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  1. I will upgrade the DarkMod forums this Friday to the newest IPB version. This will hopefully help us stop the spammers from signing up so we can get rid of the manual authentication process. The forums will be unavailable for some time, and the skin might not look normal after the upgrade. Just a heads up. Cheers, ~m2
  2. It wasn't a "sacrifice", it was a deliberate decision. People wanted the game to be as close as possible to the original, including pixelated graphics. If you ask me, the former version based on the Unity engine looked and felt better. But, hey... I guess I'm not the right person to judge that, as I never played the original, and always found that the art style of System Shock 2 is much better anyway. This also illustrates the issue with community funded games: Too many cooks spoil the broth. In game design, you need freedom, not thousands of people who want you to do this and this and that. Just take a look at the Steam forums and see how all those wimps complain again about everything. Hopeless.
  3. What I understood is that the idea of TDM was born from that it was unclear if T3 would get a level editor at the time. Source: https://web.archive.org/web/20050218173856/http://evilavatar.com/forums/showthread.php?t=268
  4. A seam between the head and body would actually not be visible either way; Since no one's likely to be exporting naked humans for TDM, the head mesh can be separated behind the clothing. Makehuman offers an option to hide faces on the body mesh when exporting with cloth models, which we would obviously be using for optimal polygon count. A separate head entity is the most ideal setup though; It offers way more customization options than a whole mesh. I'm actually thinking of creating bodies and heads separately, though I'll probably export full characters and just leave them swappable between bodies that make sense (same gender / skin color / class).
  5. Sounds amazing, but what about heads? Heads are separate entities in TDM so one would beed to (manually) separate the heads from the makehuman bodies. right? I guess a decapitation script would be in order?
  6. This one is really essential: https://www.ttlg.com/forums/showthread.php?t=138607 Should work fine with the GOG version.
  7. Can't use spoiler tags, so here's the file I'm using for beta4.
  8. Oh boy it seems like we really have to do this... "sigh" So lets address some points to hopefully shed some light into this and structure things up (I really wanted to avoid this cause all it is going to do is costing me time that I won't be able to invest into modding). I am modder. It's what I have been doing for quite some time now with various game engines and to various degrees of project completion. A modder by definition is somebody who takes existing assets and/or code and modifies it into (hopefully) a new and interesting context which he (and eventually other players) enjoy to play. Now let's take a look at what footage I recently have "shared" with the community that sparked this discussion: Video Description: At no point in time have I claimed to have been the original creator of the map or the assets shown in the video. It was strictly a showcase about multiplayer clientside network replication (a topic very dear to me as I personally consider multiplayer game development the supreme discipline within game development). But it doesn't matter since again, I am a modder and my job is to put existing code and assets into new context and in the best case to create an (for me personally) enjoyable experience. I produce several videos a day when I do modding related work to document the progress with the vast majority of those videos never getting publicly shared. Due to time constrains most of those videos contain very few (if any) details about the source art/code used especially when they are in a WIP unreleased project state with plenty of the assets & code still being subject to change. Do I read the feedback in the community forums about the footage that I post ? Absolutely ! Does other people's feedback about my shared footage morally or legally oblige me to take it into consideration when working on my mod projects ? Absolutely not. I always have, am and will create mods for my personal satisfaction first and foremost. And even if you told me that the strong contrast in my footage melted away your retina and blinded you permanently I would probably shrug it off and ask why you kept watching it then in the first place... You don't pay my time/work on the mod nor my monthly bills so your opinion's impact could be described as "mild" at best (especially when I quote users multiple times to the optional client setup showcase without getting even a response/reply to that). The reason I share my work/footage with the community is because I firmly believe that I am not the only person longing for stealth-medieval-fantasy themed games WITH online cooperative multiplayer functionality. I always gladly will answer questions (about asset origins for example) but in this specific case and in this specific thread since the question about the map origin was already self-answered before I was able to read and reply to the question there was no point in re-answering the already answered question. Now about the "taking the drama with me from another community page": This is the demented level of commenting I have to deal with on a regular basis on that page (I specifically picked a fresh and mild one to not give that person more attention than he/she desperately seems to seek from me): I stopped posting updates on those community forums for several years now but when I updated my thread about my project with this week's footage the same trolls crept up and started again instantly trash posting. This is the plague that I wanted to avoid taking with me over to the TDS Forums because I witnessed how (also because of that constant trash/trolling drama) plenty of valuable users/modders left that community over the years basically leaving it a dead place of trolls. Some of the toxic trolls from those diseased community forums I see now commenting in my thread here at the TDS forums (hence the wording "toxic stalkers"). I really hope this post contributes to explaining the entire background so that in case similar questions by other users come up again in the future I can then simply link to it while at the same time keeping the discussion content topic related.
  9. @Zerg Rush: Any further clues or suggestions or strategy should be wrapped in spoiler tags, please.
  10. Thank you very much, I've already downloaded it ! I'll see what I can do. Yes, come to think of it, the voice sounded a bit different to your's. I might add this to Andros' resume in the voice actors article on the wiki. What tags would you and the others recommend for the official trailer ? I'd like to give it at least the same tags as you have on your own channel. ---- Minor update: The trailer has been uploaded to our channel and set as the introduction video. Every unsubscribed person will see it.
  11. Hey guys. The forums have been successfully upgraded, although it took longer than I thought due to some extensive mysql queries that had to be run. This version of IPB is the newest, and it includes changes, new features and more. Please have a look around! IMPORTANT: Since a lot of the client-script files have been updated it is mandatory to empty your cached files from this forum. You can either empty your browser cache if you want to (check the settings), or you can do a hard refresh (this is usually done by holding the Ctrl-button while you hit 'Refresh'). Yes, the skin is currently toe default IPB skin, but this will be changed ASAP. It takes some time to update the changes in the original darkmod-skin, so please be patient. If you spot anything out of order (e.g. bugs) or you have suggestions or general feedback, please use this thread. Because of a new CAPTCHA (Completely Automatic Public Turing Test to Tell Computers and Humans Apart) system introduced in this version, I have now disabled the manual validation process of new members. Cheers, ~m2
  12. Thanks for playing and the kind feedback re: the bugs: the brew tank is a new one - thanks for that. Will add it to the list for any future update. the bow: I think that's a TDM bug. I experienced it as well, but only the early days of developing the mission so I thought it had gone away, but I guess not: https://forums.thedarkmod.com/index.php?/topic/21345-210-crashes-may-be-bow-frontend-acceleration-related/ the keys on the guard: never did get to the bottom of that one as I could never reproduce it.
  13. Thanks! Hint for the safe code here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=485264 Actually, it's probably time I added these hints to the original post....
  14. Any Help? ok. But I dont have any experience on this one. Please let us know which sollution worked for you. Error: "ALSA lib conf.c:3523:(snd_config_hooks_call) Cannot open shared library libasound_module_conf_pulse.so" People say install package "libasound2-plugins:i386", but your running the x86 binary. Some topics on tdm and wiki (if you havent read them) tdm wiki: http://wiki.thedarkmod.com/index.php?title=FAQ#The_sound_lags_behind_the_picture http://forums.thedarkmod.com/topic/17414-how-to-configure-the-sound-system-on-linux http://forums.thedarkmod.com/topic/18577-no-sound-on-ubuntu-1604/?hl=alsa http://forums.thedarkmod.com/topic/17187-solved-no-audio-on-ubuntu-1404 tdm Search function with subject alsa: http://forums.thedarkmod.com/index.php?app=core&module=search&do=search&search_term=alsa&search_app=forums Some sollutions to be found here: https://www.google.com/search?q=doom+3+alsa People say use the "oss" sound driver. https://forums.gentoo.org/viewtopic-t-506390-start-0-postdays-0-postorder-asc-highlight-.html?sid=50f951228fd392b1d1a3f82935fe67c1 http://zerowing.idsoftware.com/linux/doom/Doom3FrontPage/#head-bbf251e26f02e635b5df3b186f54ac0ae8bafe17
  15. Hey @MirceaKitsune, thank you so much for playing! As for the bracelet, there is no objective text that shows up specifically; it is just something you have to gleam for yourself. EDIT: Hmm, i can't seem to get spoiler tags to work right now. Will send a PM
  16. I never realised Bill Gates was a member of these forums. Welcome to the community! I hope you enjoy The Dark Mod. Perhaps your Foundation could help pay for the server hosting or fund the development of some new features?
  17. Regarding the sound: Instead of creating a speaker via script, you could create the speaker in a seperate (e.g. where the start-weapons and items are stored) and move it to the player position, when you need the sound. When the sound should stop, you could move it back to its former location. That way, you can have the speaker on repeat all the time or you could handle it like you would any other speaker. Regarding the speed potion: By the way: If you are searching for somethin in the forums, I would recommend to use google with a "site:forums.thedarkomod.com" before the term you are searching for. This limits the google search to the forums and the google algorithm is way better than the search function of the forum itself. In this case it was the second hit of the search.
  18. Hey all, I just noticed on the TTLG forums that Xorax released a large (1600+) set of textures for public use. I browsed through them and they match well with TDM. While they don't have normal maps, I'd still recommend giving them a once-over. Here's the TTLG thread: https://www.ttlg.com/forums/showthread.php?t=151606
  19. DarkRadiant 2.14.0 is ready for download. This release focused on DarkRadiant's texturing abilities, the Texture Tool and some of the Surface Inspector algorithms have been completely rewritten. A new model importer UI has been added with the ability to convert FBX models into a format compatible to the game (it can also convert LWO, ASE and OBJ models). The EntityInspector can now deal with more than one selected entities, showing the shared key values in the list. Copy/Paste Textures across angled faces: Texture Tool Rotate Tool (use "R" hotkey to switch) Surface Inspector Harmonise Scale / Linked Scaling Surface Inspector Normalise EntityInspector Multi-Selection Support For more things that have changed or fixed, see the list below. Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/2.14.0 and of course linked from the website https://www.darkradiant.net Thanks go out to all who helped testing this release! 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. Changes since 2.13.0 Feature: Texture Tool Improvements Feature: Texture Tool: Add Manipulation Panel to shift/scale/rotate selection Feature: Show shared keyvalues when multiple entities are selected Feature: Texture Browser Filter: match multiple words (using 'AND' logic) Feature: Skin Chooser shows materials of the model Feature: Surface Inspector: Add buttons to harmonise Horizontal and Vertical scale values Feature: Improved pasting textures to angled faces sharing an edge Feature: XY view zoom is centered at cursor Feature: Texture Tool: Constrain operations to axes by holding down Shift Feature: Texture Tools: rotate function Feature: Texture Tool: UI contrast Feature: Model Conversion UI Feature: Add FBX model importer Feature: add IQM format support into lib/picomodel Feature: Spawnarg type icon not shown for inherited properties Improvement: New Game Connection GUI Improvement: "Replace Selection with exported Model" preserves spawnargs Improvement: automatically reload exported models Improvement: Search function: don't start searching while still typing Improvement: MediaBrowser toolbar: clear filter text when texture is selected through MMB or Texture Browser Improvement: Merge "Create player start" and "Move player start" options Improvement: Patch Texture Rotation should take aspect ratio into account Improvement: Texture Tool: use aspect ratio of material Improvement: Step-rotating textures through the Surface Inspector should be using the center as pivot Improvement: Surface Inspector: Option to change horizontal and vertical scale values proportionally Improvement: Apply textures to surfaces using "normalized" scaling. Improvement: Normalise button brings texture coordinates closer to 0,0 Improvement: Prevent Texture Tool "face jump" on rescaling textures Improvement: Move modifier hints out of the status bar Improvement: Flip Texture: Prevent huge face UV coordinate translations Improvement: Double click on list elements should auto-close dialogs Improvement: Texture Tool: Select items by clicking the UV space they cover Improvement: Texture Tool: Grid lines are getting too dense when zooming out a lot Improvement: Texture Tool: intercept keystrokes for grid resizing & snap to grid Improvement: Model Exporter: warn if Output Format and extension in File Path don't match Improvement: Change Quake3 map exporter to write "legacy" brush syntax Fixed: Q3 Legacy BrushDef parser sometime produce some wrong texture rotation Fixed: "Replace Selection with exported Model" assigns result to Default layer Fixed: All scene graphs connect to the same undo system, causing interference Fixed: Remove Floating Layout Fixed: EntityInspector allows to set an entity's name to an empty value Fixed: modelDefs folder starts expanded after changing selection Fixed: Particle Editor: wireframe does not render Fixed: Drag-select while in texture tool window gets stuck. Fixed: Some brushes change shape or disappear when rotated or duplicated Fixed: Texture Tool: drag operation doesn't capture the mouse Fixed: Ctrl-S does not work when focus is on inputs Fixed: Autosave filename unhelpfully overwrites 'save copy as' filename Fixed: Merge Maps: can't hide changed entities/primitives Fixed: Merge Maps: can't center orthoview/camera on changed entities Fixed: Merge Maps UI remains if DR is closed while a merge is in progress Fixed: Merge Maps: "Details" text doesn't use full width of window Fixed: Brushes colour schemes not saving Fixed: Fit Texture fields do not allow values below 1.0 Fixed: PatchDefExporter: do not write trailing white space after shader name Fixed: LWO2 Model Exporter doesn't write vertex colours Fixed: Objective components not correctly renumbered after removing a component Fixed: Applying a skin to a model entity no longer works under 2.14pre1 Fixed: Spawnarg types and tooltips not reliably inherited in entityDefs Fixed: Crash when saving map or prefab without a file extension Fixed: Texture Tool crashes when creating a new brush Fixed: "Texture tool" grid cannot decrease under 1 Fixed: Texture Tool: dragged vertices snap to grid even though it's switched off Fixed: Sound chooser not pre-selecting the inherited value of snd_* keys of an entity Fixed: User Guide (Local) doesn't work Fixed: Restore GL_LINEAR_MIPMAP_LINEAR texture filtering Fixed: Objective components not correctly renumbered after removing a component Tweak: Surface Inspector vertical shift / vertical scale arrows Tweak: Surface Inspector's minimum width is too large The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  20. Looking at the Conversations wiki page there are a few things left unclear that I need a little help with: How do you define the player as an actor, to make the AI look toward you in a conversation and hear your voice from your own location when talking? I tried tags like "Player" / "player" in the actor field but it doesn't validate. Can I make the player gain an item the AI is holding or wearing after the conversation is over, as if the player frobbed it to pick it up? In my case, a key on the AI's belt which is given to you after talking with them. That is if the player didn't pickpocket it off them during the conversation, in which case nothing will happen obviously. To make the AI start patrolling after talking, the wiki encourages using an atdm:target_changetarget. This works I guess but I was curious about something: I tried using a path_wait entity as well, targeted by the AI and which targets the first path_corner. If I have the conversation trigger (using ActivateTarget) either the AI or this path_wait entity, nothing happens. I used path_wait before and it works when triggered by stuff like buttons, why not here?
  21. Thomas Porter is back in a TDM FM called... The Phrase Book by Sotha Release notes: If you find something called "softened lead ball" do note that it will not KO AI in TDM 1.07. Once 1.08 comes with its new features, the ball should work. While waiting for 1.08, the ball might still work as a distraction. The mission uses heavily RITs, so guard activity should be more interesting and challenging. The mission randomizes the location of few critical objects upon map start, so that coupled with the AI RIT behavior the mission should be more replayable than any other missions TDM has seen thus far. Please use spoiler tags. I do not recommend you read further as someone always fails to use spoiler tags. Download: There was a bug in the initial release. New version is here: Use the ingame downloader to get it. Fixes: Increased font size to make briefing easier to read. Fixed a stupid unpickable door issue. ENJOY!
  22. Alright, the forum has successfully been upgraded to IPB version 2.2.2. If you have any comments, bug reports, suggestion or general feedback, post it here. IMPORTANT: Since a lot of the client-script files have been updated it is mandatory to empty your cached files from this forum. You can either empty your browser cache if you want to (check the settings), or you can do a hard refresh (this is usually done by holding the Ctrl-button while you hit 'Refresh'). Cheers, ~m2
  23. You can try my alternative footstep sounds package which addressed the things you described together with a lot of other footstep sounds both for player and AI if you want to. https://forums.thedarkmod.com/index.php?/topic/17631-new-footstep-sounds/
  24. jaxa

    2016+ CPU/GPU News

    On the other hand, RTX 3080 has a VRAM deficit with only 10 GB, which will hurt it in some games at 4K resolution (more going forward). AMD will put 16 GB of VRAM in its flagship RTX 3080 competitor (6900 XT or whatever it will be called) and one or two more models. It might also have a cut down card with 12 GB. Nvidia will respond by releasing a 20 GB version of RTX 3080, and a 16 GB version of RTX 3070. The price tags will be high. Nvidia made a mistake by using new, power-hungry, and expensive GDDR6X. It should have used cheaper GDDR6 and included more of it to begin with. 24 GB or 32 GB of VRAM is also useful for machine learning, not just modelers. Gamers? Not so much just yet. Nobody wants 8K resolution gaming @ 30 FPS (be careful when looking at benchmarks, because of DLSS).
  25. Mods can this moved again? @Acolytesix- can you make sure you post in the beta thread instead of this one please (this one is public, the beta thread is only for logged-in forum members): https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/
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