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hmm sure i do have power tools for my hobbies but a bit over 2k is about what i spend a year on electricity . so not really a good upgrade for a 4090 unless you use high refresh monitors in 4k hmm. are there actually any games yet a 4090 cannot run at 60 fps minimum ? no matter the resolution / refresh rate. well i suppose running something like cyberpunk 2077 in 8k with a refresh rate of 165hz might bring even the 4090 to its knees heh. well it can actually play it if using some DLSS magic otherwise nope. 7680x2160 DLSS Quality + Frame generation 41 DLSS Balanced + FG 48 DLSS Performance + FG 57 DLSS Ultra Perf. + FG 62 Native Unplayable
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Author Note: This is a brand new mission and a new entry into the accountant series. There are some different than usual puzzles in this FM, so if you find yourself stuck try to think about your pathway forward in a logical manner. And if you're still having troubles then pop by this thread and ask (preferably with spoiler tags). This FM is brand new and serves as the first installment in The Accountant series, a few years back there was a small prologue style mission released however I felt that it did not represent The Accountant series so I decided to go back to the drawing board and do a whole new mission that's larger, has a better level design and has a story that lines up closer to what I plan to do with the accountant series. The mission is medium sized and you can expect between 30-90 minutes to complete it depending on your playstyle. Beta Testers Captain Cleveland Crowind Kingsal PukeyBee Skacky SquadaFroinx Voice Actors AndrosTheOxen Epifire Goldwell Stevenpfortune Yandros Custom assets Airship Ballet Bentraxx Bob Necro Dragofer DrKubiac Epifire Kingsal MalachiAD Sotha Springheel SquadaFroinx Available via in-game downloader File Size: 233 MB - Updated to v 1.1 (01.06.2018)
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How about AI voice generation using the already existing voices?
STRUNK replied to STRUNK's topic in TDM Editors Guild
I have installed F5-TTS with pinokio: https://pinokio.computer/ It's remarkable how fast this model is and how easy to use. Just find some longer voice clip and use it as reference audio. Under Multi-Speech you can upload more voice clips and give them tags/Speech Type Names, of use this for different voices alltogether, then simply start the scentence with {your tag}. {your tag2} etc. I took 4 clips from the moor tagging them soft, normal, angry and shout, then making them say the same line: YourCamel.mp3 It works very fast and the quality is very much the same as I got out of tortoise-TTS, but seems not as good in keeping the character of the voice. -
some will probably suggest getting a 3070 rtx instead of the older 2080 ti as they are pretty much equal in performance, but the 2080 ti still holds the edge in 4k due to more vram and is a good overclocker if you need a bit more umph. It usually goes for a bit less than the newer 3070 also. the 3070 ti is not really worth it as it is only about 5% to 7% faster than the 3070 and still only has 8gb vram, the 3080 ti would make more sense if you can afford it but due to the inflated prices at the time they sell for allmost the same as the normal msrp used. the 3080 can sometimes be had for reasonable pricing and is a big upgrade performance wise and not that far of the 3080 ti model.
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TDM Modpack v4.0 This new version of the Modpack is intended to be a long-term release. The Modpack is mature and stable enough to stay for some time how it is today, right where I want it to be: the foundation on which you build your favorite set of Mods for The Dark Mod. Good care was put to make sure the mods included in the Modpack stay true to TDM and neither the missions nor the gameplay are altered in any relevant way. Yes, we have more tools and skills at our disposal but it is up to you, the player, to make use of them or not. Play The Dark Mod your way. Compatible with 2.12 ONLY If you have previous versions of the Modpack I suggest you start fresh: disable and delete old mods. Use the mods included in version 4.0 from now on. TDM 2.12 introduces a great new feature and we can now have different mods from different sources running in parallel. Thanks @MirceaKitsune for pushing! Thanks @Dragofer for opening this door! What's more for 2.12 internal resources for mods have doubled and we can now load more mods than ever before and we are grateful for this! Thank you, @stgatilov! What's new in version 4.0? Starting with this release I am getting rid of the individual versioning and all mods are now at the same version (4.0 in this case). "TDM Modpack" is now the name of the project and the previous main "pack" has been split into two standalone mods: "Core Essentials" and the "Skill Upgrade". (The Skills are further split into their own packages and if you don't want a particular skill just look for the relevant pk4 and remove it). SHOULDERING BOOST - Decommissioned In TDM 2.12 we can now mantle while carrying bodies and the "Shouldering Boost" mod is no longer relevant and it has been decommissioned. In this new release of TDM we can also mantle while carrying objects therefore double thanks to @Daft Mugi for these quality of life improvements. Truly appreciated, thanks! SIMPLE SUBTITLES - New! Work on the subtitles is in progress and for the next version of TDM it is expected that players will be able to customize how subs are displayed on screen but until then, this new standalone mod offers an alternative for players looking for a rather simplistic presentation. Enable "Simple Subtitles", go to the audio settings and set the scope you prefer: Story [default]: Story only On: Story and general speech (Give it a try!) Off: Disable subtitles You can find more details of the mod in the opening post or in the readme included in the download. We must thank @Geep, @datiswous and @stgatilov (among other contributors) for the good work on the subtitles so far! Well done, guys! SMART OBJECTS - Present and Future Sometimes it is difficult to tell if an object is being held or not and the "Smart Objects" mod (now part of "Core Essentials") gets a little update and whenever you manipulate an object three dots [...] are displayed on screen: These three dots are a placeholder for real names, something I plan on addressing as a separate mod in the coming weeks... Here is the relevant topic: Nameless objects... a missed opportunity Stay tuned. INVENTORY MENU - Reworked The TDM user interface suffers from gigantism in some areas and the inventory menu has been re-worked and it is now delivered in a more compact format: The menu is 15% smaller and while the text has the same size as before item names are sometimes cut and I added a tip at the bottom to make sure the full name is always available. The updated menu is part of the "Core Essentials" mod. MINOR TWEAKS In each release of the Modpack I always tweak something and in for 4.0 I changed many things internally. You shouldn't notice any of the changes but it is worth giving the improved Whistle Skill a try... Here is the full changelog: • v4.0 New release - Major reorganization and global revision: Compatible with TDM 2.12. - All mods now share the same version (4.0 in this case). - Previous "Modpack" split into "Core Essentials" and the "Skill Upgrade". - Skill mods presented in their own, standalone pk4. - CORE ESSENTIALS: New, re-worked inventory menu. - CORE ESSENTIALS: New high mantle sound for our protagonist. - CORE ESSENTIALS - LOOT ANIMATIONS: Added scroll animation for paintings. - CORE ESSENTIALS - SMART OBJECTS: Display onscreen a subtle signal (...) when holding an item. - CORE ESSENTIALS - SHOULDERING BOOST: Mod decommissioned (alternative included in TDM 2.12) - SKILL UPGRADE - MANIPULATION: Improved script, smaller footprint. - SKILL UPGRADE - DISTRACTION: New approach (again). - HUNTER BOW: Increased radius of gas arrow effect. - BASIC SUBTITLES: Initial release. That's pretty much it for now. Thanks site admins, developers, mappers, modders and members of the community but more importantly, thank you taffer, for playing and supporting The Dark Mod. The download can be found in the opening post. Cheers!
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Complaint From Players The player must pick up candles before extinguishing them, and then the player must remember to drop the candle. The player must drag a body before shouldering it (picking it up), and the player must remember to frob again to stop dragging the body. The player finds this annoying or easy to make mistakes. For players who ghost, some of them have the goal of returning objects back to their original positions. With the current "pick up, use item, and drop" system, the item might not return easily or at all to its original position. For example, a candlestick might bounce off its holder. (See player quotes at the bottom.) Bug Tracker https://bugs.thedarkmod.com/view.php?id=6316 Problems to Solve How can the "pick up" step be eliminated so that the player can directly use or interact with the item where it is in the game world? How can so much key pressing and mouse clicking be eliminated when the player wants to directly use an item? How can candles be extinguished and lanterns toggled off/on without first picking them up? How can bodies be shouldered without first dragging them? Solution Design Goals Make TDM easier for new players while also improving it for longtime players. Reduce tedious steps for common frob interactions. Make it intuitive so that menu settings are unnecessary. Do not introduce bugs or break the game. Terms frob -- the frob button action happens instantly. hold frob -- the frob button is held for 200ms before the action happens. (This can be changed via cvar: 200ms by default.) Proposed Solution Note: Some issues have been struckthrough to show changes since the patch has been updated. Change how frobbing works for bodies, candles, and lanterns. For bodies: Frob to shoulder (pick up) a body. Second frob to drop shouldered body, while allowing frob on doors, switches, etc. Hold frob (key down) to start drag, continue to hold frob (key down) to drag body, and then release frob (key up) to stop dragging body. Also, a body can be dragged immediately by holding frob and moving the mouse. For candles/lanterns: Frob to extinguish candles and toggle off/on lanterns. Hold frob to pick it up, and then frob again to drop. Frob to pick it up, and then frob again to drop. Hold frob to extinguish candles and toggle off/on lanterns. For food: Frob to pick it up, and then frob again to drop. Hold frob to eat food. For other items: No change. New cvar "tdm_frobhold_delay", default:"200" The frob hold delay (in ms) before drag or extinguish. Set to 0 for TDM v2.11 (and prior) behavior. Solution Benefits Bodies: New players will have less to learn to get started moving knocked out guards. With TDM v2.11 and earlier, some players have played several missions before realizing that they could shoulder a body instead of dragging it long distances. Frob to shoulder body matches Thief, so longtime Thief players will find it familiar. Second frob drops a shouldered body. Players still have the ability to both shoulder and drag bodies. Compatible with the new auto-search bodies feature. Dragging feels more natural -- just grab, hold, and drop with a single button press. There is no longer the need to press the button twice. Also, it's no longer possible to walk away from a body while unintentionally dragging it. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Candles: New players will have less to learn to get started extinguishing candles. With TDM v2.11 and earlier, some players didn't know they could extinguish candles by picking them up and using them. Instead, they resorted to throwing them to extinguish them or hiding them. Hold frob to extinguish a candle feels like "pinching" it out. Once a candle is picked up, players still have the ability to manipulate and use them the same way they are used to in TDM v2.11 and earlier. For players who ghost and have the goal of putting objects back to their original positions, they'll have an easier time and not have to deal with candles popping off their holders when trying to place them back carefully. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Solution Issues Bodies: Frob does not drop a shouldered body, so that might be unexpected for new players. This is also different than Thief where a second frob will drop a body. "Use Inv. Item" or "Drop Inv. Item" drops the body. This is the same as TDM v2.11 and earlier. This is the price to pay for being able to frob (open/close) doors while shouldering a body. Patch was updated to drop body on second frob, while allowing frob on doors, switches, etc. Candles: Picking up a candle or lantern requires a slight delay, because the player must hold the frob button. The player might unintentionally extinguish a candle while moving it if they hold down frob. The player will need to learn that holding frob will extinguish the candle. The player can change the delay period via the "tdm_frobhold_delay" cvar. Also, when the cvar is set to a delay of 0, the behavior matches TDM v2.11 and earlier, meaning the player would have to first "Frob/Interact" to pick up the candle and then press "Use Inv. Item" to extinguish it. Some players might unintentionally extinguish a candle when they are trying to move it or pick it up. They need to make sure to hold frob to initiate moving the candle. When a candle is unlit, it will highlight but do nothing on frob. That might confuse players. However, the player will likely learn after extinguishing several candles that an unlit candle still highlights. It makes sense that an already-extinguished candle cannot be extinguished on frob. The official "Training Mission" might need to have its instructions updated to correctly guide the player through candle manipulation training. Updating the training mission to include the hold frob to extinguish would probably be helpful. Similar Solutions In Fallout 4, frob uses an item and long-press frob picks it up. Goldwell's mission, "Accountant 2: New In Town", has candles that extinguish on frob without the need of picking them up first. Snatcher's TDM Modpack includes a "Blow / Ignite" item that allows the player to blow out candles Wesp5's Unofficial Patch provides a way to directly extinguish movable candles by frobbing. Demonstration Videos Note: The last two videos don't quite demonstrate the latest patch anymore. But the gist is the same. This feature proposal is best experienced in game, but some demonstration videos are better than nothing. The following videos show either a clear improvement or that the player is not slowed down with the change in controls. For example, "long-press" sounds long, but it really isn't. Video: Body Shouldering and Dragging The purpose of this video is to show that frob to shoulder a body is fast and long-press frob to drag a body is fast enough and accurate. Video: Long-Press Frob to Pick Up Candle The purpose of this video is to show how the long-press frob to pick up a candle isn't really much slower than regular frob. Video: Frob to Extinguish The purpose of this video -- if a bit contrived -- is to show the efficiency and precision of this proposed feature. The task in the video was for the player to as quickly and accurately as possible extinguish candles and put them back in their original positions. On the left, TDM v2.11 is shown. The player has to highlight each candle, press "Frob/Interact" to pick up, press "Use Inv. Item" to extinguish, make sure the candle is back in place, and finally press "Frob/Interact" to drop the candle. The result shows mistakes and candles getting misplaced. On the right, the proposed feature is shown. The player frobs to extinguish the candles. The result shows no mistakes and candles are kept in their original positions. Special Thanks @Wellingtoncrab was instrumental in improving this feature during its early stages. We had many discussions covering varying scenarios, pros, and cons, and how it would affect the gameplay and player experience. Originally, I had a completely different solution that added a special "use modifier" keybinding. He suggested the frob to use and long-press frob to pick up mechanics. I coded it up, gave it a try, and found it to be too good. Without his feedback and patience, this feature wouldn't be as good as it is. Thank you, @Wellingtoncrab! And, of note, @Wellingtoncrab hasn't been able to try it in game yet, because I'm using Linux and can't compile a Windows build for him. So, if this feature isn't good, that's my fault. Code Patch I'll post the code patch in another post below this one so that folks who compile TDM themselves can give this proposal a try in game. And, if you do, I look forward to your feedback! Player Complaints TTLG (2023-01-10) Player 1: TDM Forums (2021-03-13) Player 2: Player 3: TDM Forums (2023-06-17) Player 4: TDM Discord (2021-05-18) Player 5: TDM Discord (2023-02-14) Player 6: Player 7: Player 8:
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TDM Modpack v4.6 This update makes the TDM Modpack compatible with the development version of TDM 2.13, in case you want to test or use 2.13 now or during the upcoming beta phase and miss some mods... This new version of the Modpack remains, of course, compatible with 2.12. Let's take this opportunity to introduce a new mod: FORWARD LANTERN MOD I think this image explains very well what this mod is about: The implementation of the player lantern light has always bothered me. And while I understand the idea behind it, and despite its long radius, it feels annoying and frustrating for some reason. I started thinking about it and I realized the problem had to do with how light is distributed on screen: most of the times all I want is to focus on what's right ahead of me but the light forces me to focus on the sides. These two images should make my point very clear: ~ CURRENT ~ ~ NEW ~ On the technical side it is worth noting I moved the origin of the light from the hip to the bottom of the spine. I did this because in some situations the light would clip through objects and disappear but now that the light is well buried into the body clipping is impossible. Let us know your opinion about this mod and the player lantern in general! This mod is available for all missions except Flakebridge Monastery, Hazard pay, Moongate Ruckus, Snowed Inn, Vota 1, 2 & 3., which come with their own tweaks to the lantern. --------------------------------------------------- THE LOOP SKILL GET ITS FIRST UPDATE In the initial release I explained I was very conservative with the approach and in order to avoid potential issues you shouldn't be too close to walls or objects when using the Loop. Well, you will be glad to know a workaround has been found and the Loop is as responsive as it gets now and you can use it almost anywhere. Almost? I still haven't figured out how to force the player to crouch and the exception remains when there isn't enough vertical space. I hope someday the developers allow mappers and modders to force the player to crouch so that this mod can be fully realized and mappers can start their missions in vents or tight spaces. - Whoops, I'm outta here! You will probably notice that the Loop feels like it takes a little longer now: I detected that when jumping to some locations the engine needs some lead time to render the new environment. The jump essentially takes the same time as before but I added an extra second right after the jump to allow the engine to render everything properly. --------------------------------------------------- FINAL REORGANIZATION Starting now each skill is presented in its own slot and the Shadowmark Tool has been removed from Core Essentials and it is presented separately as well: Such a nice set of Mods we have! I hope you have fun with this new version of the TDM Modpack! The download can be found in the opening post. Here is the full changelog: • v4.6 New release - Minor changes to make it compatible with the upcoming TDM 2.13. - FORWARD LANTERN: Initial release. - SHADOW MARK: Now in its own mod slot. - SKILL UPGRADE: Skills now presented in their own mod slots. - SKILL LOOP: More responsive. Update to allow the engine render the world timely. - SHOCK MINE: Description added to the shop. - CORE ESSENTIALS - MISC: Decreased brightness of the Objectives and the Inventory. - CORE ESSENTIALS - MISC: Decreased brightness of stock newspapers. - CORE ESSENTIALS - MISC: Removed two anticlimactic player dying sounds. Cheers!
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I'm running DarkRadiant 3.9.1 in Ubuntu 22.04.4 LTS (jammy), installed from orbweaver's PPA. I originally installed it when my OS was 20.04 (focal), and at the time everything worked as expected. I want to say that the Stim/Response Editor worked as normal back then, because I remember using it at least once with no issue, though in all honesty I rarely touch it. Following an OS upgrade to jammy, I updated the orbweaver repositories in my /etc/apt/sources.list.d (from focal to jammy) and everything seemed okay.. ran updates, tested DarkRadiant, everything worked. Right up until I tried opening the Stim/Response Editor, and then the whole program crashes. I tested this with multiple maps, large and small, and the results are always the same. I feel that the upgrade from focal to jammy broke something, but I can't say that with any certainty. Error log is enclosed: ASSERT INFO: ../src/gtk/dataview.cpp(372): assert "iIndex != (-1)" failed in Remove(): removing inexistent element in wxArray::Remove BACKTRACE: [1] wxDataViewModel::ItemDeleted(wxDataViewItem const&, wxDataViewItem const&) [2] wxDataViewModelNotifier::ItemsDeleted(wxDataViewItem const&, wxDataViewItemArray const&) [3] wxDataViewModel::ItemsDeleted(wxDataViewItem const&, wxDataViewItemArray const&) [4] wxutil::TreeModel::Clear() [5] StimTypes::reload() [6] ui::StimResponseEditor::ShowModal() [7] ui::StimResponseEditor::ShowDialog() [8] cmd::CommandSystem::executeCommand(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::vector<cmd::Argument, std::allocator<cmd::Argument> > const&) [9] cmd::CommandSystem::execute(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) [10] wxEvtHandler::ProcessEventIfMatchesId(wxEventTableEntryBase const&, wxEvtHandler*, wxEvent&) [11] wxEvtHandler::SearchDynamicEventTable(wxEvent&) [12] wxEvtHandler::TryHereOnly(wxEvent&) [13] wxEvtHandler::ProcessEventLocally(wxEvent&) [14] wxEvtHandler::ProcessEvent(wxEvent&) [15] wxEvtHandler::SafelyProcessEvent(wxEvent&) [16] wxMenuBase::SendEvent(int, int) [17] g_closure_invoke [18] g_signal_emit_valist [19] g_signal_emit [20] gtk_widget_activate [21] gtk_menu_shell_activate_item [22] g_signal_emit_valist [23] g_signal_emit [24] gtk_main_do_event [25] g_main_context_dispatch [26] g_main_loop_run [27] gtk_main [28] wxGUIEventLoop::DoRun() [29] wxEventLoopBase::Run() [30] wxAppConsoleBase::MainLoop() [31] wxEntry(int&, wchar_t**) [32] __libc_start_main
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@nbohr1more, I just recently noticed that back in Oct you reported in https://www.ttlg.com/forums/showthread.php?t=152771 I didn't see anything about this in the current "What's New in 2.13". Will this new functionality actually happen for 2.13, and if so what FMs can now be re-downloaded to get the enhanced translation packs? Particularly "early TDM missions [that] also have German, Italian, French, etc translations". Pointer to any new bugtracker/forum/wiki info about this appreciated.
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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.
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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.
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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.
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For 2.13, this is mainly a march through the fonts, improving my tools and auto-correcting minor problems. Complexities of some fonts has made this harder than anticipated (of course). If a font already has European accented characters, I'm changing 2 codepoints to ideally introduce 2 new accented characters, or at least park the DAT codepoint entry to the most-correct unaccented character. For 2.13, I plan on wrapping the DAT revisions by end of January, with final work on the Mason and Carleton families. I need to upgrade datBounds to handle within-DAT scaling, but that could be completed in an early 2.14 timeframe. For 2.14 and beyond, there is no end to work that could be done to improve font bitmaps. But I plan to think more about possible overhauls of how translation works, which might be more worthwhile.
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I think it's good to make sure it's only happening in 2.13 and not also in 2.12. If it also happens in 2.12 it's probably just an (lod related) mission bug that the missionmaker (bikerdude) has to fix. I already send your post info to him (he's not on the forums)
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We are planning major upgrade in our FM database in the nearest future. Most likely, players won't notice anything. However, if something weird happens (can't download FM, see FM details/screenshots, error during download, FM missing, etc), please report here. Attention to mappers: the FM database will be locked for new missions and mission updates during the process. Here is the approximate schedule (UTC time): [6 May] Download all FMs from old mirrors and commit them to SVN. [until 8 May] Internal testing by team members. [8-9 May] Switch FM database: players start getting FMs from the new system. [until 11 May] New system is tested by everyone, no FM changes allowed yet. [11-13 May] A few minor updates to some FMs (progress bar debt). We will post updates here when we actually reach each phase
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Indeed, if you try to install this with an earlier build (I forgot), tdm refuses to start, until you either remove this potion mod, or upgrade tdm.
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Sure, I'm open for the best solution of course. I suggested an upgrade to AreaLock as it's the only system we already have that culls models based on visleaf: A solution would likely have similar results though it doesn't need to be implemented the same way. Merely binding to a location info seems like the simplest way. Though we should probably use a separate ID not the location info directly, that way entities aren't restricted to one outdoor area else you can't have location separators in between buildings: The "info_location" would have a spawnarg of the form "show_area the_outside" then any entity can also be given "show_area the_outside" to bind it to that zone. An alternative would be to trace the path taken by the origin / center through open portals touching the bounding box, similar to how lights are optimized as to not needlessly calculate surfaces from rooms they intersect but can't shine in. An "areaLock center_trace" or "areaLock origin_trace" would allow the model to be rendered only in visleafs the origin / center can travel to through open doors. The advantage is we can probably reuse the same code as light optimization, also the mapper doesn't need to define areas manually... the disadvantage is this offers less control, the origin of a model or the center of its bounding box may fall in the visleaf you want to hide.
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Happy 15th Anniversary to The Dark Mod! As of October 17th. 2024, 15 years have passed since the TDM 1.0 release! In that time, we evolved to most or all of the features that players were asking for since the concept of TDM was first mooted in the TTLG forums in late 2004. Campaign Support, Soft Shadows, EFX Reverb, Multi-Core Rendering, Uncapped FPS, Ambient Occlusion, Subtitles, are among the roster of perennial requested things that have been brought to life by the development team in addition to the core Thief 1 \ 2 game-play items like the Lightgem, Rope Arrows, Swim-able water, lock-picking and ( of course ) advanced AI enemies. To commemorate this occasion, please join us in celebrating the Release of 5 missions for our 15th Anniversary Contest! . The Imperial Sword Bikerdude was encouraged to reclaim an abandoned version of his older mission and rework it into a new one. Now the formerly lost work is a glorious new experience with scripted dialog, special events, and a decayed imperial cityscape! . The Wizard’s Treasure Thebigh has made yet another bite-sized mission with a focus on quality game-play and challenge. The mission is extra impressive for the scope and visuals achieved since his decision to join the contest was fairly late compared to other entrants. . You Only Fly Thrice DeTeEff has continued his progression of high quality and complex releases. Another relative late comer to the contest, this mission is a tour-de-force of excellent game-play ideas and is quite handsome with excellent volumetric lighting and modular asset usage. . Volta 3: Gemcutter Kingsal has decided to release his long awaited Volta Series sequel to be included in the contest. DO NOT MISS THIS MISSION! . Pinnacle: A Test of Talents UncertainTitle and TwilitWitch decided to risk their first mission release to be included in the contest roster. The use of both modular assets and many custom models give this mission a familiar yet refreshing visual appeal. . Please join the celebration and vote in the forum threads for each respective mission based on their contest criteria ( Game-play, Story, Visuals ). . . The Dark Mod 2.13 “Developer Build” The Dark Mod 2.13 is still a few months away from release but we wanted to highlight the fact that a few more of the long requested changes have been added in the upcoming release! . Parallax Occlusion Mapping! In the above video, you can see a that TDM has finally incorporated the long requested effect. This wont be applied to all textures since there may be some problems with visual anomalies and performance but we are already preparing for a future where lots of textures use this new and more three dimensional surface effect. Better AI sight! While the AI have always been good at seeing the player due to the lightgem ( sometimes “too good” so we had to nerf their sight ), AI have had various challenges seeing things like bodies, missing objects, opened doors, weapons, blood, etc. This is because it is not practical to give all entities \ objects their own lightgem. Instead we have used very simple math to represent lights which don’t match shadow and light textures. In 2.13 a new sampling approach aims to improve this so that AI can better see ( or not see ) items and bodies in a way that better matches the actual lighting in the mission. Mission Search! There is now a search window where you can specify the mission author or title to help you find your preferred mission rather than scrolling through over 170 missions. You can also change how mission titles are rendered with either the original title or the title with prefix words like “A, The” moved to the end. Improved Training Mission! The Training Mission has been upgraded to include a Vine Arrow tutorial, a Slow Match tutorial, EFX Reverb, Volumetric Lights, and some performance optimizations! Translation Packs! Between TDM 1.06 and 2.0 Tels and the translating community started translating many missions but these translations required that the original mission be altered in a way that made it harder for the mission authors to revise. The meant that translation packs were in limbo being hosted by 3rd party sites \ forums along with their orphaned old missions. The translators over at the Darkfate forums came up with an solution by including not only the translation strings in the translation pack but also the altered map files, GUI defs, etc that had translation work done to them. This would leave the original mission untouched but allow translation packs to override some parts. We have gone through the old archive of these translations and have reworked them to work with the latest version of TDM (and the associated missions). Most of the translations are Russian ( due to the continued work of the Darkfate people ) but many of the early TDM missions also have German, Italian, French, etc translations too. Subtitles! Datiswous has been creating story subtitles for many of the existing missions in the TDM mission database. Most authors have incorporated these into their official releases, otherwise players can still add them to the FM folder. . Hidden Hands: Blood and Metal Campaign Just before the 15th anniversary entries were starting to arrive, JackFarmer released an enormous 5 mission campaign that continues his well regarded “Hidden Hands” series!
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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
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I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...
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I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.
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I would like the development team to consider applying the GPL3 licence to the following Text file which was created by @Tels, @Greebo and @Dragofer. tdm_internal_engine.mtr (darkmod>materials) The reason for this request is that it is a critical core file and without it the engine (when built from source) cannot launch at all. I would also like to query whether the following script files created by @Obsttorte and @Dragofer: tdm_audiograph.script tdm_camgoyle.script tdm_grandfather_clock.script tdm_safe_lock.script tdm_safe.script tdm_turret.script were intentionally released under the CC-BY_NC_SA_3 licence or if this was an oversight? I ask since all other .script files included with TDM (and which are all called by the engine source) all contain GPL3 headers while these files have no licence information at all so naturally fall under the CC-BY_NC_SA_3 licence. Additionally in investigating which text files are required by the engine depending on scenario (and while I understand that the number of developers who are no longer on the development team may affect how many of these files can be licenced) I wondered if these too may be open for consideration as to their licence? tdm_base.def tdm_soundprop.def cursor.gui mainmenu_background_custom.gui mainmenu_background.gui mainmenu_briefing_video.gui mainmenu_briefing.gui mainmenu_credits_background.gui mainmenu_credits.gui mainmenu_custom_defaults.gui mainmenu_custom_defs.gui mainmenu_debriefing_video.gui mainmenu_defs.gui mainmenu_download.gui mainmenu_failure.gui mainmenu_loadsave.gui mainmenu_main_ingame.gui mainmenu_main.gui mainmenu_message.gui mainmenu_music.gui mainmenu_newgame.gui mainmenu_objectives.gui mainmenu_quit.gui mainmenu_settings_audio.gui mainmenu_settings_controls.gui mainmenu_settings_gameplay.gui mainmenu_settings_gamma.gui mainmenu_settings_guisize.gui mainmenu_settings_language.gui mainmenu_settings_video.gui mainmenu_settings.gui mainmenu_shop.gui mainmenu_success.gui mainmenu_utils.gui mainmenu.gui msg.gui tdm_objectives_core.gui tdm_subtitles_common.gui tdm_subtitles_message.gui tdm_gui.mtr tdm_tables.mtr tdm_guis.sndshd all.lang english.lang These provide the foundation of a working base main menu. TDM's main menu also includes several undocumented commands (that neither show in listcmds nor listcvars) which are useful to know for anyone wishing to use the base source code. I have listed the .lang files solely because of the #StringNum associations, I appreciate that they are not truly required for the above to be a foundation. While looking into how far I could break TDM in removal of files, I came across this thread by @Fiver suggesting a Libre version of TDM: https://forums.thedarkmod.com/index.php?/topic/22346-libre-version-of-tdm/ I believe that in that instance all text based files would need to be GPL3 licenced, leaving only videos, sounds, textures, models and the like as still being under the CC_BY_NC_SA_3 licence since remaking the files would likely result in most cases with near-identical looking files to the original. Thankyou for your consideration.
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well cant speak for asrocks rack boards but the supermicros have an excellent rating i hear . though most would probably just use an older haswell based xeon for a server build where they still shine. my build server is actually running a xeon though using an ASUS X99 AII board and it performs quite fine despite its age. 8 core though at some point ill probably gonna upgrade it to a 16 core, 128 gb ram, mostly mechanical harddrives except the os drive due to mechanical having longer life expectancy with the huge number of read write operations on a build server.
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Something wrong with the hosts? See following topic for the investigation. https://forums.thedarkmod.com/index.php?/topic/22663-cannot-download-dark-mod/
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Maybe something is wrong on the hosts on that time? Others cant download it as well. https://forums.thedarkmod.com/index.php?/topic/22662-error-missing-end-chunk-0-193/
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Something tells me that if we upgrade all of the loot, someone will complain. This skull for example uses generic metal texture textures/darkmod/metal/flat/tiling_1d/gen_smooth_gold01 . I hope nobody used it for anything else than actual gold.
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- polished metal
- shiny metal
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r_bloom_weight is set to "0.7" both in my 2.12 installation and in main repository. I never touched those values which means the default must be 0.7. Troy Sobotka is the original creator of AgX. He was active on Blender forums where he had long philosophical arguments about color with people. Also on Blender developer forums. I don't know if there's much more beyond those and his github page: https://github.com/sobotka Edit @stgatilov AgX however is a direct continuation of Sobotka's earlier 'Filmic', so there may be more about that: https://github.com/sobotka/filmic-blender https://blender.stackexchange.com/questions/164991/are-the-technical-details-of-filmic-available
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- color management
- tonemapping
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