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  1. tdm_show_viewpos cvar and screenshot_viewpos command: https://forums.thedarkmod.com/index.php?/topic/22310-212-viewpos-on-player-hud-and-screenshots/
  2. DarkRadiant 3.8.0 is ready for download. What's new: Feature: Support new frob-related material keywords Improvement: Mission selection list in Game setup is not alphabetically sorted Improvement: Better distinction between inherited and regular spawnargs Improvement: Silence sound shader button Improvement: Add Reload Definitions button to Model Chooser Fixed: Model Selector widgets are cut off and flicker constantly on Linux Fixed: DarkRadiant will not start without Dark Mod plugins Fixed: GenericEntityNode not calculating the direction correctly with "editor_rotatable" Fixed: RenderableArrow not drawing the tip correctly for arbitrary rotations Fixed: Light Inspector crashes on Linux Fixed: Models glitch out when filtering then showing them Fixed: Skin Editor: models not centered well in preview Fixed: "Copy Resource Path" includes top level folders Fixed: Skin Editor: internal test skins are shown if Material Editor was open previously Fixed: Changing Game/Project doesn't update loaded assets correctly Fixed: Model Chooser: initially hidden materials aren't revealed when enabling them Fixed: Choosing AI entity class 'atdm:townsfolk_commoner_update' causes crash Fixed: Sporadic assertion failure on shutdown due to LocalBitmapArtProvider destruction Fixed: Prefab Selector spams infinite error dialogs on Linux Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.8.0 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. Keep on mapping!
  3. Relax @Näkki, it's great to hear you enjoyed the game. My personal expectations were just a bit different when I read the Steam page, although the various trailers should have been a warning that stealth maybe wasn't the biggest priority of the devs. From the Steam page: "Weird west legends meet eldritch horror in BLOOD WEST, an immersive stealth FPS." Also "Blood West is a stealth FPS inspired by the genre classics such as the Thief series (whose fans will be happy to hear the voice of Stephen Russell, the actor voicing the master-thief Garrett, returning here as the protagonist), S.T.A.L.K.E.R. games, or - from the contemporary catalog - Hunt: Showdown. The gameplay rewards the careful approach: scouting the area, stalking your enemies, and striking from the shadows. Can you figure out a way to clear a fort full of ghouls and monsters without raising an alarm?" From my personal experience I think the game is predominantly Hunt: Showdown, a bit of S.T.A.L.K.E.R. and a very small portion Thief. Stealth is very unforgiving and makes it almost impossible early game when there are various enemies around, but hey maybe I just suck at it. I don't see Deus Ex in it, unless the skill leveling is the Deus Ex part for you and then I have to disagree with you, as that seems like the trait system in Hunt: Showdown. Edit: What I also understood from the Steam forums is that the original VA was dropped close before the release of the full version and replaced by Russell with no real explanation from the devs why this was done.
  4. Images can be resized with any image editor which you have at hand, or use an extern screenshot tool (I use ShareX, maybe the best, but only for Windows)
  5. You can quickly and easily (for free) batch resize images using IfranView. (https://www.fosshub.com/IrfanView.html) Tutorial: https://kb.tourwriter.com/resizing-pictures-using-irfanview I personally use photoshop batch resize as I paid for the app, but ifranview is excellent also.
  6. So, if I understand you, no Thief Gold FM does sound and text notifications of completed objectives? The missions in The Black Parade surely did. I'm completely confused now. I was sure that original Thief Gold had those objective complete notifications (at least the sound). Reading this thread suggests otherwise though: https://www.ttlg.com/forums/showthread.php?t=132977
  7. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  8. It is correct that the portraits are AI generated, but I would stop short of saying I “made” them. While there is a method to guiding and getting results which are consistent using these ai art tools, it isn’t really an art or craft. That belongs to the artists the “training” algorithm has stolen from. Pictures of AI posed in game were used as a starting image for all of the portraits. From there it was a combination of text prompts and other images being blended together by the ai into each iteration. I am not exactly sure how many times it needed to run through, but it was a lot. I did not use images from other games to influence the result, just old oil painted portraits (such as those by Rembrandt Peele) and feeding the images back into themselves. Sometimes I would feed a siblings portrait into another result in effort to create some kind of sense familial resemblance and bring in more consistency between the portraits without completely losing their relationship with their in-game counterparts (where they had one). Hopefully this makes it feel like the individual portraits of the Leicester family members were all by the same artist. All post processing as well as the frame and canvas materials and height information were made in substance designer. It is very difficult to use technology like this and not feel conflicted about it. Were we not a very small team working on a non commercial project I would not have done it. We did obviously all really like the portraits, but probably did not expect them to be the seemingly standout thing in a mission rather crammed with new assets.
  9. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
  10. A Problem Arises I've paused subtitling of the Lady02 vocal set, because of a problem with the voice clips described here: https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/&do=findComment&comment=490151 While a way forward is being determined, I'll work on a different vocal set. Maybe manbeast, for which Kingsal just provided me the voice script.
  11. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  12. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  13. I loved it. Awesome game. I faceplanted at the people who asked for quest markers in the Steam forums there... Herr, lass Hirn regnen. The game is so great, and so true to the original, because it doesn't hold your hand. When is the new breed of gamers gonna learn.
  14. No copyrights in randomly created images by an AI. Different in Artbreeder, it's the user who create an image, blending different images with the help of an AI. There are possible copyright claims from the author. Same in the AI apps which use Text to image, but there the work of the author is only putting a text, because of this the copyright is somewhat relative. But in the case of randomly created textures, who will claim a copyright? The page only has a TOS for it's use respect the tools it offers and images which you upload, but the images in the pages are free to use.
  15. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
  16. I have implemented your idea: The volume-to-alpha thing is a bit weird since it does not take volume of the sample into account (hopefully improved in the future). And perhaps someone would replace images (I'm not an artist, you know). But it works and looks nice
  17. Congrats! The mission has been added to the mission database. I will need a 2nd screenshot so the images show on the missions page. https://www.thedarkmod.com/missiondetails/?internalName=delisle
  18. Horror themed fan mission - exploration of seemingly deserted keep in the middle of swamps. Spiders, undead, darkness. ----------------------------------------------------------------------------------------------------------------------------- This is the story about the fate of my family. My uncle, Ralph Mac Roberts, is the baron of a keep nestled deep within the Rahenaen marshes. It was once an important outpost tasked with guarding one of the few Builder roads that cross the marsh, but after the Inventor`s Guild built a system of nearby dams that flooded the whole land, the road closed and there was no longer anything to watch over anymore. The keep itself needed reinforcement against the raising water level and the trade routes become almost impassable, not only for the carriages but for lone couriers as well. There hadn`t been any messages coming from the keep for over a year and my father was about to assemble a caravan so he could go on an expedition to the keep himself. However, in the middle of the night before he was set to leave, a carrier pigeon landed on his windowsill. My father received the letter and read the apologies from my uncle and his family, excusing their long absence. As a way to make reparations for their extended silence, my uncle invited me to the keep to stay there for a fortnight or so. My uncle had instructed me to leave my horse three leagues away from the keep by the nearest charcoal burning hut and hike the remainder of the road on foot, as the trek through the marsh is treacherous for horses. The weather will be awful this time of year, but my father insists that I should go anyways to ensure that our relatives are okay. These plains become dreadfully deserted - to the point where you more expect to meet the dead than the living. And by the way - I think I`m lost. ----------------------------------------------------------------------------------------------------------------------------- Download link: https://1drv.ms/u/s!Aj1DVS465udZgVkXteBbr6cUxdPH Thanks: to the TDM team for great tools, and all the contributors for their assets, to betatesters: Amadeus, Bienie, Boiler's_hiss, Dragofer, Filizitas, Judith, nbohr1more, s.urfer, again to Amadeus for proofreading and text tweaks, and to all the players for their time! Few screenshots: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=434716 http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=429558 http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing/?p=434507 Enjoy! Walk-through !major spoilers! Finding a way across the marsh area: Getting inside: Bed objective: Light sources: Maps: Enemies: Room objective: Hut objective: Sealed objective: Gold: Key: Bodies:
  19. I think improvements to the training mission should go to a seperate thread. > Some games have tutorials inside the in-game main menu. Just some text with images would work fine. I agree that the way this currently works in the patched version with longpress and then keeping pressed is not satisfactury. Can it not be set that the grabbing body keeps grabbed when you release the mouse key? So like a toggle. It's still not great, because it means body control is hidden behind a long press.
  20. I came across this site: https://www.rijksmuseum.nl/en They offer incredible quality pictures of art. I emailed them about including their images free of charge under CC license and they replied with: They are pretty amazing quality, just for testing I made one with a pretty picture and threw it in the game. They have a ton of stuff that would fit our time period I think. https://www.rijksmuseum.nl/en/rijksstudio
  21. Pixabay, same with images, also has a great list of royalty free music of any genre, also soundeffects, without copyright for free download and use, eg this list with 292 very nice celtic, middleage and fantasy music https://pixabay.com/music/search/celtic/
  22. DarkRadiant 3.1.0 is ready for download. What's new: The Texture Tool got its Free Scale operator now, allowing you to fit the texture with the mouse instead of having to type in the percentages. A lot of work went into the Declaration handling (EntityDef, Skins, Materials, Particles, etc.), which is now much more robust and more conformant to how the game is doing things (at least until TDM 2.10). The Material Editor got a plethora of issues resolved Improved the Model Export dialog and options For more things that have changed or fixed, see the list below. Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.1.0 and of course linked from the website https://www.darkradiant.net Thanks go out to all who helped testing this release! And I'll gladly repeat myself, by thanking 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. Changes since 3.0.0 Feature: DR doesn't consider wildcards in skins Feature: Reload Images eature: Texture Tool free scale Feature: Add "Show Definition" to all ResourceTreeView instances Fixed: "Reload Defs" doesn't remove entities that have been commented out Fixed: 'Reload Sounds' doesn't load new FM sound shader definitions Fixed: Reload Defs is not sufficient for reloading modelDefs Fixed: Models are reset to origin after reloadDecls Fixed: Skin Chooser doesn't preselect non-matching skins Fixed: Moving speakers deletes distance spawnargs if they're the same as in shader Fixed: Unable to select func_emitter with particle attached Fixed: Particle Editor Preview lacks vertex colours in lighting mode Fixed: Particle effects still visible when hidden via layers or filter Fixed: Entities referring to modelDefs should use the "idle" pose where possible Fixed: DR does not parse materials in def files Fixed: Modifier Hint Popup can crash when hitting Ctrl/Alt/Shift keys during shutdown Fixed: Insignificant digits displayed in Surface Inspector shift/scale/rotate values Improvement: Skin Chooser: show in which .skin file the skin is defined Improvement: Declaration Block Parsing overhauled Improvement: Python Interface for IDeclarationManagerImprovement: leave player start entity selected after placemen Improvement: Let Map Info show materials used by models Improvement: Renaming Declarations causes problems when saving it later Improvement: Light Texture Preview should display editor images if present Improvement: Remove comments about particle generator in .prt files Material Editor: New Material is locked if the default unnamed name is already in use Material Editor: allow to delete materials Material Editor: image browser's "cancel" button rewrites the material source text Material Editor: does not save manual edits to source text Material Editor: should show .mtr the material is defined in Material Editor: after "Reload Images", image previews are only updated when selecting a different material Material Editor: suboptimal preview for cubeMap materials Material Editor: preview object doesn't have smooth shading Material Editor: preview doesn't take "scale" into account in Textured Mode Material Editor: blend add stages are rendered separately in preview in lighting mode Material Editor: test frob highlight button not working Material Editor: doesn't remember settings from previous session Material Editor: image thumbnails use "scale" keyword from previously selected material Material Editor: frob highlight stage not updated correctly when changing diffusemap Material Editor: using Escape to close ignores unsaved changes Material Editor: Global Settings should be preselected Material Editor: some declaration text is lost while editing#6047: Material Editor: clicking "cancel" when selecting a light classname clears the classname field Material Editor: new materials always sorted last Material Editor: filter for image browser Material Editor: can't unlock editing on materials in "Other Materials" folder Material Editor: tries to save materials in DarkRadiant folder if no FM is installed Material Editor: allow to change preview backgroun Material Editor: preview renders shadows for noshadows materials 'Export selected as Collision Model' doesn't auto-create path folder and throws error Model exporter: manually enter export origin Model exporter: export origin choice should use a radio button Model exporter: only 1 entity's model is reloaded Model exporter: "Use entity origin as export origin" still uses map origin Model exporter: rename "Center Objects around Origin" The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  23. 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?
  24. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  25. OK this is a bit frustrating. I'm on version 2.11 (technically 2.11a) and not only is the inventory image for the "Map of Highborough" item black but the map itself is also black. Have I screwed up something here? EDIT: Did some debugging. I did a condump looking for issues and found this: ----- idImageManager::EndLevelLoad ----- WARNING:Couldn't load image: font [map entity: func_static_29] [model: models/map_specific/symbols/H.ase] [decl: font in <implicit file>] [image: font] WARNING:Couldn't load image: guis/assets/game_maps/map_of_icon [map entity: atdm_map_of_1] [decl: guis/assets/game_maps/map_of_icon in <implicit file>] [image: guis/assets/game_maps/map_of_icon] WARNING:Couldn't load image: guis/assets/game_maps/map_of [map entity: atdm_map_of_1] [decl: atdm:map_of in def/tdm_shopitems.def] [window: Desktop] [window: background_map] [decl: guis/assets/game_maps/map_of in <implicit file>] [image: guis/assets/game_maps/map_of] 0 purged from previous 194 kept from previous 2679 new loaded all images loaded in 6.8 seconds --------------------------------------- I opened the highex.pk4 file for examination. The game is trying to load the map images in guis/assets/game_maps, but it appears the PK4 has the actual location of guis\assets\game_maps\guis\assets\game_maps. There's a second level of directories added for some reason.
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