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  1. How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
  2. Hello TDM-ers. I am encountering an issue where textures seem to partially disappear. I tried searching the forums, but, I don't know what to search for. The missing textures are a worldspawn brush acting as a roof with {for now} flat iron texture. There are other worldspawn brushes right below to create an attic ceiling with roof framework board texture. These gaps appeared a few edits ago. I can't "undo" to get back before whatever edit did this. The gaps are only visible during play and are not visible during editing. Closing and reopening DR and TDM do not fix anything. Some of the brushes overlap in areas behind the play area but I have never seen an issue doing that. The attached image has the effect I am now seeing. Ideas on where to start debugging this? Very much appreciated. Clint
  3. (I apologize for the odd poll question layout. I wasn't able to add five yes-no questions, because polls are limited to three questions.) Hi everyone, I've recently been working on some patches for issues that I've read about from players on the TDM and TTLG forums — and Discord. My goal is to make it as easy as possible for players, especially new players and those who need usability/accessibility options, to find what they need in order to have a better TDM experience. I've already written the GUI and game engine code for these settings, which I've been using in my personal build. The reason for this poll and discussion is to both guide the finalization of my work and collect data to help inform the dev team. Which patches I submit depend on the outcome of this poll, discussion, and what the dev team agrees to accept. Once decided, I can coordinate with the dev team. I've attached screenshots of what the new settings menu would look like if all of the settings are accepted. Below, I have detailed each menu setting, so you can have an easier time understanding each one. Very important to keep in mind: None of these settings change TDM default behavior. They are all opt-in. If you are already happy with the behavior of 2.10, 2.11, etc. and these menu settings are accepted, nothing will change for you. Rename "Always Run" to "Run Mode" with options "None, Always, Toggle" After 2.11 was released, @i30817 requested that "toggle run" be added to the settings menu. Its cvar is already in TDM as "in_toggleRun" (same as Doom 3). I propose renaming the "Always Run" setting to "Run Mode" with options: "None", "Always", and "Toggle". None = in_alwaysRun 0; in_toggleRun 0 Always = in_alwaysRun 1; in_toggleRun 0 Toggle = in_alwaysRun 0; in_toggleRun 1 Show Blackjack Helper @Wellingtoncrab suggested that the new blackjack helper be added to the settings menu. Its cvar was added to 2.11 as "tdm_blackjack_indicate". More info: It's the new blackjack helper added to 2.11. When the game detects that the blackjack can be used for a successful hit or KO, the blackjack will rise slightly. I propose a "Yes/No" setting for this. Slider for "View: Head Bob" @ChronA requested a way to disable head bobbing, because a viewer watching him play was having severe motion sickness. Also, there was a bug in TDM that made setting the head bob in the console not stick after loading a saved game. (Even with 2.11, if a mission overrides the "tdm_player_thief.def" file and sets "pm_bobroll", "pm_bobpitch", "pm_bobup", and other cvars, it will override player preferences.) As far back as 2008, players have had trouble setting head bob. Another one from 2018. At the end of 2022, @Shadowex3 registered just to voice the need for a way to control head bob. I propose that a slider be added to adjust the amount of head bob. This would use a new "pm_headbob_mod" cvar with a value between 0.0 and 1.0 (default 1.0, no change). The "pm_headbob_mod" would be a multiplier for "pm_bobroll", "pm_bobpitch", and "pm_bobup". The advantage to this approach is that missions like Volta 2 and Hazard Pay would not need to adjust their "tdm_player_thief.def" files for head bob to work properly. And, the player can still adjust "pm_bobroll", "pm_bobpitch", and "pm_bobup" as they like. Slider for "View: Mantle Roll" This is similar to head bob for those who are sensitive to motion. Its cvar was added to 2.11 as "pm_mantle_roll_mod". A Thief player on Discord said, "2.11 will have a cvar to tune down the mantling animation at last." I propose that a slider be added for "pm_mantle_roll_mod". Auto-Search Bodies @Zaratul requested the "auto-search bodies" feature from Thief 1 & 2. Its cvar was added to 2.12 dev16783-10307 as "tdm_autosearch_bodies". I did a poll on the a Thief Discord server and roughly 20% of players there use the Thief auto-search bodies feature. I propose a menu setting for this, so that players coming from Thief 1 & 2 can easily find it.
  4. Awesome! Post is up! https://forums.thedarkmod.com/index.php?/topic/22200-beta-testing-the-house-of-delisle/#comment-487365 Thanks!
    1. Tarhiel

      Tarhiel

      Awesome, congratulations!!! :o

    2. Bikerdude

      Bikerdude

      Yup, all the remianing bugs were ironed out, so it nigh on perfect now.

    3. AluminumHaste

      AluminumHaste

      version 2.1 is now uploaded to mirrors ready to download.

  5. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
  6. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

  7. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
  8. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

  9. id Studio did a poor job in defining its categorization of variable nomenclature, so in subsequent documentation and discussions there are divergent views (or just slop). In my series, I had to choose something, and went with what I thought would be clearest for the GUI programmer: Properties, which are either Registers (like true variables) Non-registers (like tags) User Variables (also true variables) I see that your view is more along these lines (which perhaps reflects C++ internals?): Flags (like my non-registers) Properties, which are either Built-in (like my registers) Custom (like user Variables) Also, elsewhere, you refer to "registers" as temporaries. I am willing to consider that there could be temporary registers during expression evaluation, but by my interpretation those would be in addition to named property registers. I'm not sure where to go next with this particular aspect, but at least can state it.
  10. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
  11. Keep in mind also that mission size, and complexity have increased dramatically since the beginning. For a lot of veteran mappers, it can take over a year to get a map made and released. The last dozen missions have for the most part been pretty massive, with new textures, sounds, scripts, models etc. We seem to be long past the point of people loading up the tools, and banging out a mission in a few weeks that's very barebones. We still do see some of those, but I noticed in the beta mapper forums and on Discord, that mappers seem to make these maps, but don't release them, and instead use the knowledge gained to make something even better. Could just be bias on my part scrolling through the forums and discord server though.
  12. YOU TAFFERS! Happy new year! Deadeye is a small/tiny assassination mission recommended for TDM newcomers and veterans alike. Briefing: Download link: https://drive.google.com/file/d/1JWslTAC3Ai9kkl1VCvJb14ZlVxWMmkUj/view?usp=sharing Enjoy! EDIT: I promised to someone to write something about the design of the map. This is in spoiler tags below. Possibly useful to new mappers or players interested in developer commentary.
  13. Seems to confirm: https://bugs.thedarkmod.com/view.php?id=5718 does it happen in the latest dev build: https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/
  14. TTLG? That's Through the Looking Glass Forums. A looking glass fan community. Has been around for a long, long time. https://www.ttlg.com/forums/
  15. I just read@motorsep Discovered that you are able to create a brush, then select it and right click "create light". Now you have a light that ha the radius of the former brush. Just read it on discord and thought it may be of use for some people in the forums here too.
  16. 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.
  17. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

  18. I think the reason the dev forums exist is to provide a place where the implementation of features can be discussed without getting mixed up with other debates when someone believes what the devs are doing is wrong. We often post public discussion threads for features with subjective elements like the frob outline, because community feedback is very important. But there will always be vocal defenders with strong views for or against certain features, or how exactly it should be implemented in their opinion. At some point a decision has to be made and be carried through, which is what the dev forums are for. Almost all of the threads are very technical, basically explaining and discussing recent or potential code changes with other devs. Its hard to say. Its a hobby the devs do in their spare time, so people come and go when they're in the mood and when they have the time. The team page is mostly accurate except for some relatively newer additions like myself.
    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

  19. I just found this thread on ttlg listing Immersive Sims: https://www.ttlg.com/forums/showthread.php?t=151176
  20. Hi everyone, and thanks a lot for the quick answers, I really appreciate it, even if I don't quote you personally I'm thankful for every answer Oh and while I'm at it, thanks for the forum administrator among you that added a Dark Theme to this forum: I cannot stand bright light due to my handicap, usually my own web browser settings (black background + green fonts color) work but sometime it makes some pages unusable if contains white images used as icons for example, so I had to wear sunglasses for a few hours to browse the forum more or less comfortably before noticing that I could turn a Dark Theme on which makes reading much less painful for the eyes, thank your for adding that option Thanks for the information, HMart, I'll check that LDAsh, Demagogue and Stgatilov, thanks for your replies, about your interrogations regarding how would I manage to sell a game developed under a GPL licence, well I'll have to remain mysterious for now, but that's something I have thoroughly thought about I'll never use Steam to sell the game though, I was absolutely against Steam from the very beginning of its appearance and it's only because I'm forced to install it and to play games that I use it, so for me it has always been out of question to become dependent to Steam's system... not to mention that they've started to behave as political censors according to what I've heard not too long ago, so I'm not going to risk investing 5 years of work and expenses just to end up censored for being "problematic" or other vague and non-defined concepts at the whim of anyone from Steam. Anyway, thank you Nbohr1more and the other TDM developpers Now all I need to do is to contact someone where I live who's specialized in the legal and fiscal aspects of commerce to see if my idea is viable, but the way I thought it out, it should be. Actually the only thing that would make it non-viable is whether it would be Governmentally Approved by the State or not to create something and sell it without having to create a company and be registered as a seller/artist/editor first, that whole usual administrative bullshyte here requiring people to find by themselves which pigeonhole they can belong to and face the fiscal consequences if they make the sightliest mistake... Yeah, that's what I had planned from the beginning actually: to not use your assets since they belong to you all, and also because, as a matter of fact, well, my game's universe being contemporary, I don't need any of TDM's sounds, 3D models, musics, textures, objects etc For example, most of the locations of the game's story and universe are "modern day-ish" for lack of a better word: glass buildings, appartments, houses, warehouses, etc... about the music and sounds, that's something I've planned to create on my own anyway, I just need to "get back at it again" and find a GPL music editor or maybe, if I finally, definitively, decide to go for a 1970's style music, I'll simply contract Shawn Lee, his work on Bully/Canis Canem Edit's music is exceptionnal. So in a nutshell, I won't need to use any of TDM's assets, and for the couple of things "close from TDM's assets" such as old manors & antique objects and the related textures that will be needed since I've planned to have "old areas" in the ficticious city I've created as the main location of the game's story, I'll contract people to make that. Thanks a lot for the clarification OrbWeaver, I tended to confuse Dark Radiant and The Dark Mod source code until then And about your suggestion, you guessed exactly what I had in mind for the development of my game Well, the problem with Unity or Unreal is that they remain proprietary engines somehow, at least that's how I understand it, and I think this may cause problems notably with the After-Sales Service Support... since to modify Unity or Unreal one needs to pay a licence as far as I know, it means I'll be the only one, with the dedicated programmer I will hire or form a partnership with, to solve bugs: however, what if some bugs appearing after the game release are way beyond that programmer's capabilities ? My reasoning is that one of the interests of using a GPL engine such as Id Tech 4, and specifically this one as it's a quite well-known one, is that since anyone can work on it at anytime after the release, even the most complicated bugs to resolve could be solved by people much more competent than my programmer or than me -all I've did until now about coding is trying to write code in Turbo Pascal 7 when I was 12: most of the time it didn't work, and when it did, it actually worked not the way I wanted but I didn't dare to object. It may anger the Machine Spirit, you never know, so let Its Sacred Will decide of what It will do. Godot, that's an engine I've never heard about... thank you for the information, I'll do some searches on that, however since Datiswous said that their 3D engine may be less sophisticated than id Tech 4, I may not use Godot, but I'll see... for the moment I still tend to think that TDM is the best solution, notably since my game will include stealth gameplay mechanics and Thief-based stealth gameplay is the only viable stealth gameplay method ever made. One thing I wonder, though, is if Id Tech 4's damage system would work to translate my PnP RPG gameplay system... I will make tests in the coming weeks with Dark Radiant to see what I can do with projectile-based weapons, and study more how the .PAK files about weapons work: in TDM there's only a bow and it seems to be treated as a projectile-based weapon, I'm going to try to see how the whole thing works regarding accuracy, "magazine capacity", etc, by hoping there are comments left beside the code lines. If anyone has information on this subject, how the bow works technically in its .PAK file, I'm all ears Thanks for the suggestion, I've started reading about dhewm3 since yesterday, but apart a cleaner code, what more does it have than TDM ? No offense taken I'm not surprised that from time to time people pop up here, ask a few enthusiastic questions about a project they're starting and eventually never come back because the task is more difficult than they initially thought, personally I'm fully awayre that creating a FPS-RPG almost "by myself" is the kind of accomplishment that would be called miraculous, but I'm confident I can make it if I find a competent programmer, as I've been creating homebrew RPG systems since a long time and almost made it professionally if the team didn't blew up because of unresolved differences of vision and pent-up animosity between a few people that grew until it was too late, so after modding a few games to test my ideas I think that's doable. That failed project I just mentioned is actually the reason why I'm more inclined to not form a team of developers and instead to contract people anywhere I could find them: by "contracted", I mean paying people here or there to realize a single work, be it an animation, a 3D model, etc, the same way, say, a shop owner would contract a painter to create a painting for the shop's storefront. When you contract people that are outsiders to your project instead of having to juggle with the egos of a dedicated team, you limit the risk of failure I do have another potential project on the side, that said, totally unrelated to video games and that is so daring that I'd be the first surprised if I manage to set it in motion, so if suddently I disappear from The Dark Mod Forums after 6 months of activity, don't be surprised, even if I'll do my best to run both projects at the same time, given that this second one is pretty long-winded and can remain casually "tried on the side" while I work on that main video game project. Anyway, about the recurrent questions that are asked once or twice a year in similar topics such as "Why aren't you on Steam? When is the campaign coming? Can I use your stuff for my commercial project? Why aren't you doing a remake of Thief Gold?", maybe creating a FAQ and making it a sticky topic would work, personally I haven't found something like that in the various sections of the forum, maybe I've missed it that said.
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