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Fan Mission: Seeking Lady Leicester, by Grayman (3/21/2023)
Wellingtoncrab replied to Amadeus's topic in Fan Missions
This may make sense in that the performance impact of the volumetric effect can scale with how much of the effect is filling the screen. We shipped with a “performance mode” but had to setup the entities by hand to do it (so it’s not perfect). If you change the LOD detail settings to “Low” or “Lowest” this will disable certain lights, particles and such that can be very heavy to render. You can try these settings and see if you notice an improvement. If not sending us some pictures of heavy areas (with spoiler tags please) will be helpful with tuning these “performance modes” in subsequent patches. Thanks for playing! -
Is it just me or does the TDM Forums favicon look whack?
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I'm wondering if anyone ever checks new posts in the Fan Missions Forums? I've posted 4 questions asking for help for 4 different missions that I can't finish because I"m stuck, and I don't get any help. I posted a question this morning so I don't expect an answer right away for that one. Its frustrating because I would like to finish them. I've read through the posts for each mission and I'm not getting anything from them. If there's someone who could help me I'd really appreciate it. Thanks I guess I'm spoiled from the TTLG forums.
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Hi all, me again Now that I've learned how to take screenies on DM (thanks to Aluminumhaste) I wanted to post one that I took but I got an error saying that the image ext that I used was not allowed in these forums, It was .jpg so I changed it to .png and I got the same error again. They're on Photobucket.
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Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
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idtech COOP Medieval/Fantasy/Stealth Universe projects
demagogue replied to oneofthe8devilz's topic in Off-Topic
It's running on a server where all clients are seeing the same events, which is the foundation of a multiplayer coop game. That's a big deal. The gameplay and aesthetics you can tweak, but getting all the underlying systems to work and playable on a server is a nice accomplishment. From what I understand of TDM's code, most systems weren't made with multiplayer in mind like he said. I don't know how relevant this is, but systems act directly on $player1 (or whatever it was) all over the place, which is the local client, and I think if it were to be multiplayer, some of those systems would have to be re-tooled from the ground up to handle possible other clients causing events in the same world. I've glanced at Tos's code for multiplayer Thief2 and got an idea of what goes into it. Multiplayer coop for TDM has always been my #1 pipedream for the game, even above standalone and soft shadows and other things that we eventually got. But I don't have any illusions about the challenges. It's not impossible, but it'd take a lot of work for a long time by a very dedicated person or small team. Nice to see this project getting somewhere with it though. -
There is also a fan-made mod that allows for multiplayer Thief 2 FMs. Some of my favorite gaming moments ever have been for Thievery and multiplayer Thief 2 FMs. They're awesome, although dated now. This is part of why I want multiplayer TDM, to bring that experience back to life. Recreating TDM in a new engines would be ... a lot of work for an end product that would be a sad shell of what we have now. It's not like it's a logical impossibility; it's just the facts are against it. Where we can have a live debate, where it's not so obvious what's best and reasonable people can reasonably disagree, is for a stealth game in a different genre, whether we should fork off the TDM base or start with a new base in a new engine. And the leading candidate for that IMO is a cyberpunk stealth game. There have been at least two attempts at it as a TDM mod (not a total conversion but just mods I believe; the difference is, does it change the source code). But I don't know the status of those. I personally would like to see one made, and I think forking off the TDM base is the way to go. The main reason is because our AI code is so advanced, and that's one of the first ways that independent projects may stumble. Anyone can create good assets in a few months, but if the AI is dysfunctional, you don't have a good stealth game. People may not appreciate that the TDM code base wasn't written in just 4 years (2005 to 2009), but actually ~15 years (2005 to 2019) because of the updates. And it's kind of mind boggling how much time and work has gone into those 15 years if you actually followed it. Well, anyway, I vote for somebody to make a cyberpunk stealth game off a TDM base. And multiplayer TDM. I have spoken.
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I think it is a good idea! Our ingame mission downloader and mission view has long been subject of multiple improvement suggestions. Due to the sheer mass of missions that have been released in the last 15 years, things got really cluttered and especially newcomers will have a hard time finding what they want. However, improving the ingame guis is quite a task, so a web-based application might really suit this scenario well. Maybe we could even add a linke to it from our ingame menus, so user can access it quicker. Some more things to think about Would users be able to add custom tags and downvote / upvote certain tags, much like the system of Steam? This would also allow to add tags like "beautiful", or "difficult". Actually, the more users can contribute to this system, the better, because it will be automatically maintained then. The browser should also contain a flag for whether the FM belongs to a connected series of FMs or not and have the capability to go to the previous or next FM in that series. There should also be a flag for fully fledges campaigns. Some might like a flag whether or not an FM is "ghostable".
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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.
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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.
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After a long time and a lot of delays, I'm extremely happy and relieved to announce the release date for my first map; Lords & Legacy, on Friday the 30th of August, 2013! Lords & Legacy v.2.1 Resume: Screenshots: http://imgur.com/a/Lj8UJ#0 Notes: Build time: 2013/03/30 - 2013/08/30 To install, simply put the .pk4 file in your fm folder and install from the in-game mission menu. It is a large mission with optional objectives, so make sure to save often. The ropes in the beginning have a 'slick' surface, to simulate being 'slack lines'. They are difficult, but once you get a hang of the slide they can be fun. A couple of the large areas can be a bit rough on performance, and can be improved by adjusting the LOD slider in video options. A few of visportals open only when you get close. This is to keep the frames smooth inside the respective building, due to early inexperienced design. If you find any bugs which affect the gameplay experience, then you're very welcome to post them here, but please use the spoiler tags. Big thanks to 'Obsttorte', 'Springheel', 'Greyman', 'Bikerdude', 'Sotha' and rest of 'The Dark Mod Team'for all the help, guides and tricks. Also thanks to the other TDM users who provided fantastic support and feedback during the build. Thank you for beta-testing: 'Bikerdude', 'TylerVocal', 'Simplen00b', 'nbohr1more', 'Briareos H.' Special thanks to: 'Danus', 'Dsx' & 'Stanleh' for testing, help and support. v.2.0.1 changelog: Bugs: -The "Master Thief" challenge was impossible to do for a while, due to incorrect values. Fixed. -Getting seen by "The Killer" now also fails the "Ghost" challenge. -The 3 cardplaying guards no longer float mid air, as their chairs are now nailed to the floor. -Fixed the sound of the furnace continuing after the flames were extinguished. -Fixed weird glittering on the power cables around the map. -Fixed some moonlight popping in and out. -Fixed openable windows in Commons, clipping into the frame. -Fixed a book dropping through a desk. -Fixed visportals closing too close in Lancel's Tower, slight hit on performance though. -Added more monsterclip to Service Tower and Robert's Tower's entrance. -Improved a few vis_portals with func_portals. -Replaced curbs in Slums and Commons with some more detailed versions and changed textures. And a lot more little unecessary tweaks. Gameplay: -Added new challenge: (Jack White) - Do not knock-out anyone. -Reduced the amount of starting gear, depending on difficulty. -Added cubemaps to most windows on the map. -Redid most func_statics in Commmons Quarter to reduce tris and increase performance. Draw count is still somewhat high. -Removed all transparent windows as they didn't have actual gameplay value, just a performance drain in exchange for glitchy visuals. -Lancel's safe can no longer be picked. Find the key! -Added a couple minor cosmetic details in the sewers. -Moved a coinpurse from a wealthy commoner's sleeping butt to his nightside table. Also adjusted his furniture so thieves can better move around. -Changed sounds for several doors across the map. Once again, a big thanks to 'Bikerdude' for taking the time help out and locate room for improvement! v.2.0 changelog: Bugs: -Fixed various textures and surfaces and a few minor tweaks. -Tweaked some sounds to be in line with TDM 2.0 changes. -Fixed 2 certain AIs being too sensitive rather than drunk. (Thanks to AluminumHaste!) -Tweaked LOD on some objects, to prevent windows "popping" in and out. Gameplay: -Added more monsterclip to the towers, so the AI can now run up and down stairs. Only the stairs in the small tower has issues still. -Added more monsterclip in the city so the guards can follow you up all stairs. -Added a few minor details. -Windows in the city now dims sound, resulting in less aggro from guards and more convincing soundscape. -Reduced 'draw calls' in all the large areas, increasing performance. The map is still heavy at certain areas. Another big thanks to 'Bikerdude' and 'Greyman', for taking time out of their own schedules to help optimize the map's draw count and other significant adjustements! v.1.0.3 changelog: Bugs: -Fixed 4 black chairs in one of the towers -Fixed a floating painting -Fixed several clipping objects v.1.0.2 changelog: Bugs: -Fixed zfighting in the library's bookshelves -Fixed a black window in one of the towers -Fixed several typos in readables Gameplay: v.1.0.1 changelog: Bugs: -Fixed an issue with the main objectives not being in "sync". -Fixed console spam from a script Gameplay: -Adjusted required loot for each difficulty from "3000, 4000 and 5000" to "2500, 3500 and 4500".
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Tagged with:
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https://github.com/HansKristian-Work/vkd3d-proton/tags <- directx 12 wrapper for dxvk https://github.com/doitsujin/dxvk/tags <- directx to vulkan wrappers D3D 9 to 11 eg. dxvk if you want to try it with horizon zero dawn you need to copy out dxcompiler.dll from Tools\ShaderCompiler\PC\1.0.2595\x64 and bink2w64.dll from Tools\bin and place them next to HorizonZeroDawn.exe. then copy over dxgi.dll from dxvk and d3d12.dll from vkd3d and place them next to it to. now fire up the game and let the shaders recompile -> profit.
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Hi, I've got the following questions: Is there a way to make the D3 multiplayer function work in the darkmod so the missions can be played in coop? Is there a technical limitation due to the new features like lock picking and so on? Another question: Does anybody thought about a Thief 1 / Thief 2 remake for the darkmod? - (I know that there is a HL1 remake named Black Mesa in the source engine but what about Thief für the idtech 4 engine?) Maybe it's a copyright problem. :-( Thanks in advance.
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@datiswous, made that correction fm_test.subs --> fm_conversations.subs @stgatilov, about srt naming and file location, would you be OK with the following edit? New/changed stuff in italics: srt command is followed by paths to a sound sample and its .srt file, typically with matching filenames. An .srt file is usually placed either with its sound file or in a "subtitles" folder. The .srt file format is described e.g. [1]. The file must be in engine-native encoding (internationalization is not supported yet anyway) and have no BOM mark. It contains a sequence of text messages to show during the sound sample, each with start and end timestamps within the sample's timeline. It is recommended to use common software to create .srt files for sound samples, instead of writing them manually. This way is more flexible but more complicated, and it is only necessary for long sounds, for instance sound sample of a briefing video. It's a simple enough standard that it can be shown as an short example, demonstrating that subtitle segments can have time gaps between them. And the example can show correct TDM usage, without requiring a trip off-site and picking through features that TDM doesn't support. Specifically, the example shows how to define two lines by direct entry, rather than using unsupported message location tags (X1, Y1, etc.). And skips other unavailable SRT font markups like italics, mentioned in the wikipedia description. The example would also show the TDM-specific path treatment. The example could be inserted before the sentence "It is recommended to use common software...."
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The problem with a "theme" system (I think) is that it's forcing the assets into categories they may not fit well into or that don't make sense; or I mean it's forcing the mapper to think in terms of discrete "categories" at all, when that may not be most effective. Whereas a tagging system doesn't impose any "system"... Tags are completely open-ended, and could be at any level of scale or heirarchy -- you could have: bathroom-furniture, made-of-wood, Victorian, X-author's set, good for triggers, items for a bookshelf, architectural, magic, etc, etc... as tags, but not all of those categories make sense as discrete themes with other co-themes at the same level. I guess this is a longwinded say tagging more intuitively lets you target what you want without imposing a structure you have to wedge it into ... just a totally open field of tags from any walk of life. Edit: This is not to say tags should be arbitrarily specific. There should be tags of general categories too of course; even these will be the backbone of the system. But the whole point is tagging allows multiple layers, so you can use the general category tags to start your search, then ween it down with increasingly specific tag sets, whatever is best for the asset set. Some asset sets, or especially combinations, will categorize differently than others, and tagging is ok with that. Edit2: The image I have in my mind anyway is like a photo-collection tagged collection. There's an opening page with a tag cloud with the most common basic tags (general category) the largest in size and minor ones smaller, which you click on and then you get a browser with that set of textures. Then on the left hand bar will be all the tag-combinations within that set (other tags textures in the set are carrying; then in parentheses maybe the number of AND-textures it'd filter down to / OR-new textures they'd bring in), the major tags again larger or highlighted somehow, which if you click one of those new tags, it'd filter the browser to show the AND set. And maybe there's also an option so you could have an OR set and get both (or even select a new OR set from the full tag cloud), which adds new textures into the browser window, and also new sets of tags in the left-bar (the new tags carried by one or more textures in the new set). Also there's a place you could back out of a tag to cut that subset out. So you could open up & winnow down the set as you desire. It ends up a kind of way to browse through the whole collection by navigating through tag AND/OR combinations. Also there's a search bar where you could type in a tag at any time also.
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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.)
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This post will be updated: http://forums.thedarkmod.com/topic/15755-oculus-rift-and-other-vr-headsets/?p=374161
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idtech COOP Medieval/Fantasy/Stealth Universe projects
oneofthe8devilz replied to oneofthe8devilz's topic in Off-Topic
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. -
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If you have a NAS box, lock it down now - http://forums.thedarkmod.com/topic/17085-be-very-aware-are-you-or-data-exposed/
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I seem to have run into a wall. I'm consistently getting the same error when compiling AAS as part of the dmap process: "WARNING: reached outside from entity..." followed by the entity number and name. The issue is that the pointfile generated is going through solid brushwork and the origin of the entity in question isn't in the void. It's always my NPCs and if I delete that one, another random guard will cause it to fail. I'm really not sure what the issue is, these guards were perfectly fine when I dmapped previous versions of this map, only now am I getting this behavior. I checked around the forums to see if anyone had encountered this before but haven't really seen any mention of it. Any thoughts?
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Controlling Where the Player Starts gui file
HMart replied to datiswous's topic in TDM Editors Guild
The engine has multi spawn positions but only for multiplayer, the single player code does not handle that but I see a way to go around this, what about using the player teleportation feature? Something like this, In DR put special "go to" entities, just used as locations to transport too, then in the main menu GUI set which entity the player should jump too and then transport the player to it when he spawns, you can do a fade transition to hide the jump, for the player will be like he spawned there in the first place. -
The Bakery Job is a tiny few room FM, where the player steals a recipe book. Made by Sotha. Briefing: The entire building process of this mission was published in a youtube video series. New mappers are warmly welcome here: http://forums.thedarkmod.com/topic/18680-lets-map-tdm-with-sotha-the-bakery-job/ ...and on youtube: BUILD TIME: 381 minutes. CREDITS Thanks goes to TDM team and the whole community. Special thanks to OGDA and gnartsch for betatesting! Link to the mission:https://drive.google.com/file/d/0BwR0ORZU5sraZWpiRnluMXpvOEU/view?usp=sharingIn-game downloader. Cheers and enjoy!
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I dont have one. Maybe @Havknorr? Tdm on a vm on m1: https://forums.thedarkmod.com/index.php?/topic/21655-tdm-210-on-m1-parallels/