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  1. Welcome to the forums Ansome! And congrats on making it to beta phase!
  2. Developers / Mappers / Modders / Addoners be warned. Boundaries are closer than you think. Tag: Exceeded global memory size (196608 bytes)
  3. 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.
  4. I want some guards to react to an alarm. Specifically, I want them to go to the room where the alarm is going off. I tried using the alarm technique, but that just alerts the guards where ever they are - they just look around in place, they don't head to the source of the alarm. I tried using path nodes - specifically, I set alert_idle_only on a path_corner, hoping the guard would head there when he was alerted. But, it turns out alert_idle_only is based on HasEvidence, and this flag is not set when the AI is alerted by noise. (it is based on the following: return memory.enemiesHaveBeenSeen || memory.hasBeenAttackedByEnemy || memory.itemsHaveBeenStolen || memory.itemsHaveBeenBroken || memory.unconsciousPeopleHaveBeenFound || memory.deadPeopleHaveBeenFound || spawnArgs.GetBool("alert_idle", "0") ) Anyone know of a technique for getting guards to converge on the source of an alarm? EDIT: I found this: https://wiki.thedarkmod.com/index.php?title=Path_Nodes#Switching_Immediately_(TDM_2.08+) It works by itself - the guard will be alerted and run to the room. But, in combination with the alarm bell, it confuses him, and he stops and searches. So I think I'll use that technique to switch his path, and then make the alarm not audible by AIs (since it doesn't do what I want). EDIT #2: I'm still struggling with this, so if anyone has any ideas or techniques, please let me know.
  5. I compiled DR with no extra options on Ubuntu 23.10, and installed it, all without any error, but when I try to launch DR it comes out with "no game type selected" and after ok, the code Aborts due to a memory overflow, I opened a bug in: https://bugs.thedarkmod.com/view.php?id=6472 where I supplied the log, any idea of what might be going wrong?
  6. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  7. 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
  8. heh come to think of it i also owned an old hp workstation tower model that was an absolute nightmare to upgrade too. this model had rambus memory modules and some horrid onboard gfx card which i couldnt even upgrade with an agp model since the board only had PCI slots it came with windows 2000 server installed but i found out it also ran win98 so i retrofitted it as a monster retro computer with dual voodoo2 cards since those were quite a lot faster than the onboard card. damn thing sounded like a jetplane because the rambus memory got insanely hot hehe. the memory modules were also rather pricey but i managed to get about 16 gb slammed in there and still it was slow as molasses sigh. i sold it to some guy who just liked that it was uniq for a pittance. the 16 gb ram was not even needed for a win9x pc since it could only use about 3 gb's but it still ran win2k at the time i installed them so i left them in.
  9. Agree! EDIT - I have a vague memory of a T2 mission with a labyrinthine stair puzzle, probably inspired by the movie or by Escher's Relativity, but I don't remember the name of the FM
  10. DarkRadiant is presently suffering from huge slowdowns when editing complex maps. They appear to increase the more models and entities are added to a map: With the building modules used in a lot of places, one of my maps is at the point where DR freezes for over one second whenever I merely toggle a filter which is very annoying for every repeated action. The lag occurs both when moving the 2D or 3D camera or viewport around, as well as enabling or disabling filters or using Control + F to go in and out of editing a group. From what I can tell as an end user, this seems to occur because DR drops models that are no longer being rendered from memory, so whenever a change in the camera or viewport is made everything that pops into view or is recalculated floods back in. While this may be nice to save on RAM, my suggestion would be a change or at least an option to disable this behavior and keep everything precached: Like TDM itself, DR should maintain every model and texture used by the map in memory, only removing it once every last instance has been changed or deleted from the map being edited.
  11. The devs didn't title this thread, and @datiswous said they're attempting to mislead people by using Russell's name and a retro style to make it resemble Thief, which is cynical. I grew up on forums like I'm sure anyone who likes a game from '98 did. I actually left the Discord immediately after joining it because it was more off-topic doom-posting than anything relevant to the mod. I thought the forums might be better, but it's mostly just grown men yelling at clouds and telling strangers how mature they are, and a few brave souls actually developing anything. Depressing place, I'll just stick to enjoying new missions every 6 months without an account.
  12. True, but, 1. this thread is called "Western stealth FPS with Stephen Russell", and, 2. nothing you said changes anything for me. The gameplay still doesn't look like something I'd enjoy. And, if you really think this forum is cynical, then you don't visit forums much. Actually, the majority of the users are are pretty mature, unlike in other forums.
  13. bad wording a good deal compared to the other models maybe no.... it was the memory bus that was the problem with the 4060 ti, at 128 bit it did not really have the bandwidth to take advantage of the added ram and was only 5 to 8 % faster at 4k sadly it could not even manage 30 fps at that resolution so erf. the added ram became moot at 1080 and only miniscule at 1440 resolutions. the 4070 does have a wider bus so it should handle it better i reckon. lets cross fingers for more X3D models for the am4 a 400 mhz drop should not be to bad
  14. hmm yeah i heard something about the new lineups being optimized for AI, guess it will be the new hit with all the focus there has been on it :). hopefully the gfx card lineup with the 4070 ups the memory bandwidth and ammount which was actually a rather big stopgap for the 4060 to really shine not sure if it was as much a problem with th 4070. hmm i wonder if lunar lake is going to be the new atom ?? sounds a bit like it, apples M series are interresting ARM based i think ? looks like they are going back from standard x86 again, but yeah ARM should be more mature now, also the older motorola based cpu's they used before changing to intel were heat monsters, my old G5 had a ginormous hybrid water cooling system built in i remember. a 3D cache chip for AM4 well those who havent yet updated for the new socket would be thrilled i bet
  15. We didn't make the holidays (such a busy time of year) so here's a New Year's gift, an unusual little mission. Window of Opportunity Recover an item for a regretful trader out in a wilderness setting, and discover more! Available within the in-game mission downloader or: Download: http://www.thedarkmo...ndetails/?id=79 Alternative: https://drive.google...WTMzQXZtMVFBSG8 Some unorthodox gameplay on regular/ghost difficulties. (Arachnophobes might prefer short mode...) Please expect to need your lantern in regular and ghost modes! Short ("easy") mode is a smaller map, so if you are looking for areas others reference below, or 100% of the loot, you'll need to play on another mode. I wanted to create my first mission before I became influenced by too many others' ideas, and limited myself to what has been done before. As such, this mission is not set in a city/town, and has some features that are likely to be provocative. There's a section some really like, which others don't, either way I kept it short to not last too long. That being said, I hope you do find it fun! :-) Special thanks to those who provided valuable testing and feedback: Goldwell, Kyyrma, plotzzz, 161803398874989, PPoe & Bikerdude (who also contributed a sound). (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] If you are having trouble finding the main objective, here's what to pay attention to in the mission for hints: There is a spot it's possible to get stuck on the ground in the corner by the cliff/rockfall where there's a rope laying on the ground, please take care if you poke around there!
  16. Beta 11 Fix finished-on state auto-update was unreliable Slighty improve scanner title/author detect Tags are now named some whatever regular-version-looking thing to force GitHub to put the newest at the top
  17. With TDM 2.12, after the credits finished, the "Mission Complete" screen did not display. I found that the screen was black and I could hear my footsteps when I tried to move around. I think the reason for the mission not completing successfully was that the "Do not kill or harm allies" objective was never marked as "1 = STATE_COMPLETE" instead it was left as "0 = STATE_INCOMPLETE". Note, I didn't use noclip throughout the mission. Same as: https://forums.thedarkmod.com/index.php?/topic/18054-fan-mission-the-accountant-2-new-in-town-by-goldwell-20160509/&do=findComment&comment=458491
  18. How about using TDM automation framework (and maybe pcem/qemu)? More info see: https://forums.thedarkmod.com/index.php?/topic/19828-automation-features-and-discussion/
  19. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

  20. Geforce GT 610 has "Turbocache" so it can use system memory to expand it's VRAM. If you have old \ buggy Graphics drivers ( or no graphics drivers), that may not work too well. Still, the mission will challenge a lowend GPU like this. Setting image_downsize settings should help it run: https://wiki.thedarkmod.com/index.php?title=Performance_Tweaks#Image_downsizing
  21. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  22. If the "mission fails as soon as stealth score turns non-zero," that would not be good for ghost players. They might need to find out "how" they failed and experiment to avoid alerting guards. They might need to take those score points as a "bust". They might need to take those score points to complete an objective. Then, mission authors would need to encode exceptions into their missions, which would be a lot of work (if they decide to do it at all). However, part of what makes ghosting challenging and fun is when mission authors do not create their missions with ghosting in mind. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Writing code for these rules would be a huge undertaking. Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Creating an official mode could alienate these dedicated ghost players, because it would clash with what is considered ghosting in the community. Including the Stealth Stat Tool mod in the official release would be more useful. Or, making the audible alert states of guards quick and easy to recognize could help as well. For these reasons, I don't agree with an official "Ghost" mode. If the dev team were to do it, we should consult with @Klatremus so we get it 100% correct or not pursue it at all. (This ghosting bit should probably be in its own thread.)
  23. To cater to both audiences. I mentioned LibreGameWiki as one example. nbohr1more mentioned other uses. Explicitly allowing reuse and spread will help TDM reach a wider audience and would hopefully attract more volunteers. More volunteers which can help improve both TDM versions. There are several benefits for a project of being in the Debian repo. One is that TDM Debian-users can report defects on any package directly to Debian (no need to register on separate forums). Debian may then fix the issue themselves (in their "TDM-libre" package) and will offer the patch upstream to TDM, who can then choose to accept or reject the patch. I envision "TDM-libre" to have the same capability of downloading any mission as regular TDM. The only difference is that "TDM-libre" would come packaged with the regular engine (which is GPL+BSD) and an included mission that has libre media/gamedata. When I play TDM by myself, I want the unlimited-play and can accept commercial restrictions. But if I were to promote it somewhere, or charge for a stream when playing online, or make a video, I would want a version without commercial restrictions (and can temporarily accept limited-play) to make sure I don't violate anyone's copyright. Perhaps. That's what I'm trying to find out.
  24. I suggest you use the term "I", to make clear that it is something YOU want, and that you speak for yourself. But, as wesp5 mentioned, I don't really know what this is about, at all. And, I'm also wondering about all the newly registered people lately, who just arrived at this forum, and already want to revolutionize this mod. This is a thing I noticed 2 or 3 years ago, and which hasn't been present in the 15 years I play this mod and frequent these forums now. Really seems like a common thing these days, to not knock on the door, but kick it in, and stomp right in.
  25. I still have the bug where the 2D ortho views don't show the outline on brush selections. I built from source this morning and ran it with local debugging on, and when I draw a new brush in an ortho view, visual studio shows: Exception thrown at 0x00007FF965B3477C in DarkRadiant.exe: Microsoft C++ exception: std::invalid_argument at memory location 0x000000000014EB40. Exception thrown at 0x00007FF965B3477C in DarkRadiant.exe: Microsoft C++ exception: std::invalid_argument at memory location 0x000000000014EB40. Exception thrown at 0x00007FF965B3477C in DarkRadiant.exe: Microsoft C++ exception: std::invalid_argument at memory location 0x000000000014EB40. Exception thrown at 0x00007FF965B3477C in DarkRadiant.exe: Microsoft C++ exception: std::invalid_argument at memory location 0x000000000014EB40. Exception thrown at 0x00007FF965B3477C in DarkRadiant.exe: Microsoft C++ exception: std::invalid_argument at memory location 0x000000000014EB40. Exception thrown at 0x00007FF965B3477C in DarkRadiant.exe: Microsoft C++ exception: std::invalid_argument at memory location 0x000000000014EB40. Exception thrown at 0x00007FF965B3477C in DarkRadiant.exe: Microsoft C++ exception: std::invalid_argument at memory location 0x000000000014EB40. Exception thrown at 0x00007FF965B3477C in DarkRadiant.exe: Microsoft C++ exception: std::invalid_argument at memory location 0x000000000014EB40. Exception thrown at 0x00007FF965B3477C in DarkRadiant.exe: Microsoft C++ exception: std::invalid_argument at memory location 0x000000000014EB40. And it keeps throwing that error as I drag the brush around. Might be related?
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