Of course, I have set this configuration in DarkmodKeybinds.cfg. First time I launch a mission, this file is read as I have the good keymap in game. But when I recall a saved game, keymap returns to default keymap (or very rarely to french keyboard defined in DarkmodKeybinds.cfg). I have filled a bug a long time ago without any progress...). Best regards, JB
  16. It is possible that this is a setting that needs to be activated to work: https://mantisbt.org/forums/viewtopic.php?t=23221
  17. I am going to sort-of reveal that this is loosely like the nature of my upcoming mission. I noted it here when JackFarmer asked about things that are coming along in this post: https://forums.thedarkmod.com/index.php?/profile/37993-jackfarmer/&status=3943&type=status It too is a builder church. The player is requested by a hopefully famous character in another mission to handle some business that is affecting the congregation. I am looking to invoke some info and history laid down in other missions as a hook story.
  18. I created the page: https://wiki.thedarkmod.com/index.php?title=Lightgem In the source I placed the following text: <!-- Page text made by forum user Fiver: https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/&do=findComment&comment=491145 --> Personally I think the page isn't really necessary because the info is already present under HUD.
  19. In the first post of the other topic Geep proposed: Then Stgatilov's answer: But I think applying subtitles in different languages shouldn't be too hard I would think, but I don't know how the current translation system works. The engine should apply the correct subtitles based on the applied language setting, this doesn't need a whole new language system I think. Not sure who's going to write those subtitles though. I can only do Dutch and English and nobody needs Dutch I think. I suggest further discussion of this to take place in topic https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/
  20. I remember now: There was a goal to convert every ARB shader to GLSL... the right way would be doing it all in GLSL from the start then. I'm not seeing any examples of this being done via material without requiring engine edits: Every vertexProgram / fragmentProgram entry in the default materials points to a vfp file. Does it support using glsl there? The issue with heatHazeWithMaskAndBlur is nothing seems to adjust the blur intensity. Am I missing a parameter in my test or is it simply designed this way and will need to be forked into something else? I definitely like it in-world too, but yeah I seem to be in a minority of TDM players that do. Hopefully no one would object to it being integrated into the engine, but I'll surely have to do the work for it which I don't mind as long as I can figure it out. And yeah: As a separate feature I was thinking if we should blur the background like we do underwater when the player is accessing a readable, which doesn't need to be DOF per say and is also easy to do with existing shaders. If others agree it would look better I can try that as a separate change sometime.
  21. This is something I wanted to try implementing myself more than an year ago, but ultimately figured it's overly advanced engine stuff for me: If no one else wants to I may still attempt it someday, in the meantime I wanted to write and ask about it at least. I don't know if this was previously discussed and I hope I'm not repeating something old: I've been seeing all the amazing changes done recently like volumetric lights... watching how far TDM has come makes me excited to see it get even further and become even more amazing. One of the last remaining renderer features I feel we're missing is the Depth Of Field effect. I do believe having this would make every environment in each FM even more incredible and realistic, while bringing TDM even closer to having top notch visuals on par with most modern engines (if we exclude PBR materials). Existing shaders and tutorials for the GLSL implementation are out there possibly even an existing idTech4 port; Initially I hoped it might be as easy as grabbing a freely licensed shader and integrating it in the engine, but usually things are always harder in reality. For starters I'm curious if others are with me in wanting this, if there are any plans for adding the feature, and if there remain any major roadblocks in the engine preventing it... engine wise I know the shader just needs access to the Z-buffer and can typically work its magic from the depth map. The best implementation I'm hoping we can get is the dynamic one, which smoothly adjusts focus based on where the player is looking (distance of the center pixel in the middle of the screen). By default the effect definitely shouldn't be excessive, only blurring distant or near things very slightly unless you're looking at a surface right in front of you. I don't believe it needs to be enabled by default as long as it's in the menu, like the sharpness filter it shouldn't bother anyone who doesn't want it and make things look beautiful for those that do.
  22. So it should be possible to find a generic GLSL shader for Gaussian Blur and / or DOF and integrate it. Just not something I ever worked with and understand well, especially as it requires engine changes. This discussion also came up on Discord though and several other players mentioned they want this, so there's hope and a reason for it happening after all... just hope there's someone with knowledge in shaders who can and wishes to help out.
  23. TDM has been fully GLSL since 2.08 : https://wiki.thedarkmod.com/index.php?title=What's_new_in_TDM_2.08
  24. Wasn't TDM moving away from ARB to GLSL? Actually I think it was but the transition was incomplete so we're still using the former. Wonder what it would be best to do this under today, seems like the later is ideal if it's supported by both post-process as well as material shaders.
  25. Creating a new thread for this as it was being discussed in an old beta-testing thread starting here: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/&do=findComment&comment=490751 I suppose the main questions are: when should this spawnarg be used, if at all? why was it introduced in the first place? Can we get it documented properly on the Wiki so misuse isn't propagated? @stgatilov @Dragofer
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