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  1. I don't have a bugtracker account, so no I don't believe there is any tracking for this. I'd be willing to do the actual write-ups, but I'd need to be inducted as a bugtracker person or have someone paste them in for me. I think I'd make three separate tickets at this point? 1. flashbombed state increases the blackjacking radius (the original post) 2. flashbombed state plays its animations properly (wellingtoncrab's june 9th reply here: https://forums.thedarkmod.com/index.php?/topic/22738-proposal-flashbombed-ais-become-blackjackable/#findComment-502037 ) 3. flashbombs deal damage to team 9 enemies (undead, not mentioned here but another glaring issue that makes them less useful than their original TG/T2 incarnations)
  2. Those look fantastic! But, keep in mind, light coming from the Sun or the Moon will be functionally parallel by the time it gets to earth. Unfortunately, I think parallel lights might have been removed from TDM.
  3. Brightness, gamma and ambient. Brightness and gamma are user settings mappers can't (shouldn't) change. My opinion is that players shouldn't feel the need to change these unless real-life conditions change around them (day vs night, lights on/off, new monitor, etc). What mappers do in their missions is setting a single or multiple "ambient" lights to their maps. We can think of it as "the mood of the map or area". This ambient can change between zones: bright fullmoon outdoors, pitch black sewers, blue ghostly atmosphere, etc. My opinion is that players should be able to adjust the ambient of a mission based on their preferences or current mood (brighter or darker). You can try this yourself. Set your brightness and gamma just how you like it. Launch this mission, bring down the console and enter, in example: r_ambientGamma 1.2 The mission suddenly is a tad brighter and the light gem and gui/hud elements remain unaltered. Mind you, r_ambientGamma is persistent: you have to set it back to 1 when you are done with the mission, otherwise it stays at 1.2.
  4. I post for the first time since January with a detailed response about an important(ish) topic and I get a laugh reaction. In all seriousness though, if one doesn't like DRM they have to be careful posting nowadays since a lot of people have a lot of time invested in games and platforms with DRM of various sorts, and any issues you raise with the game/platform these people will take as personal attacks against themselves, even though it was never intended. Not so bad here, but reddit and Steam forums? Good God. Bruh we both live in Australia, it's not that bad here with regards to the authorities most of the time. I mean it does depend where you live (I'm in SA) but comparing our cops to those in the US is like using a cheat code.
  5. Two other little issues: here (1920, -934, 60) I picked up the newsrunner 4 (already had one in inventory) and then dropped it again. Instead of the newsrunner that image was dropped?! The second issue was that I somehow managed to permanently get "needs junkroom key" written on the screen, not sure how.. maybe I saved while it was displayed when frobbing that door? Might even be a non-mission-specific TDM bug, IDK ---- Having finished this mission (on expert): Holy shit, this was insane! Fun and challenging mission and the amount of enemies sometimes reminded me more of Serious Sam than Thief :-D (The amount of enemies might be the main reason why this FM requires more beefy hardware) TBH I tend to just blackjack every enemy to explore maps in peace, which of course can make them a bit easy (even on expert), unless there are superficial restrictions like "don't blackjack (more than N enemies)". I'm usually too impatient for playing as ghost Anyway, this mission was even challenging when blackjacking, which I enjoyed, but I can imagine that it's pretty frustrating for people who insist on ghosting.. OTOH there's no shortage of water arrows, so maybe ghosting is more doable than I assume (as long as the ghost doesn't insist on not extinguishing any lights). This certainly is no criticism from me, just a possible explanation why some people found it too frustrating The story is pretty great and I liked those portals I'm looking forward to Thomas' next adventure! By the way, regarding As others wrote, it is definitely not unplayable and shouldn't be removed. You could fix a few issues, like the locking of those desk drawers, and maybe reduce light in some places (especially that room that Helot is often in at first is pretty overbright), but I don't think it needs a rewrite. It might not be perfect, but who cares. As someone who has played a lot of FMs, this certainly is one of the better ones, especially impressive for a first mission! (Though I enjoy most FMs, even if they're a lot more amateurish than this one). I don't think you should spend more than one or two days with fixes/tweaks on this mission (if at all), as @datiswous wrote, it would be better to start a new mission with the experience gained from this one
  6. Thanks for playing and so glad you liked it! It sound like you're having issues with the volumetric lights, which are prominent in both of those areas you mentioned. Nobody else reported any issues - what's your PC setup?
  7. That's correct but many people just use the in-game mission downloader to check for new stuff without even looking at the forums, which is what I did. In the past a lot of missions that required a newer version of the game executable and assets would tell you this when you tried to start them up. I was just reporting on this and that you don't need to reinstall, just update via tdm_updater if you find this issue.
  8. Hrm I wasn't able to type on *after* the spoiler and accidentally already submitted the reply.. (Does this forum somewhere have a raw mode where you type text with tags around them or something instead of this broken WYSIWYG editor?) Anyway, what I was gonna add: This was a great mission and I already played Away1 - I'm really looking forward to Away2, want to see how the story goes on
  9. Might this not be better suited to https://forums.thedarkmod.com/index.php?/forum/58-tdm-tech-support/ or failing that make the text collapsable.
  10. Guest

    AB's Stuff

    Sharing my stuff here (with permanent links this time!) Use them however you like Let me know if there's any issue with any of it and I'll fix them or get them up to standard! Merry Chests 2 Download These are on hold for the moment while I work on actual missions. I got as far as making 8 new containers/chests that are drop and go prefabs, made a little more efficiently and flexibly than the first lot. Technically 1 is from the first lot, I just liked it enough that I wanted to give it a refresh. They all come with little loot lights inside that switch on and off as the lid opens and closes for optimisation and visibility. Frob boxes, keys you can use or not, etc etc. Merry Paintings 2 Download I needed some office-appropriate paintings that were a bit more neutral than Caravaggio's Judith Beheading Holofernes so I grabbed 20 (mostly) C19th still life paintings, all public domain and CC0 scans. Some chiaroscuro, some pastoral, some with kitties This time around I've packaged them as light as possible so they're not the highest definition, just something to fill your walls with rather than lootable centerpieces.
  11. Double topic. See also topic: https://forums.thedarkmod.com/index.php?/topic/22754-thief-vr-legacy-of-shadow-announcement/
  12. i am having a hard time searching for specific keyword in bug tracker so i decided to wade into google search and found similar thread with similar issue : https://forums.thedarkmod.com/index.php?/topic/13723-key-drop-melee-animation-glitch/
  13. Just to complicate your life, there are 3 additional aspects to consider about the circa-2014 Mason files, and subsequent circa-2017 improvements to the 'english' version perhaps applicable to your work. (These issues are covered in the wiki "Mason Font" article, with a bit more in my "Analysis of 2.12 TDM Fonts", https://forums.thedarkmod.com/index.php?/topic/22427-analysis-of-212-tdm-fonts/. The 2017 changes can be seen in the *current* 2.13 TDM English Mason files.) 1) Need for custom DAT-scaling on certain Mason characters The source TTF had upper-case and lower-case characters that were early-on considered too similar to size. So (before 2014) in the DAT, selective per-character scaling was used to differentiate them. See https://wiki.thedarkmod.com/index.php?title=Font_Metrics_%26_DAT_File_Format#Per-Character_Font_Scaling for details. As you add new characters, you should do likewise (relatively easy with refont). 2) Creating the "glow" of mason_glow How Tels created the glow (for 'english' carleton & mason) is discussed in reasonable detail here: https://forums.thedarkmod.com/index.php?/topic/12863-translating-the-tdm-gui/page/5/#findComment-262661 That could be done for Russian too, which I recall currently fakes a glow, and possibly would require a minor GUI or engine code change to use. Note: To best accommodate glow and retain GIMP-visualization-alignment between base and glow characters, Tels moved some base characters within their bitmap, to keep their glyphs 2-3 pixels away from any bitmap edge. You should consider this when placing new base glyphs. Note: For the 3 mason bitmaps doubled in size circa-2017 as discussed next, the mason_glow bitmaps were also doubled. 3) Extensive bitmap editing to solve main menu character jaggedness. On Oct. 5, 2017, @Springheel in https://forums.thedarkmod.com/index.php?/topic/19129-menu-update/#findComment-412921 said: "Looking at the Mason fonts, it looks like they were super low res to begin with, and were then just resized [presumably referring to per-character scaling], making them even worse. I'll see what I can do." [Further on, referring to fonts in the TDM menu system:] "It appears that resizing the dds file to make it higher res is possible, so I'll proceed." Later, on Oct 13, 2017, he concluded within a "More detailed list of changes: "Updated the menu fonts, which were surprisingly bad before" Unfortunately, I couldn't find details on how this work was actually done. I assume the bitmap editing was all done in GIMP. It started with doubling the size of certain bitmaps from 256x256 to 512x512. This was done for the first 3 bitmaps (i.e., those with ASCII, some Latin-1). Then characters were made more crisp and smooth-edged. How? Dunno. Also, some odd but harmless artifacts happened within GIMP (noted in https://forums.thedarkmod.com/index.php?/topic/22427-analysis-of-212-tdm-fonts/page/3/#findComment-499660)
  14. Or, just get in contact with the owners of the IP and ask them since just because an IP lawyer in one jurisdiction says it would be okay, doesn't mean it would be okay globally. There are several packs out there of scripts/definition files which are licenced under free licences (CC0 and WTFPL mostly) and claim their freedom by recreating them using "clean-room way". In fact, I used them in getting TDM running with mostly free licenced files by selectively choosing which had clearly been written from scratch albeit with reference to the originals, and which were just direct copy and paste with claimed free licences (I didn't use them). Then it was a case of finding/replacing the core engine textures, sounds, etc. the engine required to launch with free alternatives (again checking the packs since some were just copied direct from the game files and claiming to be free). In the end, the only non-free licenced files that were still required were those from TDM itself. The result of this TDM version is the screenshot I posted some posts ago here: https://forums.thedarkmod.com/index.php?/topic/22346-libre-version-of-tdm/page/3/#findComment-500642 However, you will notice the giant cursor on the screen in the screenshot, why? because the only reference to hiding the cursor is within the UI files which come under the game eula, so I didn't add in the command to hide it in game. In the case of the script/def files, this "clean-room" approach has stood up in a court of law when I looked online, however you wouldn't really want to end up being in the position of ending up in court defending yourself in the first place. The flaw in the def/scripts that were recreated are that they all wrote their files using the originals as reference. So if the originals are under the game eula, and if the information contained is in some way protected, then all these "clean-room" files revert to the original game eula, as the authors didn't have the right to change the licence. I believe (with a pinch of salt )that if the core scripts/files were made GPL by idSoftware/Microsoft then as files based off of or using them as parents (basically all TDM scripts/defs as far as I can make out) then all of the TDM scripts and def files would automatically become GPL as their authors could also not claim their work was NC-BY since it was then based on GPL work.
  15. Regarding the existing Russian version of TDM's MasonAlternative font, this had a different origin than those Russian fonts processed by Riff_Keeper. Tels created this in 2012. He started from bitmaps of an ASCII Mason font, then used his Perl patch program to copy selected ASCII glyphs (that resemble in some way Cyrillic) to new font "MasonAlternative". See https://forums.thedarkmod.com/index.php?/topic/12863-translating-the-tdm-gui/page/15/#findComment-274617 In GIMP, he flipped or otherwise hand-edited to make them Cyrillic. He said, "There are still a few dozen missing, but this is enough to render the two headlines we have (New Mission and Setting)" https://forums.thedarkmod.com/index.php?/topic/12863-translating-the-tdm-gui/page/15/#findComment-274623 This accounts for the incomplete coverage. Speculatively, he took this approach because it couldn't find a Mason-style TTF font with both Russian characters and an acceptable license (e.g., public domain, or at the least freely redistributable for non-commercial use). @kalinovka,I wonder what the licensing is for your masonchronicles3.ttf.
  16. Evidently a significant portion of the Cyrillic work was done by Keeper_Riff (in conjunction with Tels) back in 2011. These folks are not active in TDM these days. Keeper_Riff outlined a workflow, starting with FontLab to edit TTF files... https://forums.thedarkmod.com/index.php?/topic/12863-translating-the-tdm-gui/page/12/#findComment-271548 Specifically Carleton: https://forums.thedarkmod.com/index.php?/topic/12863-translating-the-tdm-gui/page/4/#findComment-262135
  17. Yes, that's just a func_static with a "model" key set to the entity name, which means it's brushwork converted to a func_static (so DR just renders the brushes). My guess is that DoomEdit does something specific when you "connect" a model and a light, which we're not doing in the same way. I thought that all that "connect" did was set a target key to point to another entity. Maybe it's supposed to have special handling for models and lights.
  18. Prefabs don't exist in the original Doom 3 or D3Edit as far as I know. But I don't understand what is the issue being reported. As far as I can see, creating a light entity and setting a "model" key works as expected, with the model becoming visible in the 2D and 3D views in addition to the light bounding box. I'm not sure what else is meant by "having a specified model for the lights". Perhaps vanilla D3 does this in some other way than by setting a "model" key.
  19. Hi, This is just me being a bit curious. I've grown quite fond of DarkRadiant, so I tend to use it over the built-in d3-editor when mapping for Doom as well. However, there is one thing that doesn't work well, and It's when you have a specified model for the lights. So if you open up any map, you'll see the box with a question-mark instead. This is usually when there is special things going on like breakable lights etc. Is that just functionality that was never needed for the Darkmod/DarkRadiant or is there something else going on ? I tend to use d3-editor just for those special cases.
  20. And some info can be found on this forum topics and wiki. Wiki article: https://wiki.thedarkmod.com/index.php?title=Parallax_mapping Topic: https://forums.thedarkmod.com/index.php?/topic/22574-experimental-support-of-parallax-mapping-in-213/
  21. Most of the shader stuff is about surfaces. For lights, it's only glprogs/tdm_lightproject.glsl, I think. And yes, now this chunk of code is duplicated in C++ code.
  22. I think this is not exactly how it happens, because the algorithm is CPU-only, and it definitely works for invisible areas (e.g. guards detect bodies even if player is inside a locked room). But the issue 6546 and the aforementioned commit messages are a good place to start. Basically, the engine can now sample light intensity at any point at any moment, without any usage of graphical API. It computes all the shaderparms, conditions, settings, it uses raycasting to take hard shadow into account, it samples the light textures on CPU to take projection/falloff into account. Luckily, we only need consider to lights, we never touch surfaces. Computing surface properties on CPU would be unfeasible. The procedure is cheap for a single point, but very expensive for every screen pixel / mesh vertex. So just as you said, the meshes are sampled randomly, with samples distributed over short time. Some kind of average is computed. This spreading over time is unfortunately necessary to make results both fast and reliable. And this is the ugly part: if you request light value and use it the same frame, you'll just get zero. You need to continuously request light value of an entity in order to get meaningful value soon after you start. In principle, we can use this system to implement CPU-only lightgem (aka "weak lightgem" of the past). But its values will never match perfectly with the values of the current GPU lightgem, and I have a feeling that the switch might be traumatic due to behavior change.
  23. Just sat down to do this and, indeed, all it takes is two boxes connected by a hallway, a couple lights, a trigger in the hallway connected to a gui message and a speaker, and the speaker is supposed to play mission_start with s_omni 1 and s_waitfortrigger 1 . Message appears, sound doesn't play but appears with the debug drawing. Not sure how much more I can pare this down, although the gui message might be superfluous as well? I left it in to make it obvious when the trigger activates. Let me know if there's anything else I can do to help. speaker_trigger_bug_reproducer.map
  24. The Dark Mod 2.13 has been released! A new era in accurate AI Vision! When id Software released the Doom 3 modding SDK, The Dark Mod team saw the potential for something more than a multi-player cops vs robbers game like Thievery UT. The sheer amount of access to essential game-play systems meant that a true Thief style experience could potentially be created. One of the first things the team did was to investigate how a light-gem system could be implemented. Having a good way for both the player and AI to know when the player is visible to others is a crucial part of the Thief experience so if we couldn’t build it then the dream of a Thief style experience was over. Fortunately, there were enough parts of the AI visual logic and more than a few stub pieces of the Render code that gave us the ability to build a robust system. The downside of the light-gem system was performance. Even though we did our best to limit the viewport and resolution of the light-gem image captures, often the light-gem would cut FPS in half ( or less ). This was pretty painful, especially since most computers could just barely run vanilla Doom 3 at acceptable FPS. After this system was fully functional, other aspects of AI vision were investigated. Obviously, we could not afford to run the light-gem render for every object or body the AI might see so it was decided that the AI would do a more simplified light-gem calculation for things other than the player. This meant that ( to the AI visual scan ) all light volumes would be either cubes or pyramids with perfect exponential falloff. We would run a line-of-sight check to the objects then ( if it hit ) calculate the pixel brightness by the location of the spot in relation to the center of the light(s). This was far cheaper than rendering the whole scene but heavily impacted accuracy. Many solutions were proposed to improve things but a solution evaded us for years. 2.13 changes things! Now we have a "stochastic sampler" model that does regular measurements of the actual light volume pixels and builds a "running average" of how illuminated different entities are. The days of seeing knocked-out AI in the middle of a bright spotlight get ignored are over. Now all AI and loot entities (etc) essentially have their own light-gem and it performs excellently! Magnificent Mission Management! Daft Mugi has drastically improved the GUI menus for mission management. The Dark Mod mission list and in-game downloader now have a search filter window that follows modern conventions of reducing the listed items as each new letter eliminates a possible matching mission name. Both lists can be sorted by actual name ( The Rats Triumphant ) or Chicago Style ( Rats Triumphant, The ). Additional mission details ( readme data ) can now be scrolled so players can see more information about the mission without having to navigate to the darkmod/fms folders. The menus have also been tuned with smaller font sizes for more practical mission listing and have been hardened against buggy order of operations issues so that you will be far less likely to encounter strange issues or crashes when downloading and installing missions. Parallax Occlusion Mapping! Stgatilov has added the oft requested POM feature to the latest Dark Mod release! WellingtonCrab has coordinated with him to provide examples and check the functionality and quality. Now The Dark Mod is ready to offer a quantum leap in perceived geometric detail with all sorts of surfaces realistically showing 3D parallax rather than the flatter looking normal maps we usually offer. WellingtonCrab also created many texture variants that are tuned to look better with POM enabled. Other Graphics Goodies! Now cubemaps \ environment maps respect more stage keywords. This means that faked reflections on water shaders can now move in relation to the water texture movement offering a more convincing illusion! Subviews ( cameras, portals, mirrors, xray, etc ) can now be nested. You can now have a skybox render in a camera view, etc. Volumetric lights and particles now render in mirrors! Alpha-tested surfaces get alpha shadows in Shadow Maps mode. Tone-mapping now supports range compression to prevent unwanted overbright areas. Arcturus has introduced some new metal materials that use improved cubemaps as well as skyboxes with clouds that use POM! Stability and Performance! The console variable system ( CVAR ) has been improved to be thread safe. This should resolve some rare crashes that involve weapon scripts that rely on CVAR values. We now automatically detect the number of CPU cores and allocate Jobs based on the detected specifications. Level loading has been given more parallel execution optimizations including optimizations for loading audio samples in parallel. Uncapped FPS is enabled by default so Linux players will not have a poor first time experience and many audio and video playback timing bugs that occur only in classic capped mode are avoided. Finally, Linux vsync support has been greatly improved. Improved Training Mission! The Training Mission is supposed to help players understand the basics of Dark Mod game-play and controls. It was created to coincide with The Dark Mod v1.0 and was not significantly altered until TDM v1.08 ( when Bikerdude did some texture replacement for 2.0 standalone and improved the overall visuals ). As such, many new game-play features that were added since 1.0 were never included in the mission. Now the mission has been upgraded to include more game-play features such as the Vine Arrow as well as getting further visual upgrades and EFX Reverb! Drunken AI! Now that the AI have better visual accuracy, Amadeus decided to balance things out by fixing many of the broken behaviors of Drunken AI so that they are more reliable and consistent for use in missions by default ( no need to extensively customize the defs or use scripting to improve them ). Potions! Dragofer and Amadeus have completed the work on the Slowfall potion originally prototyped by VanishedOne. They also incorporated the invisibility potion by Kingsal ! These now have pre-defined slots in the gameplay menu as well as the default shop menu design. Assets Galore! Along with new POM textures, we now have: A new modular pipe set A new Lampion entity Some new Factory Machine entities Ornate wood and stone relief textures A new AI praying animation A new AI smoking animation And many fixes or improvements to existing assets EFX Reverb Location Preset! Frost_Salamander took some time away from his continued work on the excellent “The Lieutenant” series missions to make EFX reverb setup easier for himself and other mission authors. You can now add EFX preset spawnargs to location entities rather than having to use the EFX def file. 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. That 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 archives 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. Also Nolok contributed a brand new Catalan menu translation! 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. A detailed list of changes can be seen here: https://wiki.thedarkmod.com/index.php?title=What's_new_in_TDM_2.13 To UPDATE, simply run the tdm_installer.exe file in your darkmod folder. Note that tdm_update.exe is no longer supported, but you can download the new installer from the Downloads page if you don’t have it yet. Please be aware that old saved games will not be compatible with 2.13, so finish any missions you might be in the middle of first! Also, some missions created prior to 2.13 may need to be updated so they will be playable in 2.13. Before upgrading, set TDM to use one of the built-in missions ( Training Mission, A New Job, Tears of St Lucia ) then use the in-game mission downloader to check for updates
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  25. @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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