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  1. It takes a long time to make a mission, at least if you want quality, and I am known for abandoning projects all the time. However, if I did ever finish a mission, it wouldn't be a typical one. First of all, I wouldn't give you any weapons, or even a blackjack. ...and if you so much as got spotted, you would fail the mission. ...and you wouldn't even be able to steal loot. ...so you wouldn't be a killer, you wouldn't be a thief - you would just be a burglar, I guess. I actually don't like crime sims - I just like to sneak. The mission would pretty much just be a walking sim, but if I could come up with some complex mechanical puzzles, I wouldn't mind a sneaky form of Myst. Would there be a story? Maybe. Maybe not. I feel that stories just take away from the player experience. They wouldn't even know where they were, and would have to figure it out as they explored. ...and it would probably partly be a horror map, so I'd probably have you sneak around in the tunnels of some spider hive, evading roaming spider patrols. Maybe there wouldn't even be an objective. Maybe I'd just start the player next to the door leading out of it, and you were welcome to stay and hang out in my huge map, for as long as you'd like. I like atmospheric environments more than I like objectives. I'd of course warn the player that my mission wouldn't be typical. The key to avoiding disappointment, is simply to set the right expectations beforehand.
  2. A big mission, this one! I kept playing and it kept going. What a ride. It was something to look forward to since your missions always have creative and fun ideas in them. Imo the entire mission was really fun and packed with ideas, but it was the second half (once you reach the cathedral) where it really shined, and I enjoyed outsmarting the security systems and looking for clues/keys. The vision potion's effect was pretty neat! The forest section that followed was deliciously hostile, yet great at letting me make use of the arrows I had gathered earlier. At times I was stuck and it took me a bit to find a way forward (mainly the warehouse), but most of the time the path was clear. I have completed several good deeds and optional objectives, maybe except for one.
  3. 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.

  4. jaxa

    2016+ CPU/GPU News

    High-NA EUV is obv independent of the substrate. It's going to get used regardless. The scenario where it doesn't get used is if an older process node could be used, which was one of the ideas behind nanotube-based 3DSoC. So, the brand new Ryzen 8000G desktop APUs are out. The consensus is they don't make sense compared to CPU + dGPU: https://www.tomshardware.com/pc-components/cpus/amd-ryzen-7-8700g-cpu-review https://www.techspot.com/review/2796-amd-ryzen-8700g/ https://www.anandtech.com/show/21242/amd-ryzen-7-8700g-and-ryzen-5-8600g-review https://www.phoronix.com/review/amd-ryzen7-8700g-linux https://arstechnica.com/gadgets/2024/01/ryzen-8000g-review-an-integrated-gpu-that-can-beat-a-graphics-card-for-a-price/ Gamers Nexus video review Neat though.
  5. I'm the developer of AngelLoader, a fan mission loader/manager for Thief 1/2/3/SS2. I recently decided to try adding Dark Mod support. The latest release is here: https://github.com/FenPhoenix/AngelLoader/releases I'm going to keep a log of issues, ideas, notes, etc. here and we can discuss them or whatnot. If anyone has ideas or suggestions, feel free to post them here. TDM version requirement: I've only tested it with TDM 2.11. I'm not sure but I dimly remember FMs used to be stored differently at some point in the past? If so, it wouldn't work with those older versions. I assume people would normally keep their TDM install up to date, but just a heads up. How it works: In the Settings window -> Paths tab, choose your Dark Mod executable. Click OK. Now your TDM FMs will be detected, scanned, and added to the list. For the other supported games, there is the concept of "installed" vs "not installed", this is because they normally come in archive files and then the loader can "install" them (extract the file into the "installed FMs" folder). For TDM there is no such concept (FMs are always installed), so the green checkmark "installed" indicator means that that FM is the currently selected one (the one that is loaded up when you start TDM), and only one TDM FM can be "selected" at a time. This indicator is kept in sync with the game, so if you change your selected FM inside TDM, AngelLoader will update its "selected" indicator in-app. Notes & Issues: Deleting FMs: Deleting TDM FMs is not supported yet. I notice TDM itself doesn't allow you to delete FMs either; it has been noted that people have accidentally lost their data and so the option was removed. AngelLoader puts files into the recycle bin when it deletes them, and I could add the option, but figured it was okay to leave it out initially since the game doesn't let you do it either. Note, though, that you can still delete TDM FMs from AngelLoader's database if you've manually deleted the actual FM from disk first. To do this, first click the "Show only unavailable FMs" button (red X page icon on the top bar). Last Played and Finished-On-Difficulty: Finished-on difficulty is now autodetected. Last played date is taken from the game's database only if AngelLoader doesn't have one in its own (its own is more granular). In the FMs folder, there is a file missions.tdminfo which stores certain pieces of data about FMs. Included among this data is which difficulty the mission has been finished on, and the last played date (down to the day only). AngelLoader also stores this information, but it doesn't get these values from this file at the moment. Instead, the last played date (down to the instant, not just the day) is set whenever an FM is started, and the finished-on state must be set manually. I could have it watch the file for changes and update the finished-on-difficulty automatically for the current FM. This would override the user setting, but in theory should be accurate anyway. I could also auto-update the last played date, but because it's only down to the day, that would be less optimal than just setting it on FM start, which would give a more granular date and would have sorting working better. So if you played two FMs in one day, the latest played one would sort at the top. Mods tab is disabled: For NewDark games, there is built-in support for mods, and they can be enabled or disabled per-FM in an official capacity. I've disabled the Mods tab for TDM because - from a cursory look anyway - I don't think there's such a per-FM method of mod management. Language selection is disabled: In the Edit FM tab, there's an option to choose which language to play an FM with. I've disabled it for TDM because there's a language option in-game (not the case with NewDark) and I haven't looked into how I would scan a TDM FM for supported languages anyway. "Play Without FM" Option: For the other games, there is the option (in the bottom bar) to play them with no FM. For TDM there is no such thing as "no FM", but the option is still there currently. It will simply start TDM without passing it anything, and whatever FM it has selected will be there. I might remove the option since it doesn't really make sense. This might make people wonder "where's the button for TDM" but on the other hand having it isn't really useful. Not sure. Mission downloading and updating: An in-app mission downloader is in progress. There is no mission downloader or anything like that currently. It simply lists what you've got on disk. This means that to get new FMs or check for updates to existing ones, you still have to go in-game. I don't know how people feel about the convenience factor of this, having to go in-game to get your FMs and then back out to AngelLoader. However, duplicating the TDM download functionality would mean it might well break if TDM ever changes anything about its downloader. Custom resource stats: In the Statistics tab, custom resource display is disabled for TDM. I haven't looked into what sort of "custom" things a TDM FM can have and how I can detect them. I may do this in the future.
  6. New script for mappers: my flavour of a fog density fading script. To add this to your FM, add the line "thread FogIntensityLoop();" to your map's void main() function (see the example in fogfade.script) and set "fog_fade" "1" on each foglight to enable script control of it. Set "fog_intensity_multiplier" on each info_location entity to change how thick the fog is in that location (practically speaking it's a multiplier for visibility distance). Lastly, "fog_fade_speed" on each foglight determines how quickly it will change its density. The speed scales with the current value of shaderParm3, using shaderParm3 = 1000 as a baseline. So i.e. if shaderParm is currently at 1/10th of 1000, then fade speed will be 1/10th as fast. Differences to Obsttorte's script: https://forums.thedarkmod.com/index.php?/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/&do=findComment&comment=310436 my script uses fog lights you created, rather than creating one for you. Obsttorte's script will delete the foglight if entering a fogfree zone and recreate it later more than one fog light can be controlled (however, no per-fog-light level of control) adding this to the map requires adding a line to your void main() script, rather than adding an info_locations_settings entity with a custom scriptobject spawnarg in my script, mappers set a multiplier of fog visibility distance (shaderParm3), while in Obsttorte's script a "fog_density" spawnarg is used as an alternative to shaderParm3 smaller and less compactly written script fogfade.scriptfogfade.map
  7. Was playing the first FM that makes use of X-ray glasses... seeing them in action inspired me to write about an addition to their idea. This is likely a feature suggestion, I've played most FM's and never saw it done nor found any script / material features that would allow this result, but presume it's possible with a tweak in materials or the renderer. I'm thinking of ultraviolet lamps that can uncover hidden decals or items: The object is invisible if not lit by a specific lamp, only when the light of an UV source touches them they start to show up. A blue-light can be offered to the player as an inventory item or replacement to the standard lantern, a lantern you can pick up and move only in the world, even come in the form of a candle since why not? The player or the environment must move specific objects and / or light sources to the correct positions to uncover secrets such as codes. Some examples: Next to an UV lantern you find a note hinting there's a secret code in a particular room... you must pick up the lantern carry it to that room then place it on a support, illuminating the number-wheel combination or hint on the secret entrance you must go to. We can even reverse the process and have a static UV lamp on a wall, the player picks up an inventory item and must drop it under the lamp to see what's written on it... we can even have a hidden symbol on an AI which will shine when they walk under that one streetlight. They could also reveal frobable objects which can't be touched unless illuminated... maybe a hidden lock to open a door which becomes available when lit, or a readable note which normally appears blank but can be read or contains additional text if there's an UV lantern next to it. So many fun ideas we could do with this given our usual theme and ideas for secrets! At a technical level, the logical way seems like separating the lightmap of light sources marked with the UV spawnarg, then multiplying with its intensity the alpha channels of all material components marked with the UV material flag. This might mean UV lights have to be rendered to a separate pass which could break some performance optimizations? Would be great if an index was possible instead of one flag, that way different secrets can be revealed by different lamps... even an universal UV lamp / material set would do though.
  8. Time ago it was discussed here about Hearing Impaired and Hearing Unimpaired modes. Nothing was decided back then and now we have everything. This actually turned to be a good move because code-wise we now have lots of tools at our disposal but, in my opinion, by firing everything at all players we may end up alienating many / most. I want the average player - interested in subtitles - to keep subs enabled and have a good time enjoying the good work done here and elsewhere and I keep working on an alternative: Alt Subtitles for 2.12 v0.1 Background replaced with a (fake) font outline Widget removed (too many things to focus on) Text transparency based on distance (imperfect) Story subs can take up to three slots Barks limited to a single instance Yellow color for story subs (intensity reduced a little from previous attempts) Light grey color for barks It is far from perfect but it may lead to other ideas. Download the pk4 attached to this post and move it to your root folder. I suggest taking the Braeden Church mission for a spin. Delete the pk4 once testing is complete. z_alt_subtitles_v0.1.pk4
  9. The devs didn't title this thread, and @datiswous said they're attempting to mislead people by using Russell's name and a retro style to make it resemble Thief, which is cynical. I grew up on forums like I'm sure anyone who likes a game from '98 did. I actually left the Discord immediately after joining it because it was more off-topic doom-posting than anything relevant to the mod. I thought the forums might be better, but it's mostly just grown men yelling at clouds and telling strangers how mature they are, and a few brave souls actually developing anything. Depressing place, I'll just stick to enjoying new missions every 6 months without an account.
  10. True, but, 1. this thread is called "Western stealth FPS with Stephen Russell", and, 2. nothing you said changes anything for me. The gameplay still doesn't look like something I'd enjoy. And, if you really think this forum is cynical, then you don't visit forums much. Actually, the majority of the users are are pretty mature, unlike in other forums.
  11. We (Greebo and myself) have been working on this ancient mission of ours for quite a few years. It is mostly finished (haha well at least mostly playable) but what we still don't have is a great story. We have had a few ideas but were not quite happy with them. It is a type of mission with Who would like to help us to come up with a badass story and objectives? We could also use some help with readables (I'm not that good with ye olde english) and maybe some input/feedback on the map. Here are a few screenshots:
  12. Ooooh so many interesting ideas! We had a similar story at one point, where the player has to pose as an acolyte and investigate the death of the former high priest, talking to several members, finding a way to enter the restricted area... After a while setting up all the triggers and conversations and scripts turned into a huge PITA - although it was quite funny to start a conversation and then walk off, having them talk to thin air I'll see to it that our story is not too similar. Although also placing our mission in the same universe and have some familiar characters appear (or at least being mentioned) would be a nice idea. I like stories with multiple possible endings Looks like I have to (re)play some TDM missions then. Mmh, we do have a library, but it is probably too small for such a degree of labyrinthinity.
  13. True. Regarding this dynamic design, it could be argued that we should ignore the Acquired field (Inventory Pickup Message), since messages there are shown rarely, and not at all if the user turns it off. Instead, place the low subtitle slot just above the breath bar. Then all the subtitles slots would be lower. However, this would increase overlap with the corners, unless some mitigation was done. That could be done engine-side, if the slot-fill priority was changed to, e.g., middle-slot first, low-slot last. So the conflict-prone low-slot becomes rarely used. Other mitigating ideas - - move the Acquired field to the top, right under the Objectives Message field - do away with the Acquired field, and instead deliver its message using the subtitle mechanism (possibly with color markup or a different font than regular subtitles). This would require an engine enhancement, to generate a subtitle given a runtime-assembled string, without any sound file.
  14. Beta 11 Fix finished-on state auto-update was unreliable Slighty improve scanner title/author detect Tags are now named some whatever regular-version-looking thing to force GitHub to put the newest at the top
  15. 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
  16. 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/
  17. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

  18. Summary Greetings dear friends! To celebrate the tenth anniversary of the release of my FM, I have published a (hopefully) worthy update to it. Version 2 of my FM called "Sneak & Destroy" uses many new features that have been added to TDM over the years, fixes numerous bugs that were overlooked at the time, but the FM still remains true to the original one. So if you had problems playing this FM lately, if you never played this FM or if you wish to revisit a tiny but lovely part of the TDM history, this update is for you! Download the latest version via the in-game downloader and celebrate the past 10 years with me together! Improvements Visual improvements to city area and interior rooms Enriched the scenes with additional audio Fixed critical bugs that were introduced as TDM was updated Added triggered Conversations for NPCs Added EFX support to all areas Changed multiple aspects of the map in terms of better gameplay and progression Corrected and inserted new writings in books and notes Reduced amount of loot necessary to end mission Added lantern and looking glass to inventory Made use of new particle effects to enhance visual quality Screenshots Credits Thanks go to: bikerdude for being on call to bugfix and improve the map with me Dragofer for pushing ideas for scripting things jysk, Baal & datiswous for finding even the tiniest bugs Springheel for reintroducing me to DR after almost 10 years with his tutorials Greebo for working on the newest tools to update my rusty FM Grayman – I hope I made you a little bit proud Have fun! SeriousToni - 12.04.2012 - 17.11.2022
  19. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  20. 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.)
  21. 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.
  22. 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.
  23. 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".
  24. 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...
  25. 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:
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