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  1. The real St. Alban was a pagan who became a celebrated religious personality, this All Saints Day 2010 The Dark Mod places its own spin on this mythical figure. Screenshots: Intro: "'Business' has been slow lately, even more so after most of my gear got snatched during a Watch raid... I've since been forced to hit the streets and pick pockets for a living. But my luck was about to change, last night I was approached by a red hooded figure with a proposition... As we sat down in a dark corner of a nearby inn, he told to me that the Builders of St. Alban's Cathedral in the Old Quarter had recently unearthed a discovery that might lead to the final resting place of some saint." " But before I do anything, I need to get my tools and stash from the evidence room at the local watch station." "with the hawks, doves will congregate they will drop honey from the cliffs wine will surge over the earth the sheep will wander harmlessly with the wolf then the wicked will rise, but to retribution" - 'scripture of St Alban' There is a new version out now, see the following thread St Albans Cathedral version 1.6 Build Time: about 2-3 months. Thanks:- Huge respect to the Dark Mod team for such a great mod and for all the hard work they put into it and continue to put into it. Special thanks to Fidcal, Serpentine and others for their help on the forums and to Testing:Ugoliant, Baddcog, Grayman, Lost soul, Bjorn and Baal (for doing all the Vp work in the town. Readables: Ungoliant and Mortemdesino for all awesome work on the readables. Resource: Fids, Grayman, Ungoliant - guis, models & images. Misc: Loren Schmidt - the author of the map I based the cathedral on. Info: # Like Thief2, some things are climable, pipes, wall vines etc.. You can also drop some of the keys, some door that are frobbabe mean there is another way inside - explore u taffer! # Due to TDM being a lot more of a resource hog than T2 I have been forced to limit the number of Ai in the mission, but they have better placement than my last mission. # On all difficulty levels the player starts with vertualy no tools/weapons, there are weapons to be found - read, read, read! # For the love of all that is holy, read the briefing otherwise you will problems completing the mission. Known issues:- # This mission will have less than optimal fps at a few points on the map, mid range DX9 card(X1900/GF7800) or higher required. # On low end PCs I recommend, V-sync is off, AA is off, Aniso is 4x or lower and that any and all background apps are closed.
  2. Hello! I cannot open the light inspector. Either using dhewm3 or dm engines, the outcome is the same. Dark Radiant closes. running on terminal, this is the output: SIGSEGV signal caught: 11 0: /usr/local/bin/../lib/darkradiant/modules/libradiantcore.so(_ZN6applog15SegFaultHandler14_handleSigSegvEi+0x4ab) [0x7f767721e9eb] 1: /lib/x86_64-linux-gnu/libc.so.6(+0x42520) [0x7f76818fd520] 2: darkradiant(+0x417db3) [0x55c1eb23cdb3] 3: darkradiant(+0x37f828) [0x55c1eb1a4828] 4: /usr/local/bin/../lib/darkradiant/libwxutil.so(_ZN6wxutil19DeclarationSelector26onTreeViewSelectionChangedER15wxDataViewEvent+0xbd5) [0x7f7682f942f5] 5: /lib/x86_64-linux-gnu/libwx_baseu-3.0.so.0(_ZN12wxEvtHandler23ProcessEventIfMatchesIdERK21wxEventTableEntryBasePS_R7wxEvent+0x6e) [0x7f7682bc117e] 6: /lib/x86_64-linux-gnu/libwx_baseu-3.0.so.0(_ZN12wxEvtHandler23SearchDynamicEventTableER7wxEvent+0x62) [0x7f7682bc4812] 7: /lib/x86_64-linux-gnu/libwx_baseu-3.0.so.0(_ZN12wxEvtHandler11TryHereOnlyER7wxEvent+0x24) [0x7f7682bc48a4] 8: /lib/x86_64-linux-gnu/libwx_baseu-3.0.so.0(_ZN12wxEvtHandler19ProcessEventLocallyER7wxEvent+0x3f) [0x7f7682bc495f] 9: /lib/x86_64-linux-gnu/libwx_baseu-3.0.so.0(_ZN12wxEvtHandler12ProcessEventER7wxEvent+0xa1) [0x7f7682bc4a51] 10: /lib/x86_64-linux-gnu/libwx_baseu-3.0.so.0(_ZN12wxEvtHandler18SafelyProcessEventER7wxEvent+0xb) [0x7f7682bc139b] 11: /lib/x86_64-linux-gnu/libwx_gtk3u_adv-3.0.so.0(+0x162e47) [0x7f768224ee47] 12: /lib/x86_64-linux-gnu/libgobject-2.0.so.0(g_signal_emit_valist+0x1290) [0x7f7680b14700] 13: /lib/x86_64-linux-gnu/libgobject-2.0.so.0(g_signal_emit+0x93) [0x7f7680b14863] 14: /lib/x86_64-linux-gnu/libgtk-3.so.0(gtk_tree_view_set_model+0x4e3) [0x7f76811aa283] 15: /lib/x86_64-linux-gnu/libwx_gtk3u_adv-3.0.so.0(+0x151121) [0x7f768223d121] 16: /lib/x86_64-linux-gnu/libwx_gtk3u_adv-3.0.so.0(_ZN15wxDataViewModel7ClearedEv+0x2a) [0x7f76821b29da] 17: /usr/local/bin/../lib/darkradiant/libwxutil.so(_ZN6wxutil9TreeModel5ClearEv+0x16c) [0x7f7682f7d08c] 18: /usr/local/bin/../lib/darkradiant/libwxutil.so(_ZN6wxutil16ResourceTreeView5ClearEv+0x9f) [0x7f7682f6cd9f] 19: /usr/local/bin/../lib/darkradiant/libwxutil.so(_ZN6wxutil16ResourceTreeView8PopulateERKSt10shared_ptrINS_22IResourceTreePopulatorEE+0x162) [0x7f7682f71952] 20: darkradiant(+0x418488) [0x55c1eb23d488] 21: darkradiant(+0x4185fb) [0x55c1eb23d5fb] 22: darkradiant(+0x37d04f) [0x55c1eb1a204f] 23: darkradiant(+0x382cfc) [0x55c1eb1a7cfc] 24: darkradiant(+0x5d5345) [0x55c1eb3fa345] 25: darkradiant(+0x38e032) [0x55c1eb1b3032] 26: darkradiant(+0x392006) [0x55c1eb1b7006] 27: darkradiant(+0x39229b) [0x55c1eb1b729b] 28: darkradiant(+0x3976b5) [0x55c1eb1bc6b5] 29: /usr/local/bin/../lib/darkradiant/modules/libradiantcore.so(_ZN3cmd13CommandSystem14executeCommandERKNSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEEERKSt6vectorINS_8ArgumentESaISA_EE+0xa5) [0x7f76770aceb5] 30: /usr/local/bin/../lib/darkradiant/modules/libradiantcore.so(_ZN3cmd13CommandSystem7executeERKNSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEEE+0x53) [0x7f76770b27f3] 31: /usr/local/bin/../lib/darkradiant/modules/libradiantcore.so(_ZN3cmd13CommandSystem14executeCommandERKNSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEEERKSt6vectorINS_8ArgumentESaISA_EE+0xa5) [0x7f76770aceb5] 32: /usr/local/bin/../lib/darkradiant/modules/libradiantcore.so(_ZN3cmd13CommandSystem7executeERKNSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEEE+0x53) [0x7f76770b27f3] 33: /lib/x86_64-linux-gnu/libwx_baseu-3.0.so.0(_ZN12wxEvtHandler23ProcessEventIfMatchesIdERK21wxEventTableEntryBasePS_R7wxEvent+0x6e) [0x7f7682bc117e] 34: /lib/x86_64-linux-gnu/libwx_baseu-3.0.so.0(_ZN12wxEvtHandler23SearchDynamicEventTableER7wxEvent+0x62) [0x7f7682bc4812] 35: /lib/x86_64-linux-gnu/libwx_baseu-3.0.so.0(_ZN12wxEvtHandler11TryHereOnlyER7wxEvent+0x24) [0x7f7682bc48a4] 36: /lib/x86_64-linux-gnu/libwx_baseu-3.0.so.0(_ZN12wxEvtHandler19ProcessEventLocallyER7wxEvent+0x3f) [0x7f7682bc495f] 37: /lib/x86_64-linux-gnu/libwx_baseu-3.0.so.0(_ZN12wxEvtHandler12ProcessEventER7wxEvent+0xa1) [0x7f7682bc4a51] 38: /lib/x86_64-linux-gnu/libwx_baseu-3.0.so.0(_ZN12wxEvtHandler18SafelyProcessEventER7wxEvent+0xb) [0x7f7682bc139b] 39: /lib/x86_64-linux-gnu/libwx_gtk3u_core-3.0.so.0(_ZN10wxMenuBase9SendEventEii+0x83) [0x7f768280bea3] 40: /lib/x86_64-linux-gnu/libwx_gtk3u_core-3.0.so.0(+0x2f31f4) [0x7f768272a1f4] 41: /lib/x86_64-linux-gnu/libgobject-2.0.so.0(g_closure_invoke+0x16f) [0x7f7680af6d2f] 42: /lib/x86_64-linux-gnu/libgobject-2.0.so.0(+0x30c36) [0x7f7680b12c36] 43: /lib/x86_64-linux-gnu/libgobject-2.0.so.0(g_signal_emit_valist+0x11a4) [0x7f7680b14614] 44: /lib/x86_64-linux-gnu/libgobject-2.0.so.0(g_signal_emit+0x93) [0x7f7680b14863] 45: /lib/x86_64-linux-gnu/libgtk-3.so.0(gtk_widget_activate+0x5c) [0x7f76811b4cbc] 46: /lib/x86_64-linux-gnu/libgtk-3.so.0(gtk_menu_shell_activate_item+0x13e) [0x7f76810829ce] 47: /lib/x86_64-linux-gnu/libgtk-3.so.0(+0x266ca3) [0x7f7681082ca3] 48: /lib/x86_64-linux-gnu/libgtk-3.so.0(+0x3e6eb8) [0x7f7681202eb8] 49: /lib/x86_64-linux-gnu/libgobject-2.0.so.0(g_signal_emit_valist+0x1290) [0x7f7680b14700] 50: /lib/x86_64-linux-gnu/libgobject-2.0.so.0(g_signal_emit+0x93) [0x7f7680b14863] 51: /lib/x86_64-linux-gnu/libgtk-3.so.0(+0x3ae724) [0x7f76811ca724] 52: /lib/x86_64-linux-gnu/libgtk-3.so.0(+0x251680) [0x7f768106d680] 53: /lib/x86_64-linux-gnu/libgtk-3.so.0(gtk_main_do_event+0xd3a) [0x7f768106e52a] 54: /lib/x86_64-linux-gnu/libgdk-3.so.0(+0x39743) [0x7f7680d4e743] 55: /lib/x86_64-linux-gnu/libgdk-3.so.0(+0x70f56) [0x7f7680d85f56] 56: /lib/x86_64-linux-gnu/libglib-2.0.so.0(g_main_context_dispatch+0x26b) [0x7f7682d90d3b] 57: /lib/x86_64-linux-gnu/libglib-2.0.so.0(+0xaa6c8) [0x7f7682de56c8] 58: /lib/x86_64-linux-gnu/libglib-2.0.so.0(g_main_loop_run+0x73) [0x7f7682d902b3] 59: /lib/x86_64-linux-gnu/libgtk-3.so.0(gtk_main+0x9d) [0x7f7681064cfd] 60: /lib/x86_64-linux-gnu/libwx_gtk3u_core-3.0.so.0(_ZN14wxGUIEventLoop5DoRunEv+0x25) [0x7f76826bb165] 61: /lib/x86_64-linux-gnu/libwx_baseu-3.0.so.0(_ZN15wxEventLoopBase3RunEv+0x31) [0x7f7682ae8e21] 62: /lib/x86_64-linux-gnu/libwx_baseu-3.0.so.0(_ZN16wxAppConsoleBase8MainLoopEv+0x5a) [0x7f7682ac4b0a] 63: /lib/x86_64-linux-gnu/libwx_baseu-3.0.so.0(_Z7wxEntryRiPPw+0x55) [0x7f7682b26b55] 64: darkradiant(+0x1782f2) [0x55c1eaf9d2f2] 65: /lib/x86_64-linux-gnu/libc.so.6(+0x29d90) [0x7f76818e4d90] 66: /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0x80) [0x7f76818e4e40] 67: darkradiant(+0x184f95) [0x55c1eafa9f95] I have a rtx 2060, running on Ubuntu 22.04, Kernel 5.15.0-56, Driver Version: 470.161.03. I updated the driver version and even gave full permission to the engine folders, but the output is the same.
  3. A couple more: https://forums.thedarkmod.com/index.php?/topic/21739-resolved-allow-mantling-while-carrying-a-body/ https://forums.thedarkmod.com/index.php?/topic/22211-feature-proposal-new-lean-for-tdm-212/ https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/ https://forums.thedarkmod.com/index.php?/topic/22249-212-auto-search-bodies/
  4. You cheeky nandos. XD Have you not considered using the screen? She walks behind it, there is a shadow of her lifting her arms, the light flickers - POOF - model swap, she steps out clothed. Although, there had to be something preventing the player from walking behind the screen. I liked how you handled her undressing to begin with. What startled me earlier tho, along with creepy music while the Builder's priest sings in the background, is the dress mannequin... with human hands.
  5. Thank you for the info. What can I do about the lightening affecting the light gem?
  6. 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)
  7. I've been involved in the TDM community now since before we had a game, since way back when we were arguing over lock picking methods lol Finally, I'm finished with Briarwood Manor - my first Fan Mission for The Dark Mod. I've been hatching this for a year so I'm wrapped it's finally done. Briarwood Manor Crowind - made the Briefing for the mission: This is the HD version. Briarwood Manor is a old manor house built and added on to over the years which gives it it's design. The family part is the original home, and two other parts were added on later. Inspiration came from an image in the TDM Editors Inspiration thread. Available through in-game downloader. - available also in the link below. Update Version 1.93 - Fixed a few issues that surfaced, and added a sign to the Armory because people were missing it and thinking the mission was very thin on resources. Remaining Issue: - DO NOT BE SEEN BY THE STEWARD AT ALL! Update Version 1.91 - Removed an erroneous LARGE file that had accidently been in the mission blow the mission size up dramatically other assorted bugs fixed that were pointed out by the Community. Thank you Also replaced the missing script file that controlled the Drop Key which I accidently deleted. LOL Update Version 1.9 - Fixed a bug caused by roof projecting into the sleeping maids room upstairs. Update Version 1.81 - Fixed a bug caused by a faulty newspaper readable that I couldn't fix, so I converted it to a static model that is no longer frobbable. Update Version 1.8 - Fixed a problem with a patch that somehow got misaligned in the previous version of the level creating a ceiling shadow. Update Version 1.7 - Fixed some brush splitting, and a problem with the stairs. Also fixed a readable problem, and a few other minor problems. Added little more detail around the woodshed. Update Version 1.6 - Fixed problem with Crowleys Diary, and a screwed up shadow in the old well. Update: Version 1.5 - Resolved the problems with the Steward and the Dropkey. They should never be a problem again. Unless you decide to hit him, then you are going to break him from his route lol. Fix an sound issue, and fixed a problem where the player could get into places he shouldn't until the right time. lol Improved the performance for the garden area. It should be playable for low end PC's now. If you get stutter issues, drop your video settings, especially the LOD setting. With LOD set to Very Low, Fog will be gone, and detail will be dropped a lot at a distance. The higher you raise your LOD the more you get. ie at LOW LOD Fog comes back. Experiment so you get a setting your PC is happy with. You can use the console command com_showfps 1 to see what FPS you are getting. 30 and above are acceptable. Enjoy. Update: Version 1.4 - Resolved (partially the drop key issue - save before you go into Stewards room, fixed many other minor problems picked up by Abusimplea. Added a new room, made the map a bit more open, solved some of the difficulty issues people had. The map should now be ghostable. I hope. Should be added to the in game downloader within a day or so depending. https://drive.google.com/file/d/1I_-ZJDGUtK7P4-b5zsGsEcYAH0vYdgnw/view?usp=sharing If you download from this link, top right arrow pointing down, is how you download it. Click it. A few things to note: 1+ Hour of gameplay - Easy Difficulty is intended for new players. Hard/Expert for most of the TDM Community. This is a challenging map for new players. Use your tools Features a custom intro (above) and a few custom sounds, and some voice acting. Warning: This mission is not for low end PC's. The house is fine, but the garden will make lower end PC's grind. The map has been made sensitive to LOD settings. So if it's grinding you're PC drop you're LOD settings for it, then you can return them to normal once you've finished. On my Medium PC gtx 760 with Normal LOD I get 30 to 60 fps in the garden. I upgraded to GTX 1070 and get pretty good 60 fps in the garden. Briefing Video made by Crowind and I can't thank him enough. He did an amazing job of this. I was so lucky to have him do this. Cast: Voice Actors (Intro) : 1St Merchant: Crowind, 2nd Merchant: Mykel19XX Corbin: Goldwell Voice Actors (Mission): Corbin played by Goldwell, Morgan Crowley played by V-Man, Giles MacCadie (Steward) played by myself Thank you to my Beta Testers: Cambridge Spy, OldJim, V-Man, Jaxa, duzenko and Bikerdude. Cambridge Spy and OldJim did most of the hard grind in finding problems, so thank you both so much. If you are stuck or need help, fastest way to reach me is message me on my youtube channel (link bottom of this post). Use the resources you were given and you should have no problems. Otherwise post spoiler free in this thread. TIP: Don't be seen by the Steward, or he might glitch out. Credits: Crowind put my briefing text into a more thiefy style for Goldwell to voice. He also helped with refining the trailer for the mission. Bikerdude (did the coal door for me and let me use his moonbeam method) and sorted the performance side of things out and thereby taught me how to do performance., grayman for providing a script to handle the drop key (Abuseinplea for fixing it from bouncing) and grayman for solving some conversation problems. EHR+ or showing me how to do the double secret door and Fidcal for his Fidcal's A-Z tutorial for Dark Radiant. Without this starting point I would not have started. Changes 1.2 to 1.93 - Added a second way to get into the building - Dining Room and Parlour doors now pickable, to make it bit less linear - Electric Light in Lobby dropped it's luminosity from 240 to 220 Little bit darker. - Door on the landing (catwalk) is now unlocked - Spider no longer walks down to the ladder, or clips into the floor. - Opened up the level more so you can choose more how you want to tackle it; except for family rooms (top of stairs) - Fixed a graphical bug with the back stairs caused by TDM upgrading to 2.06 - Added some plants around bottom of garden wall alongside cart. I don't like seeing planes meeting. lol - Made some changes to the fog in the garden. - Fixed a problem with the newspaper that was allowing the no frobbing bug to occur. Enjoy Neon PS: Why does TAB key no longer tab? It drops to the bottom of the page. I have to say I hate this editor.
  8. http://k.min.us/jCfGA.jpg "At night, they say, the Builders' hand comes loose from his mighty hammer and creatures wander out from their hiding places while he slumbers. But tis this night, above all others that unholy vapours cloak the land with gloomy curtains and night creatures dance and sing in the twilight. I can't say I'm looking forward to my endeavors this night.... I've been given a job by a Priest to retrieve two holy artifacts from an abandoned cloister in Eldin woods north of the city, simple job I thought, but the priest failed to mention the placed was haunted." Build Time: - version 1.0 was about 5 weeks, but we are now upto version 3.11. Thanks: Respect to the Dark Mod team for putting up with all my questions and knocking up the various updates in short order!. Special thanks to Flanders and Springheel for their models and my testers for helping me squash all the bugs etc. Testers: Flanders, Jaxa, nbohr1more, Aluminumhaste, Baal,l Oldjim, Cookie, Obsttorte, lux, Mat99, AluminumHaste, thebigh Readables: Darkangel/Flanders/b1k3rdude with special thanks to Flanders for his original story.. Resource: Flanders/Springheel - art direction and models. Misc: This is a homage to the original Thief2 mission from 2001 (The Cathedral of the Damned) Download: - The latest version is now available via the in-game downloader. Info: This version has been heavily updated from the original, this came about as a result of need to be compatible with TDM 2.10+ Repeat after me, "Read and explore, Read and explore" The mission is fully l10n ready. (thanks Tels) The mission now has EFX Reverb The mission now has Volumetric Light effects The mission now uses LOD settings for different detail levels There is now a script event related to the "Curse" A few new surprises... Known issues: This mission will have less than optimal fps at a few points on the map, but most of my testers with lowish end rigs (P4/HD4650) are getting 30fps+ at the worst spots) For very low end PCs I recommend the following settings: V-sync is off, AA is off, Aniso is 4x or lower, advanced settings are simple/default & Post processing of disabled and as a last resort the command line arg ' r_skipFogLights 1 ' (turns off the fog)
  9. Type of mission: Mansion/Estate/Horror Story: Lord Blackgrove recently purchased a rare expensive artifact. The whole family has now disappeared leaving the manor empty. Time to check out the manor and see if the artifact can be found. Build time: My first map ever, 300 hours (5 months). Credits: Kingsal - Breaker script for light switches and elevator Dragofer - Ambience Track 'Intent' Springheel and Sotha - Video Tutorials (those videos really helped) Feedback and testing: Cambridge Spy, Dragofer, nbohr1more, Acolytesix, wesp5, Shadow, Zerg Rush, AluminumHaste, prjames The whole community. Download (1.03): https://drive.google.com/file/d/1wZc_nqHoX7kQvzfg08EpoRy2hyuH7mw3/view?usp=sharing Edit: Version 1.02 provides large performance improvements in the outdoor areas. Be sure to set TDM Object Details (LOD) to Normal (or lower) to take advantage of some of the optimizations. Edit: Version 1.03 further improves performance around hedges thanks to HMart's alternative hedge model. I’ve had a mission like this in mind for years. My main influences and inspirations are: Deus Ex - Chateau DuClare (https://youtu.be/9QLT_l8aH78) Clive Barker’s Undying - Main Mansion (https://youtu.be/t8PyXhCQB3Q?t=90) Thief Deadly Shadows - Shalebridge Cradle (Almost everyone should be very familiar with this one) (https://youtu.be/Rw4YZuRUgXA) In case anyone gets stuck and needs help, I’ve listed some questions and answers below that will hopefully help. FAQ
  10. 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.
  11. There's a lighting issue in "William Steele 1: In the North" at -1153.92 3523.22 -955.75 29.8 -145.6 0.0 There's a candle on the other side of the wall. In 2.12 dev, that candle's light leaks through the wall at the base of the door as seen in the video, comparing 2.11 and 2.12-r10451.
  12. The light coming from the windows was actually added in the very last update before release. Originally, only the windows facing the moon were lit up and projected moonbeams, but Dragofer remarked that following purely realistic lighting practices often results in an under-lit mission. Although I also find it a bit strange that such stark moonbeams are coming in from all the windows, I think the lighting of the pre-escape sequence is all the better for it. Thanks for playing my FM, Hightide, I'm glad you enjoyed it!
  13. So, I just retextured the caulk brushes to shadowcaulk and this seems to be working fine. Suitable fix??? However, I did find another light leak right next to this one:
  14. Dear mappers, please be aware of this decorative light option introduced in upcoming 2.10 It aims to highlight the light volume and produces something like the existing fog particle with the intended effect of better speed and arguably better visuals It looks like this in game The test map we have been testing recently is courtesy of Bikerdude: download To enable this effect you will need to mark your light material with the volumetricLight keyword, like this lights/test_mansion01_window04_vol { description "volumetricLight for mansion01 window04" volumetricLight { map lights/mansion01_window04 colored zeroClamp } } Volumetric lights use projection and falloff textures to generate the volumetric effect. With shadow maps on, they also take shadows in the account. There's also an optional parameter after volumetricLight that toggles max speed vs decent look mode. Credits: @peter_spy for the original test map and direction @Bikerdude for great support during the reintroduction effort this year @stgatilov for taking the implementation on a completely different quality level @all for being cool and awesome
  15. this was a nice little mission, though just long and twisty enough to create a sense of dread! next Dark Mod update needs I fully expected the bottles to become important later, and they did. The layout was a bit tubular, especially coming back - having some new pathways open up and others close at the big trigger would have been interesting. I didn't try to get onto that first balcony because I figured I would reach it later. Well, I did but I did find it a little strange that the moon was low on one side of the house, but there was such strong light coming in windows from both sides even on the lower floor. It added atmosphere, but I kept wondering where it was coming from (since the surround area has been built up, and probably overshadows the house).
  16. I think we should deprecate parallel lights. The way they are implemented in Doom 3 only works intuitively if it is fully contained in a single visportal area, which is rarely the case. Otherwise, there are huge issue with area-portal graph and shadows. For something global like moonlight, the new parallelSky light should be used. If it is contains the whole level in its light volume, then the behavior should be well-defined as long as portalsky material is used to seal levels from the sky (not caulk or something similar). The light is supposed to come through the portalsky surfaces into all areas in this case. Are there any other usages of parallel lights?
  17. Welcome to the forums Ansome! And congrats on making it to beta phase!
  18. This case in Poets and Peasants is something new: In this case we have on same line: light brush wall fully closed room closed door with visportal in a brush wall player Since only backfaces cast shadows, only the door and the first brush wall can cast shadows. The brush wall does not cast shadows because the entirety of its area is unreachable by light. So the door should. It turns out that all doors that are connected to visportal should automatically get this "forceShadowBehindOpaque" flag. When the door is closed, it closes the visportal and thus becomes part of the wall, just like a brush would be in its place.
  19. Yeah it would be cool to see some more detailed statistics and it’s a shame they aren’t really captured. Since we are talking about fan mission platforms, where players also make the content for the game, I feel like the best thing we’ve got is you can look at the number of content releases for the games. Keep in mind the graph counts campaigns as single missions - so for example NHAT and TBP both count as 1 mission. A good year for TDM has has approaching maybe 50% - mostly we’re 25-30%. https://www.ttlg.com/forums/showthread.php?t=152494 You could also look at the number of ratings thief missions get on https://www.thiefguild.com/ vs TDM ones, but that is pretty iffy in that you could chalk that up to more awareness of the site in the thief community than TDM Out of curiosity is there a reason a thief player can’t be a new player? I kind of think a player is a player and new players would be ones who are playing the dark mod who weren't? Is there disagreement the base of players most likely to pick up the game are fans of the thief games? They are certainly the most fruitful place to find feedback on the game beyond the sphere of this forum that I have seen. When we were trying to finish up SLL there was a lot of discussion on the forums about how long it had been since there was a release for the game. I am thankful that the stats show at least some stability over the years in terms of releases for TDM, but the trend for all of the games is decline. Not doing anything is a valid response if that’s what the devs want to do - it is not possible to provide evidence that any effort will slow that inertia. As a player and content maker I would just prefer trying to find feedback where it is offered from players who were willing to try the game but ultimately could not engage with it and see if there is anything that can be done within reason to ease them into the game. The game has a lot to offer imo. All those players are potential contributors - contributions in turn attract players - it’d be nice to see the cycle go on as long as it can.
  20. I think only in your last mission it could be useful though. In Plain Sight doesn't have a map I think. It's interesting, I might give it a try. It's not actually so hard it seems. You just have to create a layer for every location that you paint over the map, making it semi-transparant in a specific color (in fm A House Of Locked Secrets it's light-blue), or maybe that isn't need, because it could be specified in the gui file I think. Then you have to export all layers as seperate files. Krita has an export command for this and Paintdotnet a plugin. Then you have to specify all the files with the correct (info-)locations in a gui file. I wonder if this could be scripted.. Edit: So it's not very difficult, but just a lot of work.
  21. Regarding worldspawn "forceAllShadowsBehindOpaque" set to "1", it doesn't seem to get restored on game load. To reproduce (works with any fixed mission using "forceAllShadowsBehindOpaque"): Add "forceAllShadowsBehindOpaque" "1" to the worldspawn in the map file. From main menu, "Start this Mission" or "Restart Mission". setviewpos Notice that the light leak is fixed (not present). Save game. Load game. Notice that the light leak is present (not fixed). Example 1. From main menu, "Start this Mission" or "Restart Mission". 2. Run setviewpos. 3. Save game. 4. Load game.
  22. Thief's Den 3: Heart of Lone Salvation 1736.48 3691.68 -137.75 -5.4 101.1 0.0 Light leak: No light leak:
  23. Oh yes: I have both sight and hearing set to Forgiving. I didn't think that would be related: IIRC it only affects the multiplier for how much being seen in light or heard while making noise increases the alert level per event. I should test on a higher alert level too just in case: I tend to be sloppy and impatient thus I used that for years so I wouldn't get caught all the time on more difficult FM's (lots of guards in tight areas with lights you can't turn off). I have noticed an aspect that does work well: If you're making noise by running even in darkness, alert AI will head toward your direction while searching, they won't go around randomly but actually care where the impulse came from. The problem is that this doesn't seem to scale over larger distances: If they briefly see you in broad light at a distance enough to draw weapons, AI won't head toward your general direction but begin searching their own vicinity... and at least on Forgiving the same happens if you shoot a broadhead arrow at a guard's helmet: I still think the guard should actively run toward your location instead, not exactly where you are but they should go to that road or barge into the same building.
  24. DarkRadiant does not care about engines at all, it only cares about file formats. Whether you can use DR with your Godot-based game will therefore depend on whether your game's assets are arranged in the same way as TDM. More specifically: Your game will need to read map data from the Doom 3 .map format. If it does not, there will be no way to save your map from DarkRadiant in a form that your game can access. Export to OBJ is available but if all you want to do is produce OBJ models then DarkRadiant isn't the right tool for the job (you should use a proper 3D modelling app like Blender/Max/Maya/LightWave etc). Your game assets will need a tree of .def files defining important entities to be placed in your map, including certain "fixed" entity types which are used directly by DarkRadiant itself. There will need to be a light entity defining light volumes, a func_static entity defining a static model, an info_player_start entity to define the starting position, a speaker entity to define sound sources, and probably several others. If these entity types are not defined, then built-in features like "Create light" and "Place player start here" will not work correctly. Your game will need a tree of .mtr files defining material shaders, referring to image paths which will be resolved to either uncompressed .tga files in a textures/ hierarchy, or compressed DDS files in a dds/ hierarchy. If these material shaders are not defined, no materials will appear in DarkRadiant. DR does not make any attempt to load "raw" image file hierarchies which are not referred to by material shaders. Your game will need to define a hierarchy of 3D models in ASE or LWO format. No other formats will show up in the model selector. These models can be stored directly on disk (there is no "model shader" tree required like with materials).
  25. Apologies, this is where I went wrong. It happened to be a volumetric light shadow I was looking at
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