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  1. Currently the fieldwidths are a fixed proportion of the screen width (e.g., 90%). In the example images, there is the suggestion that the fieldwidth would be adjusted for aspect ratio instead. So a fieldwidth of 90% for a 4:3 screen becomes, for a 16:9 screen (with a 0.75 reduction) a fieldwidth of 67.5%. That is, about 2/3rds of the screen.
  2. Lots of good stuff in here - but I would caution there are clearly quite a few images in here which are licensed from "www.textures.com" - I recognize them as I have used them to make my own TDM materials. This is acknowledged in the forum thread - where it stated that since it was from a free site there must not be a license associated with it - not quite! While he has given written permission for his textures to be used in TDM missions in the past (including to me when I asked him) and there is free licensing available, the license strictly prohibits distributing his work, modified or not, as a texture pack which I think this probably qualifies. https://www.textures.com/support/faq-license While you could rationalize that using derivative images that are almost half the resolution of the free ones in a small community is pretty low risk, and the nature of licensing agreements change over time so the terms of use could have been different at the time the images were sourced, I would probably not assume what the creator is comfortable with outside of their own licensing agreement or at least attempt to correctly attribute the creators work.
  3. You can specify translations within guis so that you get the appearence of a moving background, even though only still images are used. Many briefings use this approach. If you need help with how to set this up or want a video and have some images to work with available I am happy to help.
  4. Hey, Every time I've try to use the Full Editor when PM'ing someone, and every single time I get an error. Whoever is in charge of the forum, is it possible that this could be fixed? Thanks Neon
  5. In Stock images there are images like this with Copyright, that is to say that you can use them for any purpose, even commercial, but only after paying for the license. Another thing are images licensed from Creative Commons, in these enough to indicate the author, but these images do not usually have much quality and are mostly photos of some furniture or streets, fashion and things like that. I've already looked for it on all sides to find something worthwhile and in the end I came across this paint generator and I think it's the best solution to do something, but some screenshot of some WS scene that can serve, maybe previously staged with some sword, or directly make a scrrenshot of a scene designed with DR
  6. I don't recall a system for noise masking. It sounds like it'd be a good idea, but when you get into the details you realize it'd be complicated to implement. It's not only noise that that goes into it, I think. E.g., a high register can cut through even a loud but low register rumble. And it's not like the .wav file even has data on the register of what it's playing. So either you have to add meta-data (which is insane), or you have to have a system to literally check pitch on the .wav data and paramaterize it in time to know when it's going to cut through what other parameters from other sounds. For that matter, it doesn't even have the data on the loudness either, so you'd have to get that off the file too and time the peaks with the "simultaneous" moment at arbitrary places in every other sound file correctly. And then position is going to matter independently for each AI. So it's not like you can have one computation that works the same for all AI. You'd have to compute the masking level for each one, and then you get into the expense you're mentioning. I know there was a long discussion about it in the internal forums, and probably on the public subforums too, but it's been so long ago now I can't even remember the gist of them. Anyway the main issue is I don't know if you'll find a champion that wants to work on it. But if you're really curious to see how it might work, you could always try your hand at coding & implementing it. Nothing beats a good demo to test an idea in action. And there's no better way to learn how to code than a little project like that. I always encourage people to try to implement an idea they have, whether or not it may be a good idea, just because it shows the power of an open source game. We fans can try anything we want and see if it works!
  7. No. The Aeden's staff optional objective is the hardest of the game. To point out directions here, though, is getting into an area of heavy-duty spoilers ... so I'm constrained in my response just as I was constrained in my responses to the "endless keyhunt" complaints because to show the rather simple direction would be a huge spoiler. So I had to bite my tongue and take it. Aeden's staff is different, though - harder. I've never tried a no-KO ghost playthrough. Because I'm clumsy and have slow reflexes. I think it might be possible to do a stealth no-alerts playthrough. Are you allowed to KO? I think I've gotten the staff a few times in my playthroughs without alerting the builders in that room. The only switchable lights in the FM are table lamps. The cylindrical style wall lamps aren't extinguishable. The other fire and gas wall lamps are extinguished by water. In the Ox all waiters and commoners in the common room and outside are friendlies - except for the waitress in the upper lounge which is filled with enemies. You need water arrows. Moss arrows. Rope arrows. I've never used a gas arrow in a playthrough of the FM but one would make things easier, for sure. I'm going to replay the area and check through the locations that you mentioned - the loop etc. - then if it's OK with you I'll PM you with some info, tho' I'll ask you if you want the info first. So's not to spoil it for others who get that far in the game (few and far between!). I find it almost impossible not to click the "reveal spoiler" tags and read the info ... and, y'know, spoilers do spoil the real deal.
  8. PLAYERS 1) A lot of effort was put into optimizing loading times. It includes: better integration of decompression, multithreading, immutable texture storage, handwritten normal map compression and mipmap generation, removing artificial delays. As the result, we even had to modify loading screens of some missions, because allocated 10% of loading time was no longer enough for a player to read the hint 2) Generic performance improvements were done too. Most importantly, we fixed performance regressions since 2.07: rendering static geometry (5598) and soft stencil shadows with antialiasing. This hardly makes a difference, but it is nice to know that TDM can now use AVX instructions on Linux builds too. 3) We made some changes to window / input systems. Most importantly, Linux build now relies on GLFW library to create window and handle keyboard / mouse (thread), so a lot of the issues with OS integration on Linux should go away. On the Windows side, some minor changes were made to fullscreen/borderless modes. 4) New implementation of object dragging / manipulation (thread) Afraid to grab a candle near a sleeping guard? Hopefully, you will make less noise while moving objects in 2.10. And if you hold the creep button, the moved item will not make any noise at all. Also, dragging unconscious bodies should feel better now. Rats slighty spoiled the joy of this improvement (rats often do), but hopefully it is fixed now Finally, now you can control how far a rock flies by holding throw button for a different amount of time. 5) New visual style for frob-highlighting objects. This point is still surrounded by debates though (thread, poll), so the fate of the frob outline is yet uncertain. 6) Tooltips are now shown in the main menu. Perhaps the text is not perfect yet, but this is a birth of the long-awaited feature! 7) Tweaked starting new mission in the main menu. The old way of "installing" and starting missions was quite confusing for newcomers. So we reorganized the main menu a bit, and now it is hopefully more intuitive. MAPPING 1) Entity limit is no more (thread). Well, number of entities is technically capped by 65536, but I don't think it can be reached by ordinary mapping. You should no longer use the insane tricks of the past striving to reduce the number of entities (unless the tricks have other benefits, of course). 2) Behavior of spotlights (projected lights) reverted back to how they worked in 2.07. It means that the missions released before 2.08 should now look as intended. The sad thing is that the missions with projected lights tweaked for 2.08 or 2.09 are probably a bit off now. Also, fixed a bug that spotlights illuminated surfaces outside their light volumes. 3) Security camera improved. Security cameras have been reworked from the ground up with the aim of bringing them to the same level of polish as TDM's AIs, both when it comes to stealth gameplay and how mappers can work with them and customize them. Most importantly, security cameras in new FMs will track the player once they catch sight of him rather than freezing in place, making them considerably harder to shake off. All the details can be seen on the wiki page. 4) Volumetric lights can now be used on projected lights (thread). Unlike adding fake translucent geometry, the real volumetric lights automatically match their source light, including light volume geometry, projection & falloff texture, and even shadows. Full description of available settings is available on the wiki page. 5) X-ray screens feature added. This feature that was originally in Doom 3, has been reintroduced to TDM and developed further. The screens are able to change the appearance of entities seen through them, even making them appear or disappear if desired. Look out for them in future Inventors Guild and magical themed FMs. You can find the thread here with links to the relevant wiki articles. l 6) Added a system for tracking secrets. Now it is easy to set up, with no custom scripts required. They'll also be shown on the mission statistics screen at the end of the mission, if the FM uses the new system. More can be read on the wiki page. 7) Main menu GUI has been reworked to allow more customization. Mappers can change music, background, disable screens in the uniform way. Debriefing videos work exactly as briefing videos do. The same customizations can be applied to ordinary missions and separately to every mission in campaign. You can find more details in guis/mainmenu_custom_defs.gui inside tdm_gui01.pk4. A lot of the released missions were updated to use the new customization system (thread). Which unfortunately means that their customizations won't work in 2.09 and earlier versions anymore. 8| Dmap times have been reduced (thread). Optimizations were made all over the dmap code, adding some new algorithms and data structures. Of course, the time difference varies between maps. As a side product, precision has been improved in a few places. 9) Added location diagnostics to dmap (thread). Setting up location entities and separators is an error-prone process, and previously there was no good way to find the error. Now dmap will post warnings and even produce pointfiles in case something is wrong with locations, similar to already existing visportal diagnostics. 10) Added native support for PNG image format. Now PNG images can be used in materials. In some cases PNG is a good alternative to TGA for uncompressed images. Note however, that loading PNG is slower than loading TGA, and we have yet to discover if this is a problem or not. As a side note, DDS images can now be used in image programs, although doing so is discouraged because of additional loss of quality due to compression. 11) Subtitles can now be assigned to sound files (thread). While implementation is a bit raw yet and needs to pass test of time, subtitles have already been added to Saint Lucia prebundled mission. Note that we did not consider localization of subtitles yet (localization as a whole is in weird state in TDM). Full description is available on the wiki page. 12) New script events have been added to the repertoire for use by mappers: a) sys.VecRotate( vector vec, vector angles ) rotates a vector by a set of angles, allowing to match vectors such as offsets to an entity's current orientation. b) entity.getEntityFlag( string flag ) allows to find out properties about entities such as "notarget" (for the player entity) or "invisible". c) $player1.getCalibratedLightgemValue() retrieves the current value of the lightgem, using the same weighting as AIs do. d) entity.setSolid( boolean state ) allows to change the solidity of an entity at runtime. Note that it's still experimental. e) sys.getLocationPoint( vector point ) returns the location of a point in space. f) sys.pointIsInBounds( vector point, vector mins, vector maxs ) evaluates whether a point lies within a volume specified by 2 corner points. g) sys.getTraceSurfType() returns the type of surface the most recent trace has hit, such as "snow", if any. *) Some other improvements: a) Supported "set XXX on head" spawnarg on AIs. b) Some LOD improvements, e.g. for lights. c) Hot reload supports more of the popular spawnargs (i.e. without respawn). d) In-game downloader can update the currently installed mission. ASSETS 1) Automaton AI from Ulysses mission by @Sotha have been added to core, together with new prefabs for (cosmetic) recharging stations to include in patrol routes and a camera screen showing what the automaton sees. 2) @Wellingtoncrab contributed a whole new suite of fancy wooden furniture pieces including prefabs. They can be viewed in their release thread. PROGRAMMING Some interesting things happened on programming side too. First of all, the limited GL profiling has been replaced with Tracy profiler, which has its own cool viewer. It has greatly helped us in our optimization efforts. More technical stuff: generic hash table has been added, Clear in idlib method now works as most programmers expect, unit tests integration has been improved. Another major event that happened this year is migration to the new mission database, based on SVN repository. Hopefully, there will be less confusion about mission updates, and old versions of FMs will not be lost anymore.
  9. I don't know what their license is like, but there look like some great textures in here. https://ad.doubleclick.net/ddm/clk/296090842;123120695;e
  10. You can use also Pixabay, there are more than 1 millon of images in HD, free with Public Domain license, also vectors, videos, soundfiles and music. To make it easier, you can add Pixabay also to your search engines https://pixabay.com/images/search/?q=%s&hp=&order=&cat=&min_width=&min_height= PS. Downloads are 100% free, but only up to your screen resolution, for full HD 4k and avoid the reCaptcha before Download, you need a free account (Nick, mail, password). Also Unsplash is a good option More you find in the National Galery of Art, they have released 45000 paintings for the free download https://www.nga.gov/open-access-images.html
  11. Sign out of TDM forums, close browser, re-open later, "Huh...I'm still signed in?"

    1. Show previous comments  1 more
    2. Bikerdude

      Bikerdude

      Its a cookie thats keeping you logged in.

    3. Sotha

      Sotha

      Another visitor! Stay a while; stay forever!

    4. Tarhiel

      Tarhiel

      We´re like a Shalebridge Cradle: what comes in must never leave :)

  12. DarkRadiant 3.6.0 is ready for download. What's new: Feature: Selection Focus (Ctrl-F) Feature: Add Radiant.findEntityByName script method Feature: Media Browser shows a thumbnail preview when selecting folders Feature: Map is remembering layer visibilities between loads Fixed: ModelDefs are shown in T-pose Fixed: Patch vertices are the wrong colour Fixed: Shader Clipboard source gets cleared on 'copy shader' operation Fixed: Nodes of hidden layers are still visible after loading the map Fixed: Can't close properties window Fixed: Merge Action rendering is broken Fixed: After using ToggleMainControl_Camera, the center panel is grey after restart Fixed: When using ToggleMainControl_Camera, arrow keys cannot be used to move the viewer Fixed: Property Panel not remembering undocked/closed tabs Fixed: Texture Tool not updating during manipulation Fixed: Orthoview ignores filters for surfaces in models Fixed: Blue dot when selecting one face removed Tweak: Conversation Editor: double-click opens selected conversation Tweak: Preference option to disable drag select in camera view Tweak: ESC key should clear the resource tree view filter text Tweak: New layers function: tooltip popup getting in the way Feature: Selection Focus (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.6.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  13. I'm using the version from kcghost. I just tested and I can't see any difference inside the inventory. On the stats itself it doesn't show the different loot types (still seen in the inventory), but instead gives more info on stealth score. Edit: I see Dragofer made an updated version of his script. I have to check that out. Edit2: That version works: https://forums.thedarkmod.com/applications/core/interface/file/attachment.php?id=21272&key=02755164a3bed10498683771fe9a0453
  14. DarkRadiant 3.4.0 is ready for download. What's new: Feature: Allow Layers to be arranged into a Tree Fixed: Readable Editor displays "shader not found" in view Fixed: Undoing snap to grid with prefabs causes crash Fixed: Include doc in building instructions Fixed: Decal textures causes DR to crash - (textures/darkmod/decals/dirt/long_drip_pattern01) Fixed: Skin chooser: double click on materials list closes window Fixed: Selecting and deselecting a filtered child brush through layers leaves the brush selected Fixed: Material editor re-sorts stages on pasting image map resulting in wrong material stages list and wrong selected stage Fixed: Crash on start if engine path is choosen (Doom 3) Feature: Layers can now be arranged to form a hierarchy Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.4.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  15. hello, im using as always i used the "http://imageshack.us/" to put my images, but it seems that im 3 left days before i need to pay to put my images. Any sugest to other sites were i can put my images for free. Thanks JG
  16. I'm getting broken shading on models using vertex colors. This happens irregularly and might need a few tdm restarts to show up. Without vertex colors the shading is always fine. So i made a testmap showing a model with vertex colors(green) and a copy without vertex colors(grey): Broken: https://s12.directupload.net/images/200615/5zowqjao.png https://s12.directupload.net/images/200615/nlr7crb3.png Fine: https://s12.directupload.net/images/200615/mk2rbalo.png https://s12.directupload.net/images/200615/6tnswcyq.png Always fine without vertex colors: https://s12.directupload.net/images/200615/z5rbpj86.png https://s12.directupload.net/images/200615/pushrgbk.png Testmap for download: https://mega.nz/file/1IYXCaJQ#WttwX7bBmlH-GDVKzQtuubNUxm3kbZRAvlqr8NS2Tv4 Also interesting, when removing the vertexcolor line from the mtr file, the problem can still be observed. Can you guys confirm this issue?
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