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  1. Thank you for a great puzzle fm! I'm having real trouble with the TDM v 2.10-64bit on Linux Mint 21.1 Link to the guide supplied by V-Man339 https://forums.thedarkmod.com/index.php?/topic/15844-fan-mission-the-gatehouse-by-bikerdude-goldchocobo-updated-02112014/page/7/#comment-429405
  2. I agree. I'm copying this idea over to the https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/ thread. Related: I'll probably do some more experiments with the current TDM font & size, to understand max char count versus field width.
  3. That one? Revision: 8686 Author: duzenko Date: понедельник, 27 апреля 2020 г. 11:12:31 Message: Normal maps are now always RG - shader fixes ---- Modified : /trunk/glprogs/HeatHazeWithMaskAndDepth.fs Modified : /trunk/glprogs/bumpyEnvironment.fs Modified : /trunk/glprogs/heatHaze.fs Modified : /trunk/glprogs/heatHazeWithAlphaDepth.fs Modified : /trunk/glprogs/heatHazeWithDepth.fs Modified : /trunk/glprogs/heatHazeWithMask.fs Modified : /trunk/glprogs/heatHazeWithMaskAndBlur.fs Too bad it was not merged
  4. Love your signature over at the Eidos forums. Hahaha!

    1. Maijstral

      Maijstral

      I don't normally even use signatures, but I've used a few to voice my displeasure at what EM is doing to Thief. I'll probably stick with that one until I lose interest in visiting the EM forums.

  5. Some years ago i succesfully downloaded the wiki with wget, for TDM dvd. I dont know if this method wikl work now. https://forums.thedarkmod.com/index.php?/topic/19998-tdm-collection-dvd/#comment-437887
    1. rebb

      rebb

      What a pisstake ;)

    2. Diego

      Diego

      Now players will not onlyget spit on while hiding, they will be pissed on too!

  6. It's not specifically that water shader, I originally saw this on one of my window surfaces. It should be fragmentProgram heatHazeWithDepth.vfp, but there's no depth now. Just checked some of the windows in king of diamonds and it's the same.
  7. I guess the best image-to-normal conversions I've seen here in the forums are via njob. I am curious about this AI thing though: https://github.com/HugoTini/DeepBump has to be installed into Blender as a plugin?
  8. What's going on with the Thi4f forums? They've been down for almost a week now.

    1. Show previous comments  1 more
    2. Sir Taffsalot

      Sir Taffsalot

      Well that's not going to work. If they can't post about Thi4f on the Thi4f forums they can come and post about TDM on the TDM forums.

    3. jtr7

      jtr7

      People thought it was the server migration under Square-Enix that we've been told about, but they came back online like nothing happened, and the dedicated thread about the coming migration had no new info.

      Can't see this?:

      http://forums.eidosgames.com/showthread.php?t=139127

    4. stumpy

      stumpy

      maybe it was a migration test, and it broke.

  9. Holy crap are we getting another download spike? The forums keep going intermittent on me.

    1. Springheel

      Springheel

      The forums aren't on the same servers as the downloads.

    2. stumpy

      stumpy

      its sunday, the internet is always slow on a sunday for some reason.

    3. Lux

      Lux

      "for some reason" I imagine is you being sarcastic as we all know everybody and their brother/sister are online on Sunday either shopping or looking at porn combined with all the gaming packets.

       

      I'm sure there are also people just "reading things for the articles" though...

  10. No, not really, have only seen him on the forums many years ago. He deserves a lot of credit for providing the SVN infrastructure in the beginnings of the project, it's been only later when we transferred this to a hosted server. Memory is blurry, but I think my time working on TDM and his don't overlap that much - I had been getting more active, and he pulled back a bit. He bootstrapped quite a few important systems, IIRC he's been working on light gem and the first Stim/Response and Inventory implementations. From what I recall, he gave the project an organisational backbone in the technical department which is crucial to keep things together. Folks like Spring and NH who have joined long before me could give more insights, I guess. (Looking at my join date makes me feel old either way. From TDM's current view point, the year 2006 seems like right at the beginning, but actually the mod had already been existing for two years by that time I joined. With the first release in 2009, 2006 is rather in the middle. Heck, I haven't touched the mod code for at least 10 years - and I can still remember a few things, which is a testament of how much it occupied my thoughts back then).
  11. There are other complications though. How much fall damage should player take, if they decide to jump off a rope with the body? Should the player let go of the body or not? Also, right now it's much harder to jump off the rope with the body than without it. Why? And last but not least, how would you teach players these things, possibly without much hand-holding and text prompts explaining the rules? I guess I'm with @STiFUon this one, if you restrict dropping the body, you'll save yourself (and mappers) a lot of headaches. But even that doesn't solve all the problems, I know I'm in the minority in these forums, but as a player, I really appreciate the beauty and efficiency in simplicity of the design. Not overthinking everything and adding more and more rules for the sake of realism (or anything else).
  12. modetwo

    Forums fixed

    Had a problem with the web server yesterday that led to a crashed table in the forum database. This has now been repaired and things seems to work again. I was on travel so it took a while before I was able to fix it. Merry Christmas!
  13. This is basically "do include my work ASAP because I worked so hard, or else *sulk*". This is similar case: https://forums.thedarkmod.com/index.php?/topic/21679-beta-testing-211/page/10/#comment-482352 This is neither a commercial product, nor a phishing email. That sense of rush and pressure is artificial. These releases typically do take long, and even then, there are often many things broken by mistake or omission. Often there aren't enough people to test stuff, or they're not competent enough, etc, etc. There's little point in hurry.
  14. I can get on the main forum now but still get an error when trying to load posts. Anyone else?
    1. Show previous comments  1 more
    2. Sotha

      Sotha

      Congrats! First one is The First one!

    3. Sir Taffsalot

      Sir Taffsalot

      If "its done!" why do we have to wait until next week? Congratulations on your first FM! I look really look forward to playing this.

    4. Kvorning

      Kvorning

      To let you know a bit in advance if you have a tight schedule and to catch last few things and tweaks:)

  15. Hey, here is a little note-to-self/funny tidbit of note. Nbohr1more alerted me earlier to the presence of r_testSpecularFix in the beta thread and I've been checking out the differences intermittently while testing for other stuff. Overall it does look a bit poorer, there's less fresnels to go around, but it's definitely better math, metal is actually shiny now more often than not. Anyway, point being I was going through some of my old WIPs for testing now and I noticed a very stupid trick that the fix broke that I thought you'd get a kick out of seeing. I was making a glass material a long time ago that was basically a heathazewithdepth.vpf stage with a blend filter for the color of the glass afterwards and no need for a diffusemap. Consequently, I seem to remember that I couldn't make regular lights reflect off it, it seemed to need a diffusemap for that purpose. I ingeniously set up this code block: { blend diffusemap map _black rgb 8 } What it did was miraculously make specular work without the need of a specularmap keyword to be defined, and upping the rgb (to 8 and above) made it factor the lights more strongly. I loaded this map tonight and I saw that the specular practically disappeared between r_testSpecularFix 0 and 1. I dug in and realized that the mere rgb factor on the diffusemap used to bump the specular and that furthermore that was the reason I couldn't get the specularmap keyword to work without a diffusemap in hand. I reformatted it like this now and it works the same: { blend specularmap map _white rgb 1 } Here are screenshots of the difference that having a specular makes on this particular surface, for illustration: I managed to notice it now and I don't think anybody else uses this trick in their maps (even I don't anymore), but I think it's a very good abject example of exactly how this got fixed
  16. Yes, you are still viewing The Dark Mod Forums I've just finished the upgrade of our IPB Board Forums to the latest release. Packed with new features, rewritten code and all that. Have a look around. The skin is currently the default one, but will sooner or later be converted to a darker skin, to fit the Dark Mod universe. Also note that the forums have been moved from http://modetwo.net/darkmod to it's own sub-domain: http://forums.thedarkmod.com - all forum links will still work tho, thanks to Apache's rewrite-plugin. Please report any bugs, requests and comments in this thread. PS: The forums will run a bit slow the first hours as the cache is being rebuilt.
  17. I've been having stutters in Vulkan, apparently it's Nvidia Drivers' fault, so I reverted to 512 according to this: https://www.nvidia.com/en-us/geforce/forums/geforce-graphics-cards/5/505679/regular-microstutter-in-vulkan-applications-after-/?topicPage=40

    And no, that did NOT fix it. What's going on? My GPU is an RTX 2070, by the way.

    1. Show previous comments  1 more
    2. The Black Arrow

      The Black Arrow

      Actually I didn't give any info, this problem happens in Vulkan games only and any that uses it, for example, GZDoom.

      I don't think it's related to shaders, it's more like, the "frame pacing" or something is very uneven, at 72 FPS on a 75hz monitor, there's no tearing yet there's like a very slight stutter that makes it feel like playing at 50 FPS, on OpenGL though, it's completely fine.

      It does persist even when restarting the game.

    3. nbohr1more

      nbohr1more

      Did you try messing with vid_refreshrate, vid_maxfps, and vid_vsync settings? Perhaps the application is not properly recognizing your display refresh rate (etc)?

    4. The Black Arrow

      The Black Arrow

      Yes, I did mess around with that, there seems to be no vid_refreshrate though, I think GZDoom uses your desktop to set that in the latest versions.

  18. I was thinking about how I've been a bit of a pessimist whenever I post stuff in the off-topic section of The Dark Mod Forums, and whilst I do stand by the fact that it's healthy to face unhappy realities of the world in order to provide discussion so that people will spread that discussion and the problems are eventually gained notice of and fixed, I also realize that it's kind of depressing, talking about war and strife. So, I decided to talk about a topic of how we can make the lives of people who are sick and dying happier, and help them experience things they wouldn't be able to otherwise due to their conditions, such as elderly in retirement homes or cancer patient children undergoing chemotherapy or other people who can't go out and travel much. I was thinking about how I haven't gone to the Zoo, Aquarium, or Museum for over a decade, and how I haven't gone to an amusement park, water park, or the beach in summer since covid started. Then I thinks to myself, at least you've done that in your life, some people aren't as lucky or well-off as you've been in life; some people never got around to doing that sort of stuff in their life and now they're stuck in a nursing home, or some are still young but stuck sick in the hospital, and may not live long enough to do that stuff. So I got to thinking, I've seen people on The Dark Mod Forums who've discussed making a VR version of The Dark Mod. And I wonder to myself, hey, you don't know how to program any of this for the less fortunate, but you like to suggest stuff to people, plant seeds in their ears like, so I decided to suggest this to you guys: What about making VIrtual Reality Experiences for the less fortunate? Zoos, Aquariums, Amusement Parks, Carnivals, Circuses, Fairs of the normal and medieval variety, Museums, that sort of thing. And they don't just have to be based on reality, with V.R. you could create a zoo full of unicorns, dragons, zombie animals, aliens, demons, and other fantastical beasts, or make Amusement Park rides that aren't feasibly safe with modern technology, like a roller coaster that reaches up into outer space and through an asteroid belt! I know this comes out of nowhere, but the idea hit me and I'd feel guilty if I didn't share it.
  19. The issue for me is that you're opening one thread after another full of nonsense and/or vulgar ranting about one thing or another and otherwise only seem to engage minimally with the TDM theme or community on these forums. Have you tried playing some fan missions and posting your thoughts on them in the forums, or maybe teaming up with an FM author since you seem to have quite a lot of ideas? That would be much, much more welcome participation than the endless ranting which effectively amounts to trolling and as nbohr1more said can be grounds for a ban. If those things are your primary interests you'd be much better off finding somewhere else that's designed for hosting those kinds of discussions.
  20. Bugtracker 4684: http://bugs.thedarkmod.com/view.php?id=4684 I'm not aware of the functional difference between heathazewithdepth and heathaze. The two look similar enough in the test map, but if there is two of them there must've been a reason for the depth version to be used over the regular in these warp materials. On paper, I'm okay with slashing one if it no longer works with FBO, but if the solution is to replace every instance of "HeatHazeWithDepth" with "HeatHaze" in TDM's material definitions, this had better be done, rigorously, before 2.06 is publicly released, or the issue could hardly be considered 'fixed'.
  21. Just a heads up that the header images are now missing from the top of the forum. I suspect due to domain forwarding or something like that?
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