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  1. Horror themed fan mission - exploration of seemingly deserted keep in the middle of swamps. Spiders, undead, darkness. ----------------------------------------------------------------------------------------------------------------------------- This is the story about the fate of my family. My uncle, Ralph Mac Roberts, is the baron of a keep nestled deep within the Rahenaen marshes. It was once an important outpost tasked with guarding one of the few Builder roads that cross the marsh, but after the Inventor`s Guild built a system of nearby dams that flooded the whole land, the road closed and there was no longer anything to watch over anymore. The keep itself needed reinforcement against the raising water level and the trade routes become almost impassable, not only for the carriages but for lone couriers as well. There hadn`t been any messages coming from the keep for over a year and my father was about to assemble a caravan so he could go on an expedition to the keep himself. However, in the middle of the night before he was set to leave, a carrier pigeon landed on his windowsill. My father received the letter and read the apologies from my uncle and his family, excusing their long absence. As a way to make reparations for their extended silence, my uncle invited me to the keep to stay there for a fortnight or so. My uncle had instructed me to leave my horse three leagues away from the keep by the nearest charcoal burning hut and hike the remainder of the road on foot, as the trek through the marsh is treacherous for horses. The weather will be awful this time of year, but my father insists that I should go anyways to ensure that our relatives are okay. These plains become dreadfully deserted - to the point where you more expect to meet the dead than the living. And by the way - I think I`m lost. ----------------------------------------------------------------------------------------------------------------------------- Download link: https://1drv.ms/u/s!Aj1DVS465udZgVkXteBbr6cUxdPH Thanks: to the TDM team for great tools, and all the contributors for their assets, to betatesters: Amadeus, Bienie, Boiler's_hiss, Dragofer, Filizitas, Judith, nbohr1more, s.urfer, again to Amadeus for proofreading and text tweaks, and to all the players for their time! Few screenshots: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=434716 http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=429558 http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing/?p=434507 Enjoy! Walk-through !major spoilers! Finding a way across the marsh area: Getting inside: Bed objective: Light sources: Maps: Enemies: Room objective: Hut objective: Sealed objective: Gold: Key: Bodies:
  2. We have at least 3 users affected by this: @Araneidae: OpenGL vendor: X.Org OpenGL renderer: AMD CAYMAN (DRM 2.50.0 / 5.9.8-100.fc32.x86_64, LLVM 10.0.1) OpenGL version: 4.3 (Core Profile) Mesa 20.2.2 core @zergrush: Can't find anything more specific than: Radeon card. On Linux. @Alberto Salvia Novella: OpenGL vendor: X.Org OpenGL renderer: AMD CYPRESS (DRM 2.50.0 / 5.10.63-1-MANJARO, LLVM 12.0.1) OpenGL version: 4.3 (Core Profile) Mesa 21.2.1 core I wonder if we should already introduce a hack for automatically switching to 32 bits on such platforms. Either by searching for CYPRESS, CAYMAN, and similar codenames of pre-GCN drivers... Or by checking main menu screenshot for corruption Interestingly, screenshot checking sounds more reliable to me.
  3. Public release v1.7.6 (with Dark Mod support) is out. Improvements since the final beta 14 are: Fixed a few remaining bugs with zip/pk4 support. Game Versions window now properly displays TDM version. Import window no longer has a vestigial off-screen TDM field (because TDM doesn't need or support importing). Web search option is now disabled if an unknown/unsupported FM is selected. If an FM with an unknown or unsupported game type is selected, the messages in the tab area now no longer refer to Thief 3 ("Mod management is not supported for Thief: Deadly Shadows"). The full changelog can be viewed at the release link. The de facto official AngelLoader thread is here: https://www.ttlg.com/forums/showthread.php?t=149706 Bug reports, feature requests etc. are usually posted there. I'll continue following this thread though. Thanks everyone and enjoy!
  4. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
    1. Show previous comments  5 more
    2. chakkman

      chakkman

      But, dude, developers threaten revolt!!!

    3. nbohr1more

      nbohr1more

      Orb is a pro-Vulkan partisan! Get him!!! (Or just resign yourself to using GLSL to SPIR-V ...)

    4. kano

      kano

      Introducing something new is well and good, but yanking out support for a cross-platform standard that is used by masses of programs is an assholish thing to do.

  5. Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange)
  6. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
  7. Good work! I enjoy short missions because things are nice and focused - you get in, you get out. Also I tend to do better with the loot amounts and I was able to get all the loot without too much trouble, which is rare for me. If I were to make a suggestion though - I found the intro briefing sequence a bit distracting because it was so obvious the narration was pitch-shifted to make a deeper voice. If you felt the original voice wasn't deep enough for your needs, I would either get someone on the forums to record it for you or just leave as is. That's my only real complaint and it's not even about the mission itself, so pretty good first start!
  8. The Linux segfault is definitely not merge related, since I can reproduce it in your branch prior to the merge commit. It looks like a problem with OpenGL being called during shutdown (maybe after the context has been destroyed or invalidated?). Here is the stacktrace: The actual line which crashes is: -> 31 glDeleteBuffers(1, &_buffer); which then jumps to address 0x0000, which I think can only mean that the glDeleteBuffers function pointer itself has been set to null. My first thought was that headless OpenGL simply won't work on Linux, but this doesn't really make sense as an explanation because the crash happens in an OpenGL call during shutdown, which must have been preceded by several other calls (which did not crash) during initialisation and running the tests. Also there is a HeadlessOpenGLContextModule which has been used by tests for 18 months without crashing, so it can't be the case that no OpenGL commands work in tests. I'm guessing this must be something related to the order of destruction of some of the new rendering-related objects (as commented within the OpenGLRenderSystem destructor), but I'm not sufficiently up to speed on how the new objects fit together to identify an obvious root cause.
  9. That indeed sounds useful, but those Eevee renders do seem to be more advanced than what TDM can do, like those reflections and shadows, seem to be way ahead, is that really simple OpenGL lighting? Seems more like some kind of modern PBR system.
    1. jaxa
    2. jaxa
    3. nbohr1more

      nbohr1more

      now if we could get GPU vendors to update their drivers for old hardware to be OpenGL 4.5 compliant with CPU fallback, etc. As is mandated by the Gad-Damned-Specification!!! argh!!!!..

  10. As reference, here's a few Blender renders showing how light radius works there... for accuracy it's the Eevee engine which uses the same lighting technology as OpenGL (no raytracing). 0, 0.25, 0.5 in order: This shows what it's doing better, though like I said we could use another box like for the standard radius. I believe Eevee simulates the light source at a random position within the sphere for every sample. Obviously this would murder our performance, hence why I'd use a shader to emulate this behavior in 2D on the light texture itself.
  11. Okay, I had no idea, I have googled it up now and you are right, to my own surprise. Done, I´ve put some paragraphs which were previously not in spoiler tags into spoilers.
  12. Thebigh is right. The pronunciation tripped me up too, but that is apparently how Leicester is pronounced. Also @TarhielI'm glad you are loving the FM but do you mind putting spoiler tags on your post please
  13. I am pleased to announce the release of our new fan mission, The Hare in the Snare: Part 1 Mission type: City Missions + Inn/Tavern Description: People are being abducted off the streets and a Watch Captain requires the services of a thief to help him find out why. Download link (v1.0.2-release): https://drive.google.com/file/d/1HYvM_u56wDB16uIlb7qgS_q3P24V69MO/view?usp=sharing Credits: Mapping and original characters: @Frost_Salamander Story, readables, custom models, voices and cinematics: @Kerry000 Menu title track produced and mixed by @JackFarmer with selected gigagooga sound samples Beta testers: @Cambridge Spy @Zerg Rush @Amadeus @Acolytesix @Lzocast @wesp5 @nbohr1more @Kerry000 @ate0ate @Wellingtoncrab @prjames Additional thanks: @Dragofer, @nbohr1moreand @peter_spyfor technical help @Springheel for the modules and tutorials @kingsalfor allowing @Kerry000to abuse his manbeast everyone else on Discord and the TDM forums who offered assistance Requirements and notes: This mission requires TDM 2.09. Earlier versions will probably work but you might see one or two missing models. You may experience some FPS drops in some areas with lower-end hardware. Mid-range and above should be fine. If you have issues, I highly recommend you use shadow maps instead of stencil (settings -> advanced -> shadows implementation). It makes a big difference. For 'Hard' and 'Expert' the light gem sensitivity has been increased by '1' (meaning easier for AI to detect you). Screenshots:
  14. I'd like to better understand what you want. The design of dragging bodies is to hold frob (key down) to drag and release frob (key up) to let go. That way it's impossible to walk away while unintentionally dragging a body. Plus, it's quick to grab and move several body limbs in rapid succession. This is thought to provide a better experience, especially for new players. Towards the beginning of this thread, I created a "tdm_frobhold_drag_body_behavior" cvar. https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/&do=findComment&comment=487580 "tdm_frobhold_drag_body_behavior", default:"1" Which drag body behavior? 1 --- on frob key up, drop body (limb). 0 --- on second frob, drop body (limb), TDM v2.11 (and prior) behavior. That cvar was removed shortly afterwards, because it was said that it wasn't needed. With that cvar set to 0, a second frob would be required to let go of the body. Is that the behavior that you want? If so, I can add that cvar back. Also, I saw elsewhere that you want the ability to revert back to the old way. If you mean that all of the controls match TDM 2.11, that can be done with "tdm_frobhold_delay 0" and there will be a menu setting to disable it as well.
  15. We will look at some of this stuff, but SPOILER tags, please!!!
  16. 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!
  17. Not to be a nag, but I was thinking about the columns problem. If you go to the view source tab in the wiki article: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&action=edit The raw table data is accessible directly: |- !align=left|{{TDM-FM|written|Written in Stone}} |Bikerdude, Amadeus, Dragofer |{{Forumlink|https://forums.thedarkmod.com/index.php?/topic/21265-written-in-stone-beta-210-only-20220128/}} |2022-01-28 |338 |Yes |Yes |CCC 22, Elixir |City Missions |Undead, Horror Themes |- Each pipe character represents one of the columns.
  18. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  19. Another reason not to use AMD, stupid driver hacks like that. Not just darkmod. ANY older OpenGL game. Wrath Aeon of Ruin (base on DarkPlaces OpenGL Quake 1 port) gets extra 100 fps. Naming it DoomX64.exe (doom 2016 opengl) gets +150FPS but with rendering bugs. There's so many of them, it's basically a go to for any older opengl title.
  20. I'm on WINDOWS, but I can use this if my OpenGL driver fails: https://github.com/pal1000/mesa-dist-win/releases translating to D3D12 (or Vulkan or LLVMPipe) 22.3 works perfectly with hard stencil and shadowmaps BUT I get square/block shadows with stencil SOFT The FPS issue is present with the WINDOWS AMD OpenGL driver, NOT present translating to D3D12 thanks to MESA.
  21. I hope I'm not proposing some unfeasible idea that was already imagined before, this stuff is fun to discuss so no loss still. Riding the wave of recent optimizations, I keep thinking what more could be done to reach a round 144 FPS compatible with today's monitors. An intriguing optimization came to mind which I felt I have to share: Could we gain something if we had distance-based LOD for entity updates, encompassing everything visual from models to lights? How it would work: New settings allow you to set a start distance, end distance, and minimum rate. The further an entity gets the lower its individual update rate, slowly decreasing from updating each frame (start distance and closer) to updating at the minimum rate (end distance and further). This means any visual change is preformed with frame skips on any entity: For models such as characters animations are updated at the lower rate, for lights it means shadows are recalculated less often... even changes in the position and rotation of an entity may follow it for consistency, this would especially benefit lights with a moving origin like fireplaces or torches held by guards which recalculate per-frame. Reasoning: Light recalculation even animated models or individual particles can be significant contributors to performance drain. We know the further something is from the camera the less detail it requires, this is why we have a level-of-detail system with lower-polygon LOD models for characters and even mapmodels. Thus we can go even further and extend the concept to visual updates; Similar to how you don't care if a far away guard has a low-poly helmet you won't notice, you won't care if that guard is being animated at 30 FPS out of your maximum of 60, nor if the shadow of a small distant light is being updated at 15 FPS when an AI passes in front of it. This is especially useful if you own a 144 Hz monitor and expect 144 FPS: I want to see a character in front of me move at 144 FPS, but may not even notice if a guard far away is animating at 60 FPS... I want the shadows of the light from the nearby torch to animate smoothly, but can care less if a lamp meters away updates its shadows at 30 FPS instead. The question is if this is easy to implement in a way that offers the full benefit. If we use GPU skinning for instance, the graphics card should be told to animate the model at a lower FPS in order to actually preserve cycles... does OpenGL (and in the future Vulkan) let us do this per individual model? I know the engine has control over light recalculations which would probably yield the biggest benefit. Might add more points later as to not make the post too big, for now what are your thoughts?
  22. Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/
  23. I see that your Dark Radiant log is actually very different from mine. For example, you don't have a huge list named "GL_EXTENSIONS", which lists all the functions of your graphics card. It's probably because you're on the Linux version, while I'm on Windows. "GL_VERSION: 3.0" shows that you're running version 3.0. I looked that version up on Wikipedia, and it directed me to "OpenGL ES (OpenGL for Embedded Systems), which is designed for embedded systems like smartphones, tablet computers, video game consoles and PDAs.". Maybe I'm wrong, but apparently there can be slight compatibility issues with the regular OpenGL, which I'm sure won't be beyond these devs to address.
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