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  1. For the FM? For beta 1 it's here: https://drive.proton.me/urls/H1QBB04GA0#oBZTb1CmVFQb I've already done around 100 fixes though, so you might want to wait for beta 2 which should be ready in a couple of days hopefully. All links are in the first post of the beta thread here: https://forums.thedarkmod.com/index.php?/topic/22439-the-lieutenant-3-foreign-affairs-beta-testing/
  2. Megatextures were a horrible idea for obvious reasons, not sure why ID chose to learn that the hard way. The concept from what I remember is the whole map uses a single gigantic texture... instead of how we independently pick a couple of 1024 px brick materials for a few brushes and surfaces, the whole map acts as one model with one material and a single texture which probably needs to be 1 million x 1 million pixels even for a small level. This is ridiculous from a perspective of system resources with 100's of GB's of storage and huge (v)RAM requirements and hours of loading time, as well as raising the skills required for level editing since you now need mappers to also be texture artists and sculpt / paint their levels instead of just placing stuff. The only thinkable benefit is there's no repetition since every pixel on every part of the world is unique, but who notices any similarity with independent texturing if it's done right anyway? Detail textures have yet another advantage there: Since you scale the pattern independently on top of the original texture, you can make every surface appear as if it has unique pixels like megatextures. Hence why I'd advice having the details be very high-res, 4k or 8k even 16k if we can take it: Yes that's enormous, but remember we'd only have a few patterns probably no more than 15 in total, and can store them as grayscale then use a single image to modify both albedo / specular / normal (heightmap to normalmap): Map the detail in world space rather than the brush or model UV map, and the resulting pattern on every surface in the world will always be unique since the original and detail textures will be out of sync.
  3. Indeed and try to wait until you are sure the model is finished before you go through the trouble of aligning textures. I couldn't tell you how much time I spent realigning textures after adjusting walls, windows, etc., or changing my mind about the materials (especially when bevels are involved).
  4. Interesting idea. Not sure about my upcoming time availability to help. A couple of concerns here - - I assume the popup words uses the "Informative Texts" slot, e.g., where you might see "Acquired 80 in Jewels", so it likely wouldn't interfere with that or with already-higher subtitles. - There are indications that #str is becoming unviable in FMs; see my just-posted: https://forums.thedarkmod.com/index.php?/topic/22434-western-language-support-in-2024/
  5. In post https://forums.thedarkmod.com/index.php?/profile/254-orbweaver/&status=3994&type=status @nbohr1more found out what the Fixup Map functionality is for. But what does it actually do? Does it search for def references (to core?) that don't excist anymore and then link them to defs with the same name elswhere? Also I would recommend to change the name into something better understood what it is for. Fixup map could mean anything. And it should be documented in the wiki.
  6. Interesting! Does it update all default textures so it's used on everything in the world? I should replay it and check that out: It would give us a good view of how the effect will feel in practice. Looking at the page, they seem to do it the conventional way I was thinking of trying out, which is currently supported by the engine but more limited than a proper implementation. It also looks like they're only doing it for the albedo channel, to be effective detail should be applied to all maps... the normal map is where the improvement should be most noticeable as it responds to lighting and modifies everything else. The implementation I'm thinking of should be universal like all effects and work on any FM new and old. It would be controlled by a menu setting, no one needs to enable it if they don't like how it looks or it impacts performance. Each detail pass should fade and be hidden with distance, we don't want to stress pixel lighting by having it compute thousands of dots on distant surfaces each frame. Just like the TDM ambient method, we'll likely need a special segment for materials meant to indicate what kind of detail each texture wants, then based on settings and camera position the renderer must modify each surface accordingly.
  7. There's been talk over the years on how we could improve texture quality, often to no avail as it requires new high-resolution replacements that need to be created and will look different and add a strain on system resources. The sharpness post-process filter was supposed to improve that, but even with it you see ugly blurry pixels on any nearby surface. Yet there is a way, a highly efficient technique used by some engines in the 90's notably the first Unreal engine, and as it did wonders then it can still do so today: Detail textures. Base concept: You have a grayscale pattern for various surfaces, such as metal scratches or the waves of polished wood or the stucco of a rough rock, usually only a few highly generic patterns are needed. Each pattern is overlayed on top of corresponding textures several times, every iteration at a smaller... as with model LOD smaller iterations fade with camera distance as to not waste resources, the closer you get the more detail you see. This does wonders in making any texture look much sharper without changing the resolution of the original image, and because the final mixture is unique you don't perceive any repetitiveness! Here's a good resource from UE5 which seems to support them to this day: https://dev.epicgames.com/documentation/en-us/unreal-engine/adding-detail-textures-to-unreal-engine-materials Who else agrees this is something we can use and would greatly improve graphical fidelity? No one's ever going to replace every texture with a higher resolution version in vanilla TDM; Without this technique we'll always be stuck with early 2000's graphics, with it we have a magic way of making it look close to AAA games today! Imagine being able to see all those fine scratches on a guard's helmet as light shines on it, the thousands of little holes on a brick, the waves of wood as you lean into a table... all without even losing much performance nor a considerable increase in the size of game data. It's like the best deal one could hope for! The idTech 4 material system should already have what we need, namely the ability to mix any textures at independent sizes; Unlike the old days when only a diffuse texture was used, the pattern would now need to be applied to both albedo / specular / normal maps, to my knowledge there are shader keywords to combine each. Needless to say it would require editing every single material to specify its detail texture with a base scale and rotation: It would be painful but doable with a text injection script... I made a bash script to add cubemap reflections once, if it were worth it I could try adapting it to inject the base notation for details. A few changes will be needed of course: Details must be controlled by a main menu setting activating this system and specifying the level of detail, materials properties can't be controlled by cvars. Ultimately we may need to overlay them in realtime, rather than permanently modifying every material at load time which may have a bigger performance impact; We want each iteration to fade with distance and only appear a certain length from the camera, the effect will cause per-pixel lighting to have to render more detail per light - surface interaction so we'll need to control the pixel density.
  8. Hi quick question: Is it correct that you cannot use a number as the start of a skin-name? Does this apply to all defenition type names, like materials, def, gui, etc. ? I mean, where does this rule apply and where not? I want to make sure before I add info to the wiki. Edit: No answers, so I added the info
  9. Yes. Sure, I will change it, but I do mind. In addition to changing the forum title, I have also had the name of the pk4 changed in the mission downloader and the thiefguild.com site’s named changed. It's not just some "joke". The forum post and thread are intended to be a natural extension of the mission’s story, a concept that is already SUPER derivative of almost any haunted media story or most vaguely creepy things written on the internet in the past 10 or 15 years. Given your familiarity with myhouse.wad, you also can clearly engage with something like that on some conceptual level. Just not here on our forums? We can host several unhinged racist tirades in the off-topic section but can’t handle creepypasta without including an advisory the monsters aren’t actually under the bed? (Are they though?) I am also trying to keep an open mind, but I am not really feeling your implication that using a missing person as a framing of a work of fiction is somehow disrespectful to people who are actually gone. I have no idea as even a mediocre creative person what to say to that or why I need to be responsible for making sure nobody potentially believes some creative work I am involved in, or how that is even achievable in the first place. Anyway, apologies for the bummer. That part wasn’t intentional. I am still here. I will also clarify that while I love the game, I never got the biggest house in animal crossing either. In the end Tom Nook took even my last shiny coin.
  10. I've seen fun workarounds like that in other game modding as well. Years ago, maybe even a decade, some fella who was making a mod for Mount & Blade over at the Taleworlds forums revealed that he put invisible human NPCs on the backs of regular horse NPCs, then put the horse NPCs inside a horse corral he built for one of his mod's locations/scenes and then did some minor scripting, so the horses with invisible riders would wander around the corral. The end result was that it looked they're doing this of their own will, rather than an NPC rider being scripted to ride around the corral slowly. Necessity is the mother of invention. I don't know about the newest Mount & Blade game, but the first generation ones (2008-2022) apparently had some sort of hardcoded issue back in the earlier years, where if you left a horse NPC without a rider in its saddle, the horses would just stand around and wait and you couldn't get them to move around. Placing an invisible rider in their saddles suddenly made it viable again, at least for background scenes, of riderless horses wandering around, for added atmosphere. First generation M&B presumed you'd mostly be seeing horses in movement with riders, and the only horses-wandering-loosely animations and scripting were done for situations when the rider was knocked off their horse or dismounted in the middle of a battle. Hence the really odd workarounds. So, an invisible NPC trick might not be out of the question in TDM, even though you could probably still bump into it, despite its invisibility.
  11. I tried the script on the core assets, and find an interesting case called textures/darkmod/metal/flat/tiling_1d/gen_smooth_gold01 This material has time-dependent envmap color: { blend add maskalpha cubeMap env/gen1 red sintable[time*0.1] green sintable[time*0.1] blue sintable[time*0.1] texgen reflect } I wonder whether it was intentional or not. Here is how it looks: I suppose it would be worthwhile to manually review the modified materials, because in some cases the color adjustment was actually meaningful...
  12. I'm not aware of DMAP caring about atdm:mover_multistate_positions. If it does that would be good to know about though, where did you see that? If you're not sure just try it maybe? I thought DMAP only cared about stuff created with worldspawn, materials changing, pathfinding and maybe location entities?
  13. DarkRadiant 3.9.0 is ready for download. What's new: Feature: Add "Show definition" button for the "inherit" spawnarg Improvement: Preserve patch tesselation fixed subdivisions when creating caps Improvement: Add Filters for Location Entities and Player Start Improvement: Support saving entity key/value pairs containing double quotes Improvement: Allow a way to easily see all properties of attached entities Fixed: "Show definition" doesn't work for inherited properties Fixed: Incorrect mouse movement in 3D / 2D views on Plasma Wayland Fixed: Objective Description flumoxed by double-quotes Fixed: Spinboxes in Background Image panel don't work correctly Fixed: Skins defined on modelDefs are ignored Fixed: Crash on activating lighting mode in the Model Chooser Fixed: Can't undo deletion of atdm_conversation_info entity via conversation editor Fixed: 2D views revert to original ortho layout each time running DR. Fixed: WX assertion failure when docking windows on top of the Properties panel on Linux Fixed: Empty rotation when cloning an entity using editor_rotatable and an angle key Fixed: Three-way merge produces duplicate primitives when a func_static is moved Fixed: Renderer crash during three-way map merge Internal: Replace libxml2 with pugixml Internal: Update wxWidgets to 3.2.4 Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.9.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep creating Fan Missions! 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. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  14. TDM 15th Anniversary Contest is now active! Please declare your participation: https://forums.thedarkmod.com/index.php?/topic/22413-the-dark-mod-15th-anniversary-contest-entry-thread/

     

  15. Ah, pity I wasn't reading the forums back in February. I'm fond of that game, along with Bugbear's other early title, Rally Trophy. I was never too good at FlatOut, but it was always a hoot to play.
  16. That bash script does not (as far as I can see) "extract all textures with specular maps". It extracts all materials to disk, then locates lines that include the word "specularmap" and blindly injects a couple of new material stages underneath. It does not identify the name of the material at all, and I'm not sure it will correctly handle materials where the specular map is part of a full stage block "{ blend specularmap ... }".
  17. A visually breaking change is planned for 2.13 (6354). Environment mapping is used when material contains a stage like this: { blend add cubeMap env/gen3 texgen reflect } Historically, there are two separate shaders for this case: one if the material has bumpmapping, and one if it does not. Note that if the material has diffuse or specular stage, then bumpmap is added implicitly. The shader with bumpmap was apparently "tweaked" by someone in TDM and got several major differences: it has fresnel term output color is tonemapped to [0..1] range using X / (1 + X) the color multiplier is hardcoded to (0.4, 0.4, 0.4) I'd like to delete all of these differences and restore the same behavior as in non-bumpmapped case. It is also the same behavior which is used in both cases in Doom 3 BFG (and supposedly in Doom 3 too). Speaking of points 1 and 2, nobody will notice the difference except in rare corner cases. The point 3 however is serious. It is also the main reason behind the change. Right now nobody can tweak the intensity of environment mapping: if you try to set red/green/blue/rgb, these settings are simply ignored. Now the problem is that the intensity of most environment mapping materials will change. In core files I see text like this (stainglass_saint_01) : { blend add maskalpha cubeMap env/gen3 // tone down the reflection a bit //I see no evidence that these values do anything red Parm0 * 0.2 green Parm1 * 0.2 blue Parm2 * 0.2 texgen reflect } Since the default parameter was 0.4, after the change this material will get 2x less intensity. The situation is even worse if rgb multiplier is not specified, since then it will change from 0.4 to 1.0, i.e. envmapping will become 2.5 times brighter. I can probably collect the list of all materials using environment mapping, but I'm not sure I'll be able to check them all one by one. Perhaps I can delete existing rgb settings, blindly set "rgb 0.4" and hope for the best.
  18. @snatcher I understand that when you feel your work doesn't live up to your goals that you don't want it out in the wild advertising your own perceived shortcomings but that leads to a troubling dilemma of authors who are never satisfied with their work offering fleeting access to their in-progress designs then rescinding them or allowing them to be lost. When I was a member of Doom3world forums, I would often see members do interesting experiments and sometimes that work would languish until someone new would examine it and pickup the torch. This seemed like a perfectly viable system until Doom3world was killed by spambots and countless projects and conceptual works were lost. I guess what I am trying to say is that mods don't need to be perfect to be valuable. If they contain some grain of a useable feature they might be adapted by mission authors in custom scenarios. They might offer instructive details that others trying to achieve the same results can examine. It would be great if known compelling works were kept somewhere safe other than via forum attachments and temporary file sharing sites. I suppose we used to collect such things in our internal SVN for safe keeping but even that isn't always viable. If folks would rather not post beta or incomplete mods to TDM's Moddb page, perhaps they would consider creating their own Moddb page or allow them to be added to my page for safe keeping. Please don't look at this as some sort of pressure campaign or anything. I fully understand anyone not willing to put their name next to something they aren't fully happy with. As a general proviso, ( if possible \ permitted ) I just want to prevent the loss of some valuable investigations and formative works. The end of Doom3world was a digital apocalypse similar to the death of photobucket. It is one of my greatest fears that TDM will become a digital memory with only the skeletons of old forum threads at the wayback archive site.
  19. Congrats on the release! Remember to check ThiefGuild as well as the DarkFate forums (via Google Translate) for additional feedback.
  20. I thought it would be convenient to collect in one place a list of all mods\addons\improvements created by the community for TDM. After surfing the entire forum I collected the following list of mods, and I present to you their list below. I will be glad if you correct me and provide any other links to mods that I may have missed. Graphic mods Fresnel Mod (MoDB link) Flame Glare Mod (MoDB link) ModPacks Unofficial Patch (MoDB link) TDM Modpack (MoDB link) (with the possibility of separate installation) Gameplay mods Augmentation Mod Wearable disguises Player Lamp (beta) Adjust player speed with mouse wheel Stealth Statistics Tool & Loot Stealth Stat (MoDB link) Textures TDM Texture Mod Small UI tweaks Reflections to all materials containing specular maps Sounds New Footstep sounds Collection of adjusted sounds by Anton Thiefier Sounds Blackjack Draw/Sheath SFX (MoDB link)
  21. Changelog of 2.13 development: dev17035-10724 * Support passing information between game and briefing/debriefing GUI via persistent info. Also changed start map & location selection, added on_mission_complete script callback (6509 thread). * New bumpmapped environment mapping is now default (6354). * New behavior of zero sound spawnarg is not default (6346). * Added sound for "charge post" model (6527). * Major refactoring of cvars system to simplify future changes (5600). Known issues: * Bow does not shoot in some missions: thread dev17026-10712 * Nested subviews (mirrors, remotes, sky, etc.) now work properly (6434). * Added GUI debriefing state on mission success (6509 thread). * Sound argument override with zero now works properly under cvar (6346 thread). * Environment mapping is same on bumpy and non-bumpy surfaces under cvar (6354 thread). * Default console font size reduced to 5, added lower bound depending on resolution. * Added high-quality versions of panel_carved_rectangles (6515). * Added proper normal map for stainglass_saint_03 (6521). * Fixed DestroyDelay warning when closing objectives. * Fixed the only remaining non-threadsafe cvar (5600). * Minor optimization of depth shader. * Added cm_allocator debug cvar (6505). * Fixed r_lockView when compass is enabled. dev17008-10685 * Enabled shadow features specific to maps implementation (poll). * Auto-detect number of parallel threads to use in jobs system (6503). * Improved parallel images loading, parallelized sounds loading, optimized EAS (6503). * Major improvements in mission loading progress bar (6503). * Core missions are now stored uncompressed in assets SVN (6498). * Deleted a lot of old rendering code under useNewRenderPasses + some cleanup (6271). dev16996-10665 * Environment mapping supports texcoord transforms on bumpmap (6500). * Fully disabled shadows on translucent objects (6490). * Fixed dmap making almost axis-aligned visportals buggy (6480). * com_maxFps no longer quantizes by milliseconds on Windows 8+. * Now Uncapped FPS and Vsync are ON by default. * Supported Vsync control on Linux. * Added set of prototype materials (thread). * Fixes to Stone font to remove stray pixels (post). * Loot candlestick no longer toggle the candle when taken. * Optimized volumetric lights and shadows in the new Training Mission (4352). * Fixed frob_light_holder_toggle_light on entities with both skin_lit and skin_unlit. * Now combination lock supports non-door entities by activating them. * Added low-poly version of hedge model (6481). * Added tiling version of distant_cityscape_01 texture (6487). * Added missing editor image for geometric02_red_end_HD (6492). * Added building_facades/city_district decal material. * Fixed rendering with "r_useScissor 0" (6349). * Added r_lockView debug rendering cvar (thread). * Fixed regression in polygon trace model (5887). * Added a set of lampion light entityDefs.
  22. Welcome to the forums Ansome! And congrats on making it to beta phase!
  23. "...to a robber whose soul is in his profession, there is a lure about a very old and feeble man who pays for his few necessities with Spanish gold." Good day, TDM community! I'm Ansome, a long-time forums lurker, and I'm here to recruit beta testers for my first FM: "The Terrible Old Man", based on H.P. Lovecraft's short story of the same name. This is a short (30-45 minute), story-driven FM with plenty of readables and a gloomy atmosphere. Do keep in mind that this is a more linear FM than you may be used to as it was deemed necessary for the purposes of the story's pacing. Regardless, the player does still have a degree of freedom in tackling challenges in the latter half of the FM. If this sounds interesting to you, please head over to the beta testing thread I will be posting shortly. Thank you!
  24. Generally speaking, solid + opaque materials like wood or stone will seal, while nonsolid ones like materials meant for dirt decals won't. Some exceptions, for example caulk is a popular solid + invisible sealant, unlike i.e. all the nodraw and nodrawsolids which won't seal. Another thing that helps a lot is to use a large grid size like 8 or 16 units sealing geometry. This way you can more easily align parts and see gaps. Details can be done with smaller brushes or with patches. All of your detail pieces should be entities instead of worldspawn due to compiler reasons. This has the extra benefit that you can use the "All entities" filter to hide entities and only see your sealing worldspawn geometry.
  25. New script for mappers: my flavour of a fog density fading script. To add this to your FM, add the line "thread FogIntensityLoop();" to your map's void main() function (see the example in fogfade.script) and set "fog_fade" "1" on each foglight to enable script control of it. Set "fog_intensity_multiplier" on each info_location entity to change how thick the fog is in that location (practically speaking it's a multiplier for visibility distance). Lastly, "fog_fade_speed" on each foglight determines how quickly it will change its density. The speed scales with the current value of shaderParm3, using shaderParm3 = 1000 as a baseline. So i.e. if shaderParm is currently at 1/10th of 1000, then fade speed will be 1/10th as fast. Differences to Obsttorte's script: https://forums.thedarkmod.com/index.php?/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/&do=findComment&comment=310436 my script uses fog lights you created, rather than creating one for you. Obsttorte's script will delete the foglight if entering a fogfree zone and recreate it later more than one fog light can be controlled (however, no per-fog-light level of control) adding this to the map requires adding a line to your void main() script, rather than adding an info_locations_settings entity with a custom scriptobject spawnarg in my script, mappers set a multiplier of fog visibility distance (shaderParm3), while in Obsttorte's script a "fog_density" spawnarg is used as an alternative to shaderParm3 smaller and less compactly written script fogfade.scriptfogfade.map
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