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  1. Description: Fleece the mansion of a former colleague that betrayed you. This is a relatively small, straightforward thieving mission set in an upper-class neighborhood. Version: 1.0 File: The mission is now available via the in-game downloader. If you need to download it separately, the link is below: PK4: https://drive.google...dit?usp=sharing Beta Testers: Airship Ballet RJFerret Thanks: First, to my excellent beta testers, who were prompt with responses and thorough with their testing. Several small but important gameplay tweaks came about as a result of beta testing, and the mission is better off for them. Second, to Fidcal, who I've not had the pleasure of "meeting" on the forums. His incredible tutorial made this mission possible. Third, to everyone who helped me out in small ways on the forums. Grayman graciously fixed a couple problems for me via PM, and several of you answered my questions in the Newbie thread. Notes: This is my first FM for any Thief game, and incorporates many of the techniques learned in Fidcal's A-Z tutorial (as well as a couple others I picked up along the way or during beta testing). It was intended as equal parts playable, fun mission, and as a way for me to learn how to make a functional level using DR. I'm happy with the result, and I hope you are too! As a secondary note, from installing Dark Radiant to typing this sentence, it couldn't have been than two months. My hobby-level skills as a graphic designer and programmer undoubtedly helped some, but honestly most of it was just slogging through Fidcal's tutorial in my free time. Anyone can learn this quickly and create working, fun levels. Preview Shots: {note, some of these locations will look slightly different in the final version, as these were taken before beta testing} http://imgur.com/a/AuxWJ
  2. Stuck early, lol... PS: I wish there was a 'spoiler' tag icon among all the other icons when composing a reply. (If it's there, what does it look like?) I don't post here a lot, and I even more rarely need to use spoiler tags... so when I do need to, I can never remember if the spoiler tag is [ s ] or [ spoiler ] or some other tag. So, I try to go to advanced editing and check there, but that doesn't help much; and/or I have to preview post and make sure my attempt works.
  3. Perfectly sensible approach to describe it on the forums first, to clarify whether it's an actual bug or not. It can still be converted to an actual issue later.
  4. Change view lens to 80. 35 is too low, it will deceive you. You can use free makehuman to quickly make a model as a reference or as your base mesh. You can also use photos as a background in Blender.
  5. Welcome to the forums! It's always a nice surprise to see a new mapper emerge from the shadows Regarding voice acting, definitely look at the TDM wiki entry and the TTLG voice actors list. Regarding your map, I can see quite a few nice ideas there, but my feedback going by those screenshots is that those areas are quite wide open and it's therefore difficult to light them up adequately. How about looking at ways to divide them up, i.e. with pillars and maybe some dividing wall pieces inbetween? That way your lights illuminate a bigger portion of the walkable space, you have more points to attach lights where necessary and the player has more cover he can work with. One mission that does this very well is Full Moon Fever.
  6. DarkRadiant 2.8.0 is ready for download. Next to a considerable number of bugfixes and improvements, a nice amount of new editing features made it into this build. There's a new way to select items by filter, it's possible to retain grouping information when copy-pasting between DarkRadiant sessions, a new "Select Parent Entities" command has been added, and more. A new DarkRadiant User Guide is being worked on and available on the website https://www.darkradiant.net/userguide (also accessible through the About > User Guide menu option). Windows and Mac Downloads are available on github: https://github.com/codereader/DarkRadiant/releases/tag/2.8.0 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 2.7.0 Feature: Selection by Filter Feature: Preserve grouping information when copy-pasting between multiple open instances of DR Feature: Add Portable Map Format storing map and additional data in one single file Feature: Preserve grouping information in prefabs Feature: Model chooser now lists .md3 models Feature: The Dark Mod: Let DR look for either 32-bit or 64-bit TDM .exe's Feature: The Dark Mod: Added ability to edit difficulty names Feature: The Dark Mod: Add Move up/down buttons to Conversation Editor Feature: Add type-to-search ability to AI vocal set and head chooser dialogs Feature: Let DR remember the shader in ShaderClipboard after closing Feature: Add option to show "Other Materials" in Texture Browser Fixed: Edit Objectives dialog doesn't adjust its height when selecting a component Fixed: DR can't find materials whose names start with table Fixed: It's possible to delete the classname spawnarg through the context menu Fixed: All spawnargs with the same value as the "name" spawnarg iterate when the entity is cloned Fixed: Removing a Stim/Response entry can break the remaining entries Fixed: Loading error caused by non-Latin character in filename Fixed: Texture Tool: crashes on brush surfaces with texture scale 0 Fixed: Undo after thickening a cylinder cap along vertex normals causes crash Fixed: Readable Editor Crash Fixed: Python 3.8 does not get linked (Linux) Fixed: ConnectNamespacedWalker Warning when cloning selection containing links and targets Fixed: Show English difficulty names in the Difficulty Editor instead of the #strNNNNN IDs Fixed: 'Reload models' reveals hidden models Fixed: 'Show help' etc. checkboxes in entity inspector aren't remembered by DR Fixed: 'Show help' tooltip text updates incorrectly Fixed: Changing classname ties entity's visibility to 'Default' layer Fixed: Resized Models lose their scale in auto-saved maps Fixed: Autosaves don't save last camera angle & position Fixed ToggleFullScreenCamera command for Embedded and RegularLeft layouts Tweak: Removed/disabled close button from all dialogs Tweak: Allow fixed Subdivisions to go higher than 32 Tweak: Targeting projected lights: let the line point to the light source instead of the light volume's midpoint Tweak: Collapsing a folder in a treeview now collapses all child elements too The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  7. So I got back to my desktop and installed the dark mod 2.09a, but when I start it I get a gray screen for a couple of seconds then a black screen. I can hear the music and the menu sounds when I move my mouse but I can't see anything. I tried some things from what I could see in the forums but nothing worked. I have a pretty old GPU but it should run it no problem I believe (a Radeon hd 4850). Things i tried: -Downloading the latest dev build -Downloading the build test15973-8787 -changing glcore from 2 to 1 and to 0 -changing the resolution to 800x600 -starting it in compatibility mode windows 7 -changing glsl -changing shadow to 0 - downloading an executable posted by stgatilov in a post about the same problem (I can't find it anymore) None of this worked and the log file doesn't show any issues. Any idea how to fix this or if I need an older version, because I believe the GPU should be able to launch the game properly at least?
  8. Hello Aosys! I just happened to run past your thread here as I've returned recently to the forums myself. I might be able to help you here with your Substance Painter setup, as I use it exclusively now. You wont get a one to one render preview in Painter, akin to that of the properties you'll see in-game. However you can get pretty close. I do use the non-pbr mode but once you've got the settings and layers optioned correctly, it'll work. Firstly, are you using current versions? This is important as shaders and various versions of Painter have broke in the past (especially since Adobe bought them). I normally bake my Ambient Occlusion into my diffuse texture. Until (or really if ever) we get PBR in game, this shouldn't be changing; however baking the AO really helps if you're wanting dramatic lighting for cheap. If you can, try to multiply the AO over the diffuse texture in Photoshop and then save that to DDS. Personally I don't much like how powerful (and plastic like) specular effects are in TDM, so I usually will just end up with a final diffuse and normal texture. The only time I'd recommend blending the AO via mtr file is if you needed to preserve the UV's for the diffuse but had to multiply that over a tiling texture independently. Otherwise we can just cut down on the file consumption and go without the mask. Also, Greebo just made a file converter to take FBX to LWO. I use MayaLT now, so if you have to pull anything in from FBX; that can now be handled directly. It also handles vertex paints and smoothing options! This was a big requested feature from me and I'm really excited to start using it here myself. Greebo made it to work with his Dark Radiant upgrade project but it's also directly accessible via a batch file! So what this means is we'll be able to just save FBX to a mirrored directory and then run the batch file and it'll convert/copy the new LWO files to your chosen models destination. If you want, I can show you how I've got my Substance Painter setup for TDM too. I could probably best do that via screenshare over Discord, so lemme know if you'd like to do that at some point.
  9. Yes, that's generally the case. On rare exception, mappers sometimes "ask for ideas": http://forums.thedarkmod.com/topic/13674-wip-fm-the-elixir/?do=findComment&comment=283045 ...but it is more common that mappers will have their own ideas that they even "know how to implement" but do not have the time and energy to start working on them (or continue working on them) and will instead choose smaller, more feasible projects for fun. Even with the simple concept in "The Elixir", the mission turned out to be much smaller than the "Lord Edmund Entertains" idea I had originally envisioned. Still, it's cool to have at least one of my story ideas out there. There are similar "make it for me" threads over at AtariAge forums where players ask Homebrew and Rom hackers to somehow make Atari 2600 games for them based on their concept designs. They are predictably filled with requests that go well beyond what a 2600 can do. So many have been offered that they have made guidelines in the forums like: You should include concept art. You must be willing to attempt Batari Basic coding and Sprite editing.
  10. tried that to run TDM on android in this topic:http://forums.thedarkmod.com/topic/16672-trying-to-run-tdm-on-android/?hl= maybe possible with d3 and a very old version of tdm. read this topic for some pointers, d3 on the pi: https://www.raspberrypi.org/forums/viewtopic.php?t=99624 (check also a video in the spoiler) or try steam link on your pi. https://steamcommunity.com/app/353380/discussions/0/1743353164093954254/ and http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/ video in the spoiler
  11. OK Guys i thought id installed OK but at the end i got a compatability error and when i tryed to launch i got a black screen ! I then tryed to reinstall with compatability settings and the installer said i had installed successfully ! Tryed to launch and got the black screen again. I did a little search on the forums and it's looking like this might be a known problem. Is it a compatability issue with radeon drivers or am i missunderstanding the thread i read ? I have an Asus R9 270 which I hope is still good enough to run this game ! I used to be !! I alreao read about a hotfix but dont wish to do anything untill i get advice. Thanks got your help in advance.
  12. I was referring to D3W advice in general, not the specific text you posted. I've seen several forum posts on D3W and I think even these forums where people have repeated the "fact" that Doom 3 has a problem with more than 3 lights hitting a surface, and advised mappers to cut up brushes to make sure they never see a cyan surface in the r_showLightCount view, even though this was a waste of time that made no difference to frame rates back when I was doing it on a Radeon 9800 XT in 2006. I suspect that the "3 light limit" comes from the descriptive text in the explanation of r_showLightCount: 1. Black= No light hitting the surface. 2. Red= 1 light hitting the surface (this is excellent). 3. Green= 2 lights hitting a surface (this is great). 4. Blue = 3 lights hitting a surface (This is getting bad. You need to keep these areas small, but it is ok to have a number of smaller areas in a room that are blue). 5. Cyan, pink, or white= 4+ lights hitting a surface this is bad and you should only have this in very small, isolated areas. It would be easy to interpret these descriptions as implying that something bad happens between 2 lights ("this is great") and 3 lights ("this is getting bad"), even no there is no such limit and these textual descriptions were (as far as I can tell) just off-the-cuff phrases that never actually reflected any empirical performance testing. There is no such limit for maximum lights, because light count is just one of many factors influencing performance, along with poly count, shadow count, shadow mesh complexity, number of shadow-casting lights, number and size of open/closed visportals and many other things. Giving suggested limits for particular scene elements is counter productive because these limits tend to get enshrined in documents and forum posts and propagated through time as a sort of "cargo cult", where people believe that as long as they have fewer than a certain number of lights or polygons then their scene will be fast to render, even though there may be many cases where having more lights/polygons would be fine if other elements of the scene are simpler, and vice versa. The only meaningful way to address performance is based on empirical testing, with guided optimisations based on this data. For example, if you have a scene that is particularly slow to render, and you find that you have a large surface hit by 20 different lights and they all cast shadows, this might be the thing to optimised, whereas in another scene you might find that you have 10 million polygons in view due to a reflection surface and too many open visportals, and these are the things you need to fix. But in no case does this mean that if you stick to 19 different lights and only 9 million polygons, you will never have a problem with performance. No need to get defensive; I wasn't criticising you, just pointing out that some of that old advice from D3W and other forums isn't particularly accurate and shouldn't be relied upon by today's mappers, particularly when it asserts particular numeric limits that quickly become obsolete due to the evolution of hardware, and might not have been correct to begin with. Nothing wrong with looking at light counts in conjunction with other items (but you must also consider the area of the over-lit polygons, not just the count, and consider the effect of light scissoring which considerably restricts the actual area that is illuminated based on the size of the light, even if that light hits a large polygon), provided you don't become attached to certain fixed "ideal light counts" which are just too crude a measure to be useful. Overall my advice with light count and everything else (polygons, shadows etc) is: Minimise everything as far as you possibly can without compromising the artistic intent. Use in-game diagnostics and statistics as a guide, without being hung up on particular numeric thresholds and values. Test on a variety of hardware (especially mediocre hardware) if you can, to avoid producing a map which only runs well on your super high-end rig.
  13. No, it doesnt :-) http://wiki.thedarkm...tching_entities Especially in the case of "non-lit wood in the night" the batching could be improved considerable. Even the SEED method could be improved, as it currently builds the new geometry in an awkward way on the CPU. Edit: Here is the old thread: http://forums.thedar...243#entry243243 Note that SEED (formerly known as LODE) does two things: random generation of entities/models and distance-based culling/re-instating combining rendermodels of multiple func_statics or models into one model (optional: with multiple clipmodels) The old thread often talks about 1 but occasional 2 is also mentioned. Sorry if I can't pick out the relevant posts right now A few interesting posts with screenshots: http://forums.thedar...post__p__243972 views:4 draws:235 tris:12782603 (shdw:306) (vbo:0) image: 49.9 MB http://forums.thedar...post__p__244362 http://forums.thedar...post__p__246658 http://forums.thedar...post__p__247177 real world test with NHAT: http://forums.thedar...post__p__247907 multi particle emitters http://forums.thedarkmod.com/topic/12107-announcement-seed-system/page__view__findpost__p__248646 Please note that all the above posts are from before we had the full source code - some info might be outdated and we probably could fix quite a few problems now much more easily.
  14. bank, ship, pagans, builders, mansion, sewers, multimission/campaign, homage, mages, outdoors, undead, useonlyapredefinedlistoftags, makeauthorsormaintainersaddthetags, clickonatagtoseeallmatchingmissionsofthattype, althoughidontusethedownloadersoidontcarejustsayingitspossibleisall Tags are successful in situations where there are a lot of entries and you can do a complex search by including tags for what you want or remember were in a mission and excluding what you don't want or weren't in a particular mission. But there are only about 30 missions so it shouldn't be a priority. I'm wondering now whether someone's T2FM database has tags, since there are 700+ missions. That's where tags become useful.
  15. Tag systems suck. File under: tags, suck, regressive, ridiculous, backwards, suck, tags, tagsuck, tagssuck, tagsystemssuck, whynotjusthavearegulartextsearch, whothefucthinksallthisguessworkis easier, tags uck, uck, ucksay, tags, tss, sucktheydotags
  16. Wow, I'm impressed seeing so many fellow metal heads on the forums! Moonsorrow was mentioned by several members, definitely in my top 10 bands. Though I would probably classify them as black metal (with folk and progressive influences). Shout out to Devin Townsend too, I mostly know him from listening to Strapping Young Lad, but an excellent musician in general. In general I'm an equal fan of death metal and black metal, and mainly Nordic bands, but there is good stuff from all over the world. I'm particularly a fan of the early Swedish death metal scene with bands like Entombed, Dismember, Grave, Grotesque etc, and the later Gothenburg scene of Melodic Death Metal like Dark Tranquillity, In Flames and others (both of which I've hung out with at concerts, Gothenburg is a small town ^^) For Black Metal it's mainly Norwegian and some Swedish and Finnish bands like Darkthrone, Immortal, Gorgoroth, Lord Belial, Bathory, Dissection, Moonsorrow, Impaled Nazarene and many more. But when it comes to mapping in DR I tend to go for something that's a bit more chill and puts me in the zone. I usually listen to some kind of Dungeon Synth or similar, for example:
  17. I promoted The Dark Mod Forums and the game yesterday to a stream by Deadwing Dork. Even sent a super chat telling him to check out the forums. He said Thief 2 was better than Thief 1, never got to play Thief 3 but wanted to, and disliked Thief 2014.
  18. The ones I know about (not having been around back then) are: https://forums.thedarkmod.com/index.php?/topic/9762-zombies-ghouls-and-revenants/page/2/&tab=comments#comment-198310 https://forums.thedarkmod.com/index.php?/topic/14066-needed-for-standalone-animated-werebeast/
  19. Could you please add a line seta logFile "2" to the end of Darkmod.cfg file and then try to reproduce the crash again? It you succeed, immediately save the contents of qconsole.log located either at fms\ac1 or fms\arena (depending on which FM was installed when the crash happened), You can either attach it renamed to .txt file or post its contents surrounded by spoiler tags in square brackets. I would be happy to hear any more details about how and when it happens. The current details look weird (64-bit-specific 2.07 crash... hmm) I started these two missions recently and did not see any crash. Where is your TDM installation located? Can you e.g. create a txt file there without UAC/admin dialogs, or delete some pk4?... Which OS you use?
  20. They gave me 10 tags. I took them. That's too bad about your OLED TV. Hopefully some other "emissive" technology will step in. Or maybe laser projectors will decline from their current $20k prices.
  21. That's pretty much how Obsttorte had 'fragment blending' work: https://forums.thedarkmod.com/index.php?/topic/17308-epis-many-questions-thread/&do=findComment&comment=375331 At one point SteveL even suggested a tweaked interaction shader to allow three-way RGB vertex colour blending: https://forums.thedarkmod.com/index.php?/topic/17308-epis-many-questions-thread/&do=findComment&comment=375331 Light interaction is usually where these things run into complications: the old 'soft alpha transparency without light interaction or hard alphatested edges with it' limitation is another one. And since real-time lighting plays such a central part in TDM...
  22. I think I first noticed it here https://forums.thedarkmod.com/index.php?/topic/20169-the-history-of-bloom/&do=findComment&comment=446309 It looks rather cool, mostly because he's a no-nonsense person and his formatting kinda underscores that in my mind
  23. Some time ago I also got excessive linebreaks on the forums, although in my case whole lines were never broken into pieces, just the newlines that I put became way longer. I could remove them after-the-fact by editing my post twice. In the end I noticed that I accidentally disabled javascript via browser extension. I enabled it back, and now everything works perfectly.
  24. Seems like the forums been updated since my last visit. Why does everybody have a rocket on their profile picture? Could the ranks either be disabled or filled with proper icons instead of just one rocket? If you need someone to create those icons (maybe Thief related) just give me a call, I may can help.
  25. The objective is to get mappers to use newer features. The Asset bonus is capped to 2 perfect votes averaged into the visual score. I was considering only awarding bonus points for code features ( game-play, visuals ) but the Asset bonus allows mappers to decide (risk) only to use one code feature or none at all and still have a little buffer against others who use them. Hopefully the vote participation will be high so that the bonus bias won't be too exaggerated anyway. ( I may need to add a scaling factor if 18 additional votes is half or more of the overall vote participation. ) I ask you to consider joining the fray as you always add stellar submissions to contests! Otherwise, please consider joining "in spirit" and adding story connections and 2.07+ features to your WIP and targeting the 2.10 release window. There is no obligation to declare your participation before submitting your entry. Yes, for 2.10 features players will need to install a 2.10 Dev Build or Beta version: https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/ they can either use this as the primary TDM install or install it separately. As for 2.09 "features"? You're right, I guess I should say "feature" as the only player exposed feature is the new physics based particle setup: https://wiki.thedarkmod.com/index.php?title=Particle_collisions_and_cutoff
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