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  1. 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!

  2. Are all the files and folders lowercase? Probably. I was wondering something. TDM's core skin files all have "" around file paths, but you don't see this in material files and on the skins wiki it is also not really mentioned as necessary. Whould it matter to include or not include them?
  3. Are you sure that's the materials' names? Usually materials that use textures from the props folder dont have paths in their names. You can look them up in the DR media browser or in the model chooser for that model.
  4. 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.
  5. And what a treat it was! Everything about the mission was most enjoyable from start to finish. I can tell lots of passion and care went into making this map. It shows. The mission is very atmospheric and impressive in all aspects I can think of. Verticality, several paths leading to your goals, extra objectives, hidden loot, impressive sound and visuals, tight stealth, and a gripping storyline. Instant classic. The craftsmanship is sensational, with many new assets to make the mission very appealing to the eyes. The visuals are particularly stunning once you do the thing. The story was engaging also, with lots of readables to help the player unveil what was happening. It starts as a possible murder mystery in the making and turns into a murder mystery with a twist. I've got to give props for the writing, really. The characters came to life through their notes and journals and I really liked finding out their motivations and hidden agendas. Completing the mission took me a bit over 4 hours, missed 1k loot, so there is another reason for me to replay. I did encounter a few small bugs, though all have been mentioned here already. The mission ran very well with all settings maxed on my old GeForce GTX 1660 Ti. No noticeable FPS drops or stuttering. You did a great job at optimizing it. Thank you!
  6. yeah, you're not the only one that has experienced this issue. It's a strange problem, because most of our beta testers didn't have this issue, but a few did. We quadruple-checked the file paths and everything. Something funky is definitely going on, sorry about this. Lucky the issue only seems to be present to very few players and only in this particular area (he says, hoping not to jinx it) EDIT: Fixed now, uploading the version 1.0001 hotfix :D
  7. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
  8. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
  9. 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.
  10. 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.
  11. I hadn't tested the importer yet but looking at it now, it indeed looks to just be the FBX converter that Greebo integrated. @greeboCorrect me if I'm wrong but I don't think the Dark Radiant model converter supports OBJ yet? Because yeah, datiswous brings up a pretty good point as I don't think DR can handle OBJ files directly right now. @datiswous In this case I'd recommend the FBX to LWO batch converter for heavy use. I wouldn't expect anyone to really know about it, as I don't think we've really talked about this anywhere yet. I'd intended to write an article on the wiki to document how to set it up, but that kinda fell by the wayside since Greebo directly incorporated it into DR. In the FBX to LWO batch method, you just export your models to a mirrored folder structure. It's hierarchy is identical to the folder paths that your final models are contained in, within the target FM's model directory. So all you have to do is export to your FBX folder, run the batch file and it automatically replaces the meshes in the output directory. Big thanks to Greebo on the converter system! I originally had reached out to him over the idea a while ago and he made it into a full fledged feature. I can't tell you how much time this saves when working almost entirely with models in a level. If anyone would like to see the setup on that, lemme know and I'll try to get a wiki page made to document the process.
  12. A footnote to my posts re. difficulties with teleporting AI and pathing. My aim is to teleport in reinforcements to both sides of an ongoing battle, with the reinforcements teleported to areas well away from the battle and ordered to take paths toward it, only then to react and join the fight. I did tests to ensure that those areas are distant enough so visual and sound alerts can't reach. The paths are taken if the AI isn't teleported in - and the AI join the battle. But AI teleported in are pre-alerted to everything happening in the location provided by the info_location, even if the teleport area is blocked by info_portalsettings with sound_loss spawnarg. Since they're alerted they won't take the paths and since they can't see or hear the battle they run around in circles, cursing almost as loud as I am. To keep the AI unaware on teleporting in it's required that the teleport area be in a distinct location provided by an info_location - and then they'll be obedient and follow the damn paths!!
  13. 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

    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.

  14. The Siege Shop by PranQster & lowenz Version: 4.4-2 Build: Apr 26 2020 TDM 2.08 Required TDM version: 2.06 Link to version 4.4: Siege Shop Occasionally, it is possible for AI to murder each other, putting them on alert. They've all been drinking (not 'drunk' acuity AI, just bottles in hand) and sometimes they get into a scuffle at the archery range. It is very somewhat rare, but some players will undoubtedly see this. Since it is random, some may see it happen more than others. Info: This mission is my first mission, fourth release, first revision, beta. Unique credits: Arcturus' animated fish. Special thanks to: Bikerdude, Fidcal, Springheel, & Grayman for awesome technical support and advice. Extra thanks to Springheel, BikerDude, and Nosslak for additional models used (some past and some present). Thanks also to Shadowhide for the help with getting my script file working (v.1). Major Thanks to the original beta testers: Chiron, Xarg, Aprilsister, AluminumHaste (also v3), SiyahParsomen, and Midnight. Thanks, thanks, thanks, eggs, bacon and thanks to lowenz for his uber-help on v.3+. His advice really helped to make a better mission. * Previous-previous Release February 11 2020. This is not final and is still WIP, but I had to get the OpenAL EFX working. Added OpenAL EFX to all locations. Tested fine for me and 'efxs/siegeshop.efx' was added to the .pk4 file. Fixed fog at waterfall inside the cave. Moved a guard's starting position and another guard's rit corner. Increased density of plants and added one grass variety (more & moving grass to come). Added a torch near the balloon and moved the existing one. Changed & moved torch above cave waterfall to make it easier to aim a rope arrow. Changed the weird little support for the end of the drawbridge. Added a plant (yes, just one) to the moat bottom. More to come. Tried to make the web of the (harmless) cave spider more visible. * Previous Release March 16 2020. This is likely the final version. Hah! Who am I kidding, I'll never be done with this mission. Current changes: Minor tweaks to the start area in the cave. New trees and plants in the outdoor area. Added bushes along the moat. Added some (broken) bars to the open end of the moat. Modified the design of the basket for the hot air balloon. Changed the outdoor lights a bit. Fixed some leaky brushwork and leaking light near the key room. Made sure the cook spends more time cooking than he has been doing. Gave the cook a bit more to work with in the kitchen. Added more rain splash to the top floor area. Made the guards to do more than sit down when visiting the loo. Stunk the place up a bit. Gave a snail some purpose in life. Decorated several rooms and under the stairs. Moved a little loot and added some too. Shed some light on the rec. room, so it's a bit harder to venture there now. Modified a few RIT paths. There is a generator room now where there were two dungeon cells before. Freshened up some blood. The flies have multiplied. A couple sounds were changed. A few empty mugs were filled, Reverted the workshop to a lighter rock texture. The drawbridge now moves one time only, since multiple uses can f**k it all up. The drawbridge can now be crossed again by AI once it has been opened. Whatever else I forgot... * Current Release April 26 2020. Fixed a water splash particle which does not render in TDM 2.08 Removed some non-functioning portals Current Issues: With TDM 2.08, sometimes AI come to a standoff when entering or exiting an elevator. If you should witness this, please be a kind citizen and send them to another floor. They'll figure it out after that.In the meantime, I will experiment with adjusting their path networks so they have less tendency of being stubborn in the elevator. I'll try some modern social distancing in the elevator if it is possible. Still a mystery. I only have seen this with TDM 2.08 The ragdoll in the dungeon has decided to mis-behave. I suppose it's time to replace it with one of the bagged corpse models and be done with it. Fixed in upcoming v. 5.0 "WARNING:Detected 114 func_static-s with bad rotation:" Need to re-scale each these with the proper technique, or replace them with new models or patches. Fixed in upcoming v. 5.0
  15. 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.
  16. Hey, playing Sotha's first Ulysses missions atm. While i really love the mission so far, it showed me once again a problem i already discovered in other missions, grayman's "In the north" mission to mention especially. and that is the in parts excessively long paths A.I.'s walk in some missions. While i can understand that some may think it adds to realism and unpredictability, it makes it damn hard to hide bodies for example. For example, in Sotha's mission, i blackjacked the guy working in the steamworks, and hid his body in a nearby room i lockpicked, in a niche which was lit by a candle on the wall, which i extinguished. I spent about 5 minutes in that room, searching for loot, or items to pick up. In these 5 minutes, noone entered, or left the room. Then i went out of the room, and got to an outdoor area in front of the manor. I spent about another minute and a half hiding in the dark behind a crate, to see what's going on outside, and even blackjacke a guard patrolling outside in that time, then all of a sudden, the door i came out of opens, and some housemaid comes out. So i went inside again to see where the hell she came from now, and realized she had even lit the candle again, and probably saw the body of the blackjacked steamworker too. Guys, isn't that a bit too much? I mean, as i wrote, i can understand the added realism and all that, but for playability, it has to be a bit predictable. Stealth games don't work without a bit of predictability. In reality, you won't stand a chance in most cases due to the way real people behave, how unpredictable they are, and coincidence. In a game, i have at least to rely a bit on things i can foresee, and i can't foresee a housemaid entering the place i hid a body after like 10 minutes, lighting the torch i extinguished to darken the niche i hid the body in. That's a tad too much really. It makes it almost impossible to know where you can hide a body so that noone stumbles over it. It has always been predictable in the original Thief games, it's predictable in games like Splinter Cell or Chromicles of Riddick too. So please, consider there's also people who blackjack everyone in sight, and need to hide the bodies somewhere. There's not only people who ghost missions. As i said, that's not to say i don't enjoy the missions, and this one in particular, it's really great, and it's awesome how creative some people here are. Just felt like mentioning this, because TDM really gives me a damn hard sometimes. I mentioned it in another thread already: The original Thief games were considered as very hard games by most of the game press. TDM is a lot more harder even. At least my personal view is that it could be a little bit easier sometimes.
  17. 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/
  18. 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/
  19. 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.
  20. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

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