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  1. Ambient atmospheres are in my opinion one of the best parts of the Dark Mod experience, not just for getting a mission to have the right feel but also for inspiration and to have them playing in the background when creating maps. The more the merrier, so here's a thread to collect all the links to ambient music and environmental sounds that could have a spot in TDM's setting. Ambients from the TDM forums Gast's Eerie Lullabies Magnanimous Merry's Miscellanea Orbweaver's Dark Ambients Spadey's Ambients Radioteque's Ambients Kyyrma's Composing Ambient Tracks for Dummies - Kyyrma shows how ambient soundtracks can be made from a set of sounds. Also contains some of his finished ambients. Request for more interior sounds - this thread is a very productive community session where members came up with a large and good selection of new ambients. Uncle Peti's Sound Den Dragofer's Ambients - post #6 in this thread SeriousToni's Ambients - posts #8, 12, 15 and 19 in this thread Ambients from the TTLG forums Custom resources list Gigagooga's Ambients 1 - possibly the largest pack of ambient musics and nature sounds, all of them high quality. Gigagooga's Ambients 2 - this pack puts more weight on shorter swells/hits/pads to be layered on top of a subtle ambient. Gigagooga's Ambients 3 Yandros' ambient loop Sephy's Ambients - a large collection of ambient pieces, including many shorter ones which will be valuable for anyone wanting to try a layered ambience approach like in the Thief OMs and Full Moon Fever. Internet databases www.freesound.org - some of the better composers in my opinion are ERH and BrandonNyte. www.purple-planet.com - a large selection of all kinds of ambient and musical soundtracks to be used freely. www.darkwinter.com - an internet label that publishes a lot of dark ambient music under a Creative Commons license. www.endlessascent.com - sister website of Darkwinter for non-dark ambients. Youtube Asatru Dark - also has very nice reference images for outdoor stone memorials, statue arrangements etc. #4 Void by Raffaele du Marteau & #6 Dreaming of Nowhere by Raffaele du Marteau - possibly the most forlorn pieces I've found on the internet. Alacazam - a prolific Creative Commons ambients composer . Cryo Chamber - for-profit label for dark ambient music with a large selection on offer. Going by their Youtube comments they're fine with people using their soundtracks for games etc., although you'd probably need to buy the soundtracks first. Dark Ambient Mixed Session - as much ambient as something to have in the background while mapping.
  2. I was playing around with older version of TDM to try and compare performance and it's such a drastic improvement that I had to share. On v2.03 On TDM 2.08 that just released On Cab's 2.09 Alpha branch Both have as close to the same settings as possible. Well done everyone. Amazing work.
  3. How do you mean? That’s certainly not intentional and I am sorry if I come across that way. My only point to you was that you don’t even have to apply the threshold of “realism” to have a valid opinion about how the game feels.
  4. You alone you think? "Augmentation Mod" sounds fitting and even catchy. Let's have that as the working title, until you come up with a more suitable name. We have a name and now we need purpose. The Augmentation Mod was supposed to be part of a campaign of yours of some sort that might never see the light. Why would players want to play with this mod in TDM "as is" today? What's the story behind all this? How come this dude or thing with this, never seen before abilities, landed in this world? Does he come from a past that never was or from a future? colliding parallel universes? What's his mission? If you/we don't figure it out, we aren't going to be able to sell it.
  5. Phew, it's almost exactly been 3 years since my first post about my VR modification for TDM. Three more versions of the game have been released in the meantime, and with them come performance improvements that I feel it's finally viable to continue my work on the VR adaptation So without further ado, head on over to https://github.com/fholger/thedarkmodvr and grab the latest release. It's based on the future 2.09 version, but is fully compatible with a 2.08 install. Although I've tried to make the VR version use its own set of resources (separate `darkmod_vr.cfg` and shader folders), I'd recommend you make a backup or copy of your TDM installation to be able to get back to the flat version cleanly without effort. Please heed the README in the repository, particularly about the choices of VR backends. Some noteworthy information for this new version: performance should be considerably improved from the old alphas. That doesn't mean it's perfect - although the CPU bottleneck is now completely gone, the game is now severely fill-rate limited. So if you have a current-gen headset with high resolution and/or a weaker video card, forget about any supersampling or AA. I also strongly recommend to stick to stencil shadows and disable soft shadows and ambient occlusion - the latter isn't that impressive in VR, anyway, and simply not worth the GPU cost. And even then, there will be some scenes in some missions where reprojection is just unavoidable, even with the beefiest GPU. That being said, I have tried a multitude of maps, and I think it's very playable. the UI is finally usable! Both the menu and ingame HUD elements are projected to a virtual screen in front of your sitting position. It's not the most elegant or immersive solution for the HUD, but it works vertical mouse movement is excluded from the VR view - this was suggested by some of you way back, and I think it makes the experience much more enjoyable. It can make it a little hard, though, to aim with the mouse for actions like frobbing items, because there's currently no visual indication to where the mouse is pointing. I'm planning to add one asap, but in the meantime, you can equip a weapon to get a vague sense of your mouse orientation. If you do want to re-enable vertical movement in the view, set 'vr_lockMousePitch' to 0 in the console. Other than that, I hope you enjoy this new version. Let me know which improvements you'd like me to work on first. Also, there are probably any number of render and other bugs still left in there somewhere. If you find one, please report them over at the Github tracker (https://github.com/fholger/thedarkmodvr/issues), so I can keep track of them. Latest Update:
  6. Looking at the code, the originals were "pm_mantle_pull 750" and "pm_mantle_pullFast 450". The new "pm_mantle_pull" value is "400". A "pm_mantle_pullFast" value of "450" would be slower than regular pull, not faster. With both being set to "400", they are at least similar. Other than that, it's subjective and the feedback from playtesters was positive. Also, referenced internally here: https://forums.thedarkmod.com/index.php?/topic/22256-movementcontrols-settings-in-main-menu/&do=findComment&comment=489158
  7. 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!
  8. That sort of tone doesn't fly in our forums.
  9. I would use this massive list for any fan missions, it includes campaigns too: https://www.ttlg.com/forums/showthread.php?t=148090 There are a lot of Fan Missions for the picking, I myself go for the lesser known ones and the short variety, because sometimes they hide a gem or two. Just like jaxa, I'm a bit outdated after the temporal retirement, but I do remember some amazing campaigns like "The Black Frog". If you intend to play The Black Frog, you should play the first two of the L'Arsene series missions, it's how I did it myself. Also, yes, L'Arsene are a fantastic series. The first mission of L'Arsene is a "rough draft", author was a bit new to Thief level making, but still great either way, after the 3rd you will see how his skill increased by a massive amount.
  10. That looks like a "displayport" port. Your monitor has a displayport input, you just need the cable ( if it didn't come with the monitor ).
  11. For the record, here is another version of tdm_subtitles_message.gui and the standard backing field, now improved with the right horizontal padding reduced to 7.5 px, and a new left padding to match, for better visual text centering. I also removed a comment about a possible CVar subtitle_narrowfield_nonstory, which seems less important than the other potential CVars. Beyond that, as you guys have noted, vertical dimensions could be adjusted to improve the appearance of the widgets. I'll try to come up with something concrete next, keeping conflicts with other adjustable-size HUD elements in mind. Another question for you: To cover a case where the backing field is suppressed, should the sector widget interior still be largely transparent, or would translucent or opaque be better?
  12. It is a very old computer and didn't come with HDMI even though the port is similar at the back.
  13. just recently got baldurs gate 3 and wow nice game, i was actually starting to loose interrest in gaming but thought what the heck so i tried it out and i like it there are a few downsides to it but i guess when you have an illithid passenger in your brain and your girlfriend in game has an infernal engine as a heart there ought to be downsides . well i guess the residents of avernus will be cursing our names for years to come especially zariel hehe.
  14. Unfortunately, TDM forum deletes the separator between the numbers. So I have to guess where one number ends and the next starts Also, user can rename screenshot manually, or push it through something that would rename it automatically. Thenwe won't see coordinates on screenshot address on forums.
  15. tdm_show_viewpos cvar and screenshot_viewpos command: https://forums.thedarkmod.com/index.php?/topic/22310-212-viewpos-on-player-hud-and-screenshots/
  16. That above would be for @stgatilov or somebody else. How come there's this this difference between the top and the bottom? (asking because I am not sure if there's technical reason or not) I am thinking we could probably include the widget and the text in a same block.
  17. I wonder if you could test 9x versus 4x-diagonals and 4x-non-diagonals? Maybe the extra 5 renders don't add much. There probably is some minor performance effect. I think you're still showing the widget too high, so it seems to be associated with the wrong subtitle. I prefer @stgatilov's original vertical positioning, even though it pushes the widget's lower edge against the top of the caption lettering. I wasn't sure what you where trying to point out as a problem... was it the word wrap? Yeah, the automatic word wrap with centered text can look ugly at times. An FM author can choose to insert a manual line break in that case. I do that routinely all the time for barks. Since padding is part of the background box, sure. It occurs to me now that maybe, to improve the appearance of text centering, the background box should also have equal-size padding on the left. That is, the location and size of the inner box is unchanged, but the outer box is wider and its origin shifted left, so the inner box is centered horizontally within. The padding can certainly be made smaller. I imagine the seed value of 17px was for a worse-case character like "W", that was then rounded up to 20. We could shrink it by: - choosing the seed character as the widest that might actually be at the end of a line followed by space to cause word wrap. Probably "w" or "A". - not rounding up - scaling by the compression aspect ratio I'll try to come up with a new number. No problem here with having the background by default. But recognize there's a compromise between world visibility and text readability. Can't we make it possible to turn the background off for people who hate it so much that they avoid using subtitles because of it? "...visible in all circumstances" may be too high a bar. The simple implementation would be a single CVar that toggles the background on/off and possibly, conversely toggles fake drop shadows off/on.
  18. Realistic single-player RPG set in the medieval Europe. Open-world sandbox with period accurate melee combat. Dungeons & no Dragons. Coming for PC,PS4/Xbox One. 2015. I just saw this today,and i was WTF this game looks epic so far,what about you? looks story and world it will be very realistic thought.
  19. There can be up to three blocks and each block can contain up to two lines of text, right? Plus the graphic at the top when appropriate, correct? If that's so then the new sample attached should be ok. I take the assumption that it is not possible to measure the length of each character and have a background that fits the the length of the text and as such, I once again removed the background but now added a kind of outline (fake drop shadow). Unfortunately the current font is sometimes thick and sometimes thin and the outline would be more effective if we had a typeface with a more consistent, thick outline. Subs are displayed by limited time and the more clear the font the faster we scan the text. I know you want the background because you are concerned some words cannot be read in some situations but my main concern is about those players that wouldn't mind having subs but end up disabling them simply because they find the whole approach too obtrusive. In my sample I went from pure white text to a light grey shade. Yellow color works quite well too for the subs. I understood what you were going for but it didn't land here. I haven't thought of alternatives for the graphic but I am impressed with some of @MirceaKitsune's gui/hud work so perhaps he can come up with different ideas. EDIT: Download removed. Check this post for the latest version.
  20. 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.
  21. 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
  22. hmm come to think of it fast light toolkit or FLTK for short could also be used, it does have an editor and the gui part is created as a single .C++ file which can be interfaced with in the engine, still needs to link to the FLTK libraries but besides that it is pretty simple to use. The editor does take some getting used to though.
  23. 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
  24. So I recently had a hankering for the TDM OST, and really wanted to get all those ambients loaded nicely into iTunes or on my phone for easy listening. That means getting them in .mp3 format rather than the .ogg files that come with the mod. After some digging, I found a very old version of the OST available for download on Mod DB: https://www.moddb.com/mods/the-dark-mod/addons/official-soundtrack-vol-1 However, it dates from way back, and is even missing the iconic main menu music. I subsequently found that VLC Media Player is a good way to easily convert the files myself, and I've started happily doing so for my own use. This got me thinking, though: would it be worth compiling and releasing an updated soundtrack?
  25. 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!
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