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  1. Hey, thanks for your feedback, in regards to giving you better detail about this "Eric", it's actually very simple: He is based on a real life friend of mine, who has a similar but sadly much more boring story, he was a farm boy that hated his farm boy life, he decided to go to the city and he realized he hated it, but strangely he enjoyed the "decadence" around it, more so than whatever the farm could offer, so he was into stuff like, good ol' Punk Music, Urban Decay, graffiti and so on, so on. He was also into rebellious things, almost tried drugs, the only "heavy" drug he ever tried is LSD, never ever tried cocaine or heroin. He was one of those you'd call "Good Boys" despite being a lazy rebellious edgy bum or so, I think he was simply smart despite being internally angry, either leftovers of his farmboy life or I dunno, just wanting to be more than that and he knows he can't be. So, the idea in essence is to make a "bored youngster" with a tendency to be quite the rebel. Yes, he is naive, very much so, at least everything about it says so, but there is one thing you should know; in our youth, we're all thought to be incredibly stupid and naive, but I'd love to dare to defy that. And, in real life, I do think my friend did that so, it's one of the reasons he's my best friend. By the way, ironically, right now he's basically his own boss in his own farm, heh! For now, I don't want to talk much about Eric, and I think that "foreshadowing" him will actually give you (specifically, the mappers, not just you) ideas which, right now, I don't want you to. (Although honestly I already gave quite a huge hint now) By the way, another huge hint is that, despite being a farm boy, he can apparently write and read and VERY coherently too. And yet another hint, if you ever heard of the trope "Cowardly Lion", that is one of the personalities I want to give him. Right now, he needs to be the most predictable type of young man you'll ever know, you are NOT supposed to care about Eric, let alone understand him, at least not yet. As for this, I have already taken 2 for granted. ("prepare to be ignored") I've actually wanted to make this YEARS ago, but I had low confidence. Besides, my first days in the TDM forums weren't too pleasant to be honest, but whatever, past is past. I've made a "status" asking people if they'd be okay with ideas, those who answered said it was fine, including Airship Ballet, one of my top favourite FM Makers. ...But, even then, I'm quite a disgusting cynic still and I just have to say that, even I don't trust any of their words. So, it could be more likely than not that this "Library" of mine is my own waste of time, but maybe there will be a future where I turn 80, die of a heart attack and suddenly someone finally decides to make a fan mission in honour of me or whatever. Either way, I find it meaningless (remember I'm quite a cynic) and I also love to take risks, gambling is one of my hobbies, or vices if you are part of that moral compass. If anyone can make a mission based on my ideas, even if it's only 25% of the ideas, I'd be honored. After all, a good mission is a good mission, I have little care in being credited about it, I don't even care if the taffer gets donations and moneys for it, it's just a way of getting extra cash, some will say it's "scummy", I say...As long as you make a very good mission, that's all I care about.
  2. Glad you like it! I don't think I ever changed the fog from the first beta though The hanged man is an unique entity def thing. I downloaded the necessary files from the forums. Sotha was (at least) one of the creators. Bottom line, it's not an ordinary rag doll with a rope attached. I don't know how to create a gibbet though... Here is the package. https://drive.google.com/file/d/0BwR0ORZU5sraX3k2QWhZZEt2VUU/edit?usp=sharing
  3. It's a custom track that I made for the intro but later got used in HHTLC as well (when the player dives down to the underwater station). That was actually my intention at the time as I'm a passionate fan of the old Tomb Raider games and these games set the benchmark for me when it comes to feeling isolated. I have a rough idea of what you mean. I think that has a lot to do with the oversized space. Maybe like walking across a huge empty square and therefore feeling watched. There is (I think) a scientific name for this. Fun fact: Originally, the Master Thief was supposed to appear here and there (sitting on a wall in the distance, leaning against a wall, crouching on one of the chandeliers, etc.) and monitoring the protagonist. Unfortunately, back then I didn't know how to implement it technically, so I left it out. Well, some other players mentioned in forums and PMs that this mission is somehow strange, so you are not alone with your experience. And you're right, I certainly didn't intend it that way, but as I said, your explanations in connection with the weird XL spaces and architecture, that somehow makes sense to me. @BabberoniSo, thank you for your comment and thank you for playing! Nailed it. Nope.
  4. For the ones who would like to tinker with a recent steamos os 3 image on a vm, follow the instruction on site: https://forum.endeavouros.com/t/tinkering-with-not-yet-released-steamos-3-0/24709 https://www.gamingonlinux.com/forum/topic/5200/ (didnt get it to work yet: after flashing the os disk, os starts but display turned to side and cant login. Maybe i should just use the recovery image as my main hd.) old tdm topic: https://forums.thedarkmod.com/index.php?/topic/17743-building-tdm-on-debian-8-steamos-tdm-203
  5. AIs are complex entities with many spawnargs - this is why you should change the entity class as a whole (which is simply a preset of spawnargs) rather than changing individual spawnargs when changing AIs. No one said to ignore warnings, and we have an internal thread that deals with reducing console warnings. My previous post was about using the bugtracker to properly keep track of all the bugs you come up with, so when a dev a few months from now has the time to squash your bugs he can actually find them in an organised database rather than somewhere in the forums.
  6. It'd be best to report bugs in the bug tracker, bugs.thedarkmod.com, so they don't get buried in the forums. Maybe some of them warrant discussion on the forum if there's something unclear about them. The DR Wishlist thread is intended for requesting new features or improvements to DR.
  7. Yes, I saw that, but online tools are usually about getting a crappy result, and then being told that you have to pay if you can an actually good result, so figured that Gimp, and the forums, would be more reliable. ...but apparently you'd much rather like to recommend software to me, than do basic stuff. It's weird.
  8. I didn't encounter this bug yet, but I have serious doubts it's because of precision. I've already proven Radiant can handle ridiculously small sizes. Saved, loaded and exported (to OBJ). I wouldn't try to compile something this small, but making a mapobject is the correct way to go.
  9. If you don't have access to assets svn then I'd put it into the bug tracker and post link to it on the forums But if it's mission-specific then it should go to that FM thread or PM with mapper
  10. I'm trying to fix the warnings on my end, but remodelling the models is out of my league, so you're going to have to fix the stairs model on your end: "WARNING:ConvertLWOToModelSurfaces: model 'models/darkmod/architecture/stairs/set01_stairs.lwo' has 17/8108 nontriangular polygons. Make sure you triplet it down" Edit Also there's this model, which is probably a modelling issue as well: "WARNING:ConvertLWOToModelSurfaces: model 'models/darkmod/misc/clipmodels/pickaxe_cm.lwo' has bad or missing uv data" I still have hopes for script-hotfixing the following warnings: "WARNING:Couldn't load image: tdm_tongue [map entity: atdm_ai_townsfolk_female_1] [decl: atdm:ai_head_female02_base_brunette in def/tdm_ai_heads_springheel.def] [decl: female_head02 in def/tdm_ai_heads_springheel.def] [model: models/md5/chars/heads/npcs/female_head02.md5mesh] [decl: tdm_tongue in <implicit file>] [image: tdm_tongue]” (Edit: I hotfixed this issue and attached the hotfix in the tech support forums. The "tdm_tongue" shader should simply be renamed to "tdm_character_tongue".) “WARNING:Couldn't load image: models/darkmod/wood/boards/wood_brown_dull01 [map entity: func_static_53] [decl: old_plaster in skins/tdm_models_architecture_modules.skin] [decl: models/darkmod/wood/boards/wood_brown_dull01 in <implicit file>] [image: models/darkmod/wood/boards/wood_brown_dull01]" (Edit: I hotfixed this issue as well - see the tech support forums - but I think you should still go over this file, because there are a lot of other suspect textures in there as well.)
  11. Hey, thank you very much for the kind words I'm happy you enjoyed the mission. I am a bit busy with RL things this summer and haven't been nearly as responsive on the forums as I should be, lol, but I am hoping to start work on another FM after that. As for the glitch, I'm not sure I have experienced that. I'll take a look this weekend and see what's what. Also, Dragofer, Biker and I worked on a newly released FM for the recent contest called "Written in Stone" so feel free to give that a whirl if you want
  12. I think that the existence of a dedicated bug tracker for this engine proves that I should somehow make it known when it crashes. I just figured that the tracker was an internal thing between developers, and that it was okay to instead report the bugs here, especially since I desperately needed help with it, and since you have two sub-forums mentioning that they're intended for reporting bugs. ...so why, when I report a bug, am I getting shamed for it? Why was the guy in the thread you linked getting shamed for not backing up his project, instead of the main dev acknowledging that there is a very deceptive button in the engine, that can remove fan mission folders when you press it? Blaming the reporter for not backing up his work, is certainly not how I would personally handle reports of entire projects disappearing, but I guess now I'm warned about how he sees these things, to the point where I'm wondering if it's a good idea to report any bugs I find in the future, at all, if I'm just going to be considered a bad person for it. "Hm, to my experience, crashes in free software is a regular thing. Try "Natron" and you will understand what I mean." I don't understand your point. If crashes happen frequently enough, should we treat them like Covid and just "try to live with it"? I'm pretty sure that the bind bug is easy to fix, but it's like you're saying that bugs have a right to exist too. "Lots of longtime DR mappers ask questions in the Newbie thread (myself included). Nothing to be ashamed of and by DR/DM standards you are a newbie (and you have not to be ashamed of that as well! )" So if I've programmed for 30 years, mapped for Dromed for countless years (since roughly the turn of the millenia), mapped for the Dark Mod for 1 year, but joined these forums just a few weeks ago, I'm a newbie. I think that by that definition, the word "newbie" has lost all meaning. Besides, reporting crashes are not the same as just asking questions. Anyone can reply to a question. It takes a developer to fix a crash issue. ...and it's like you don't expect the developers to even fix crashes, and I really hope that you're wrong about that. For example, since I updated to this year's version, Dark Radiant itself, hasn't even crashed once, and it used to crash all the time, and so I take that as evidence that development involves fixing crashes. "If you want to report a bug, then please use the Bug Tracker." Will do. I was just fooled by the subforum descriptions actually telling me to report bugs in them. "You wouldn't believe how many mappers lost WIPs because of defective hardware" Again: I don't see your point here, where you argue for not fixing defective hardware. When I'm told about a bug in my program, I just go "Thank you. I'll fix that.". I don't go "Well, weren't you a sucker for using my program.". That's not how I was brought up at all. "for somebody who expects Armageddon in the near future (and there are really good reasons for that), you have a pronounced need for communication. I think that does not fit, because: Why go on with communication when all hell will break lose the day after tomorrow?" Well, why not? Yes, I am so interested in mapping, that it's actually cutting into my apocalypse survival routines a bit, but that's just human nature, and a month's vacation from prepping, won't make that much of a difference. "I hope that you - despite of your own assessment - will finish your WIP and we all can enjoy a cool new mission in the future with your name in the credits." Well, for me, mapping is about pleasing myself - not others. Play The Beginner's Guide, and you'll see what I mean.
  13. I'm trying to get TDM build working on my laptop. Just installed VC2022, and now I get the following error: 1>OpenAL32.lib(alc.obj) : error LNK2019: unresolved external symbol __imp___std_init_once_begin_initialize referenced in function alcOpenDevice 1>OpenAL32.lib(alc.obj) : error LNK2019: unresolved external symbol __imp___std_init_once_complete referenced in function alcOpenDevice Searching has lead me to this issue: https://developercommunity.visualstudio.com/t/-imp-std-init-once-complete-unresolved-external-sy/1684365 https://github.com/microsoft/STL/issues/2655 Obviously, developers accidentally broke binary compatibility on minor update of Visual C++ compiler (in version: 17.2 Preview 2). While they are seeking the way to fix it, I'd recommend to not update your Visual Studio in the near future. If you already suffer from this issue, then you can workaround it by adding the following e.g. to the end of Lib.cpp: #if defined(_M_IX86) #pragma comment(linker, "/ALTERNATENAME:__imp____std_init_once_begin_initialize@16=__imp__InitOnceBeginInitialize@16") #pragma comment(linker, "/ALTERNATENAME:__imp____std_init_once_complete@12=__imp__InitOnceComplete@12") #elif defined(_M_X64) #pragma comment(linker, "/ALTERNATENAME:__imp___std_init_once_begin_initialize=__imp_InitOnceBeginInitialize") #pragma comment(linker, "/ALTERNATENAME:__imp___std_init_once_complete=__imp_InitOnceComplete") #endif I'm not yet sure if we should commit this workaround, to be honest In theory, it does not break build, but adds a last resort option: if linker doesn't find symbol {nameonleft}, then it tries to use symbol {nameonright} instead of it.
  14. Agree with this, it's risky for the forum to publish downloadable content with copyright, because the person in charge is the owner/admin of the forum who allows it, not the user who put the link. but there the regulations of each country are valid in this regard, extrem use it in German forums according to their own experiences, which do not even allow images without these being checked before if they have copyright or not, if they are not their own images. I certainly find this somewhat exaggerated. Anyway, in any case it is a good habit to put the sources of content that is posted. Nor should anything happen if someone puts a link to a page, for example one dedicated to downloading games, if it can be verified that the downloads are virus-free, the user does not have to know if the game is legal or not. The responsibility of the Forum in this case can only be limited to checking the security, not any rights that the games on the list may have. It is also necessary to differentiate between a download for private use, practically always legitimate, or for commercial use, very different and where copyright becomes relevant. Although there are also nuances there that are sometimes somewhat absurd, such as the Eiffel Tower, without problems to photograph it during the day, but with lighting at night it is illegal to take a photo, because the lighting is copyrighted, it can be considered this problems when posting a photo of the Eiffel Tower at night.
  15. Way too far fetched. I only saw strict rules against promoting, justifying piracy on old Steam forums. Probably also valid for the new discussions thing. But they are a store and a game company. Steam is also DRM in an of itself. So I guess that explains the reasons. Not sufficiently user friendly due to their monopoly as well. Yeah author's rights matter morally, but copyright doesn't mean that one should be a copyrast (pederast) for profit. And that's what copyright became.
  16. I have returned to TheDarkMod after a few years (I played it a lot around 2015-16, even tried making a map, it did not go anywhere so I donated those few assets). The missions are great. In this one in particular, the navigation is awesome. The city is very good. I have noticed a trend though: the puzzles are more complicated; a lever may open something *somewhere*. Do you think that large TDM missions are suffering from "puzzle creep", that the veteran and in-community players do not notice? [/spoiler] So you have to go *all the way back* to use the crystal key on the teleporter thingy? And I don't know how to deal with the burning crystals either. I ended up killing nearly all enemies in the mages' place, with sword and holy water, because, yeah, I need to figure things out and I can't be bothered to stealth from one place to another anymore, lol. I will try checking the readables and environment with a bit more patience and see. [spoiler] The old format for spoiler tags does not work, not does changing the '/'. Wow, what a way to advertise "I am dumb" XD IMO the best way is to place gradual spoilers in the forum thread. I know it's a bit of a burden on the authors but answering 20 questions disjointly from different users is one as well.
  17. Personally I think Moonbo's Requiem FM is about as good as one could wish for in terms of a spiritual successor to the Thief trilogy. The story hits all the important notes, and the level design is uniformly top notch across all the expected axes of stealth gameplay. And there is even a sequel that trailblazes entirely new territory from its predecessor in gameplay, story, and tone. That's just icing on the cake. Indeed there several FMs for TDM that I believe equal or even surpass the quality of the original games' levels. The trouble is how do you discover them in that giant downloader list? Are there other great missions in there that I have yet to find? That is undoubtedly the greatest current weakness of this project. The ability to sort FMs in the game client (i.e. both the downloader and the mission launcher) by date, size, and author would be a great help. Search by keywords or tags and support for grouping missions into collections would also be very useful.
  18. OK, I'll try to rearrange to that directory layout. I'll have to lookup how to do that without screwing up Tortoise. I'm not on that machine at the moment, so I can't check your BTW. I don't remember about "branches", but I do remember a local "tags" directory... don't know if it was populated.
  19. About ways to share a patch. If you have SVN working copy, you can simply create SVN patch and attach it to forums post. Better mention which SVN revision your patch is based on. If you don't have SVN working copy (e.g. downloaded source code archive), then I guess you have to use some diff tool between directories. To be honest, I don't remember doing it myself. WinMerge is good for directory diff, but I don't know if it can actually save the changes as some patch... I'm currently travelling and don't have access to TDM development, so I'll trust the decision of "how should it work in various situations" and testing to the other members of TDM team. But I'd be happy to read a source code patch anyway.
  20. Ideally, you should have checked out "trunk" directory only, so that its contents get into "tdm11dev/darkmod_src" instead of "tdm11dev/darkmod_src/trunk". Do you BTW have all the "branches" and "tags" directories near "trunk" ? Maybe not, because they are still closed for public for some weird reason...
  21. They're in a dilemma. People expect super high definition graphics and AAA tech even from games with a small budget, when they come from a bigger publisher. I really see only one way for projects with ideas which stray from the mainstream: Go Indie and crowdfunding. Some nice games are done that way. But, even if you do that, people have totally overblown expectations. See the System Shock remake. I hold my head in shame every time I visit the Steam forums for that game. Gazillions of "When is this being released pleeeease... " threads. Well... it will be released when it's done. I guess. Not to mention they had to start all over again, of course, because people didn't like what they saw, and they had to change everything to make it closer to the original. Well... I guess crowdfunding has its very bad sides as well. Again due to expectations though.
  22. People who use Blender for object editing sometimes run into a problem with material names. It has a character limit of 63. That's usually fine but some existing TDM materials have names which are longer than that, so it becomes impossible to use them. An FM author can make a copy of the material with a shorter name, but that might be adding unnecesary complexity for people who are just making standalone objects to share. I've been mounting a valiant campain on various Blender forums, and some of their LinkedIn posts, to get them to increase the limit, but to no avail. So it's time to take a different approach. Would it be feasible for TDM to rename long materials? The rendering system would have to intercept and replace calls to the original names, or something like that. I'm not sure if that would be an easy thing to implement or if it would set off a chain of complex events or coding etc. Another possible approach could be a material ID sytem, so in Blender the material name could be WoodPlanks_4ACFB987B, which would correspond to something like TDM\long\path\to\material\WoodPlanks That might even be beneficial for shorter material names, as even they are not user friendly to look at in some interfaces.
  23. Since due to the nature of this forum, file/image sharing is used quite frequently, I thought to present some alternatives to the widely used Gdrive, which I don't like so much, especially since the last TOS change. File Sharing To share large files there are several options that also do not require registration. The first is File Hosting Online, which supports files up to 25 Gb, encrypted and also includes a Virus Scan that ensures safe use Another good option is Gofile, free to use, privacy focused and unlimited Bandwith. No refistry needed. While the files are accesed or downloaded at least one time a week, they are never deleted, otherwise inactive files are deleted after 10 days. If you prefer to use P2P, that means to share files directly from PC to other, without a hoster in the middle, there are also very good options, which permits to share files and folders without limites of type and size. The most easy to use is O&O File Direct, a small Desktop app (sadly only Windows), very easy to use 1 Open the app and drag the files/folders you like to share in its window 2 Optional adjust the days and amount of permited downloads and if you want a password 3 Share the link which apears in the app Done The only limits are, that the receptor only can download your files, when your PC is online, on the other hand this permits that you can stop the download in any moment, going offline or shutting down the PC. The other limit is, that the files to share can't be in a protected folder. Her are an Example with a list of Search Enines (Html file 423,56 Kb). While I am online, you can download it https://file.direct/f/pmjVFnjfkjFTKTt5 Videos One of the best options is Streamable (need a free account, inactive videos are deleted after 90 days in the free version) Alternatively you can use Streamja, a simple Video sharer with good privacy, free account optional (nick, mail) Images Ok, there are a lot of Image sharer, most used the known Imgur, because of this I add only one which offers some advantages over Imgur. ImgBox (free account) is a reliable platform to share and host images like Imgur, but it make it very easy to upload and post dozend of images simultaneous, selecting all the images you want and drag them on the window, offering coresponding bulk codes from the selected images to post them with one click for forums (BBcode), Html and others, fullsize or thumbnails. More since Imgur used since some time the hated webm formats for gif images, hardly accepted in most forums.
  24. @Acolytesixthe party's over here! https://forums.thedarkmod.com/index.php?/topic/21384-beta-test-for-eastbound/ You can take a look now, or wait and be a fresh set of eyes on Beta 2 sometime next week.
  25. The beta thread is up, head on over there for a download link: https://forums.thedarkmod.com/index.php?/topic/21384-beta-test-for-eastbound/ Looking forward to hearing feedback from my alpha testers on the adjustments I made as well as more fresh perspectives!
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