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  1. Check Hugo‘s Post Anode. My mobile phone autocorrected the last word in my previous post the wrong way. Sorry.
  2. Yes the fix was to teleport them instead of spawning. There is a spoiler on the fist post of this thread that mentions where Coates should be. Have you looked at that? You mention it's the 4th or 5th time you've played it - have you been unable to find him the other times?
  3. Make a new topic or post in
  4. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  5. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  6. First of all, kudos for creating a campaign. Understandably we don't get very many of these. In general the missions are fun to play, as I'd expect based on the earlier ones in the series, so I don't have a whole lot of meaningful critique for gameplay, but I do have something that bothered me, which is flavor-related. I skimmed through this thread, and didn't see it being brought up yet. Another immersion-related oddity that stuck out Finally, and this might just be an incredible nitpick. I also found an amusing bug, dunno if it's known already. But as I prefaced this post with, I really did have fun. I enjoyed the variety of locations, and the final mission in particular feels like straight out of some other notable immersive sims, which was cool.
  7. Every material consists of global keywords and stages. Stages are classified into ambient stages and interaction stages (diffuse, specular, bump, parallax). Interaction stages are partitioned into interaction groups. Each group is rendered as single draw call with interaction shader, its stages supply various settings (e.g. diffuse texture is taken from diffuse stage, specular texture from specular stage, etc.). Ambient stages are all extracted into separate list and rendered in their respective order. But this always happens after all interactions are rendered. In 2.12 and earlier, interaction groups were detected dynamically during rendering. There was some preprocessing code which was static (sorting stages, adding implicit bumpmap) and some additional detection in rendering code which was dynamic because it checked conditions. In the recent TDM version (hopefully in 2.13 too), the old approach is replaced with two new ways to detect interaction groups: implicit and explicit. Both ways are fully static and implemented straight during material parsing. Implicit detection. We go through stages in their definition order and add each new stage into the last interaction group. If the last interaction group already contains a stage of same type, then we finish that group and start a new one with the current stage. For instance, if we see interaction stages DSBBDDSBSD (abbreviated by first letters), it will get split into [DSB][BD][DSB][SD] groups. This should work fine for simple materials with one stage of each kind. It should also work fine for vertex-blended materials because they should have each group starting from bump stage (and hopefully they don't have duplicate diffuse stages). Explicit detection. There is new material keyword: interactionSeparator. If at least one such keyword is present in material, then explicit detection is used. Each interaction group consists of all the stages located between two consecutive interaction separators. The stages before first separator are put into a group too (if any), same applies to the stages after the last separator. Note that disabled stages are ignored during runtime, so it is possible to have several stages of the same kind in an interaction group, as long as at most one of them is enabled at any time. Explicit approach can be used for non-trivial cases, especially when stages are enabled by condition (like e.g. animated textures).
  8. Excellent! If you post a log of changes then that may work as an incentive to players to revisit the game and see the changes.
  9. My rig: Nintendo Switch OLED running Linux. This is Linux 64 bit version with box64. Game is hovering around 30fps with mix of low and medium settings. I am almost certain we can run this even more natively and with better results but its great already. Next stop is Android port of idTech4. I would post pictures but they are too big. Come to discord to see them if you really want lol.
  10. 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?
  11. 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/
  12. Thanks! In this 2024 post, when I experienced low FPS in the Training Mission's main room, you suggested "volumetric light was added to the skylight." Later your concluded here that "It looks like the shadow count in that scene has grown from 2K to over 15K." Could you take a look at the shadow count in this scene? Anyway, I tried disabling volumetric lights in 2.13 (setting r_volumetricEnable 0). I can clearly see light in the air disappearing and there was a slight performance improvement from 10 FPS to about 17 FPS. In 2.12, I can clearly see the light cone and crepuscular rays from the window, but changing values between 0 and 1 for r_volumetricEnable makes no noticeable difference either in FPS or visually. The FPS stays reasonably high in both cases.
  13. In Training Mission in dev build TDM 2.13/64 #10920, I see a significant drop in FPS (down to 11) at 331.95 -1360.32 210.25 69.8 178.1 0.0 (in the room "Keys & Lockpicks". This is similar to to my post here regarding TDM 2.12/64 #10644 (beta212-06). In TDM 2.12/64 #10651, the FPS goes down but stays at or over 17 FPS. One difference is that in 2.12, though I see the light coming from the window, the pattern from the window is not outlined on the floor. In the 2.13 dev build, the pattern is outlined on the floor. Host OS: Debian 11 Bullseye, Graphics: Mesa Intel UHD Graphics 620 (rev 07), Kernel driver: i915.
  14. Ah okay thank you. So your post was more about the church and not the cube map topic. Ah, I gotta read much more about these topics. But again thank you for taking the time to answer my still So foolish questions after all these years
  15. New laptop. So long, Intel. No more head bumping.

    1. Show previous comments  4 more
    2. jaxa
    3. duzenko

      duzenko

      I can see a lot of powerpoint slides but nothing convincing

      IMHO Intel is moving in the wrong direction. They have Iris 655 but you can only find it in Macbooks. They should have pushed it to major laptop producers so that there was a $600 laptop with it. Then, I want to be able to switch between TDP levels, at least when plugged in. And of course 128MB edram is NOT enough.

      AMD is even worse with their IGPs ATM.

    4. demagogue

      demagogue

      Speaking of which, I ran Darkmod on my new laptop with a GTX 1060, and it got 16 fps. Then I realized it was running Intel graphics by default and I had to go into the settings to have the GTX run it. Then the fps instantly shot up to 150. So watch out for that.

  16. I updated my darkmod and darkmod_src repos this morning, and the first attempt at building a 64-bit Windows binary ran into the following error: 2> Creating library E:\Trunk\darkmod_src\..\darkmod\TypeInfo.lib and object E:\Trunk\darkmod_src\..\darkmod\TypeInfo.exp 2>idLib.lib(Simd_SSE2.obj) : error LNK2001: unresolved external symbol "class idCVarBool r_legacyTangents" (?r_legacyTangents@@3VidCVarBool@@A) 2>E:\Trunk\darkmod_src\..\darkmod\TypeInfo.exe : fatal error LNK1120: 1 unresolved externals 2>Done building project "typeinfo.vcxproj" -- FAILED. Can anyone who's been working in this area please fix this? Thanks!
  17. It is already implemented. This is exactly what my extension of the new control scheme does. tdm_holdfrob_drag_all_entities Have fun, mate! EDIT: Correction: Sorry, I misread your post a little bit. Only for extinguished lights and food remains, the hold-type-grabber is used with my extension. For lit candles and food, short frob is still grabber and long frob is extinguish / eat. The thing is that there are plans to keep only one control scheme on the long run, which I am totally against, 'though, see below. I have already commented/suggested internally that the frob-code needs refactoring anyway, and if we were to do that for 2.13, we might as well introduce a simple switch. Basically, the code would determine if short frob or long frob has been pressed and then decide which action to perform based on the chosen control scheme. And for your information, my preferred solution has always been to keep the original controls, but have long-frob as a shortcut for frob + use. This might be an option with the proposed refactor. Let's try to keep the discussion constructive, please. There is no need to make it more heated.
  18. Snatcher and myself argued for ages to make shouldering long frob, but as this was completely blocked and the issue for me at least is consistency, I now would like to have the other special actions fit to the shouldering scheme. As you said, from the new perspective of a new default, short frob should extinguish any lights and eat any food. - Bodies: short > shoulder, long > move - Lights: short > extinugish, long > move - Consumables: short > eat, long > move - Loot and items: short > take, long > multi take (this was always different to the others) This leaves all other physical items for which short frob means moving, which could also be helpful in the sense that if you short frob something and it is moved, it has no special action.
  19. Hey all! I haven't properly played the Dark Mod since 2.05 or maybe even 2.04 until now and I've noticed that whatever I do in game the center and LFE channels of my 5.1 sound system remain silent. In other words, the output is actually 4.0 (2 front + 2 rear speakers) rather than 5.1. Now, I am not sure exactly but I recall no problems previously - until the EFX update 2.06, I think. I even found my older post about extremely loud LFE channel here: http://forums.thedarkmod.com/index.php?/topic/18741-really-loud-music/&tab=comments#comment-405277 As I understand, it is often made that the center and LFE channels are reserved for special sounds and not used often as the front speakers. For example, in Witcher3 center is mostly used for voices in the dialogs and the best way to check LFE is to use the aard sign magic. Or, in Skyrim it is known that LFE plays only when the dragon hits the ground. The first question is: do I have an issue with sound or not? Because maybe the sound output is ok and I've simply met no specific conditions utilizing the center and LFE channels? Minding my previous paragraph, I don't think it's EFX related but maybe the sound shaders simply changed since 2.05? This all brings me to another question: is there a way to check somehow in the Dark Mod wether the game outputs the sound correctly? About my setup now. I output sound via HDMI to Pioneer receiver with 5.1 setup. Everything works fine in modern games that provide 5.1 output support like the Witcher3 or Mortal Kombat 10 and 11. The windows sound configuration in control panel allows me to check all the speakers and it's fine. I have win 7 64 bit, OpenAl installed. The Dark Mod allows me to set 5.1 sound in options with no warning (I know that in other cases it gives a message like "your system does not support this sound configuration"). Please, help me to find out if anything's wrong with my setup and why my center and LFE channels are silent. Hate to start new threads but I didn't find anything related to my problem. Moreover, I feel the lack of sound-related discussions considering our community's interests.
  20. So, New Zealand banned semi-autos. Not a long way from banning semi-auto handguns...

    1. Show previous comments  51 more
    2. Anderson

      Anderson

      In short, we believe it will take time to have common sense gun rights like Switzerland and the Czech Republic as normal rights recognized in most free liberal democracies without too much zeal like in the US. But that will happen by the time spirits calm down in the US. Rome wasn't built in a day.

    3. chakkman

      chakkman

      As i mentioned, my definition of common sense is not to distribute tools to kill living beings to the civilian population. I can't see any common sense justifying the need to carry a gun. It's not the wild west here. And i'm also not living in a corrupt third world country.

    4. Anderson

      Anderson

      It is sad that the rationale of limiting guns to civilians also extends to pepper sprays and other non-lethal tools of self-defense. And by the time that happens like for example in the UK, nobody will be able to stop it. Moreover to stop the Westerminster attack.

  21. edit June 1, 2010: I've moved this list from the internal forums. It's not really up to date, but has a lot of good reference pics and is still a decent list for those looking for something to model. There's also a wiki page: http://wiki.thedarkmod.com/index.php?title=Model_Wishlist#General_Idea_Wishlist The old list was getting outdated, so I've revised it here. We actually have a pretty good complement of prop models now, so it's starting to come down to, 'what would be neat to have', rather than what do we desperately need. Post special requests here. Articles in red are priority items that are needed asap. Update: There are NO red articles! We actually have all *necessary* models for a generic toolkit. At this point, further assets are things that are needed for specific maps or just things that would help round out the available models. Green articles indicate that models of that type already exist, but more versions are desirable--modelers should check to see what already exists to avoid duplication Articles in black are items that don't exist but have no special priority. (List is currently WIP) Kitchen & Food Items pastries http://www.privatecl...APPLE%20PIE.jpg http://mccutcheon.files.wordpress.com/2007...puff-pastry.jpg leg of meat http://img.alibaba.c...98/Lamb_Leg.jpg roast bird http://gorgeoustown.typepad.com/lex_culina...s/dsc038231.jpg pitchers http://www.istockphoto.com/file_closeup/?i...p;refnum=459153 http://owgd3.onewebgroup.net/Merchant2/gra...tavern/2903.jpg bowls http://www.sasscompa...1/MOA-90006.jpg http://www.sasscompa...1/MOA-90008.jpg http://images.surlatable.com/surlatable/im...il/549568v1.jpg wooden spoon http://www.crafty-ow...en-spoons-3.htm herb bundles http://static-p.arttoday.com/thw/thw13/PO/..._0939_0004_l__p http://www.countryliving.com/cm/countryliv...ARMF0507-de.jpg cauldron http://ourworld.compuserve.com/homepages/L...al/cauldron.gif http://www.outofthee...om/cauldron.jpg hanging hare http://z.about.com/d...rabbits_425.jpg
  22. 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.
  23. I tried it this evening and played normally as well as no-clipped through St. Lucia. I used EAX but graphics was set to lowest. I also have frontend acceleration set to on and Uncap FPS set to 300 - can the latter cap be theoretically increased? I mostly have around 50-ish-60 FPS and it very rarely goes to 100. Performance seems fine in the original lowest allowable settings as well as with some tweaks. Also added highest possible settings - all enclosed in this post. Occasionally in some milliseconds the game can drop to 40-50 but it's almost unnoticeable. What worries the most is the computer fan straining on more intense scenes despite keeping good FPS. On highest settings FPS can often be around 20-30. In places with many lights and with many NPC's it's very sluggish at around 4-10 FPS. I've attached as well my dxdiag report for the hardware. default_original_Darkmod.cfg tweaked_low_settings_Darkmod.cfg highest-settings_Darkmod.cfg DxDiag_24.12.24.txt
  24. 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.
  25. Welcome to the forums! Please feel free to ping me via forum chat.
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