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Searched results for '/tags/forums/petike the taffer/' or tags 'forums/petike the taffer/q=/tags/forums/petike the taffer/&'.
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r_bloom_weight is set to "0.7" both in my 2.12 installation and in main repository. I never touched those values which means the default must be 0.7. Troy Sobotka is the original creator of AgX. He was active on Blender forums where he had long philosophical arguments about color with people. Also on Blender developer forums. I don't know if there's much more beyond those and his github page: https://github.com/sobotka Edit @stgatilov AgX however is a direct continuation of Sobotka's earlier 'Filmic', so there may be more about that: https://github.com/sobotka/filmic-blender https://blender.stackexchange.com/questions/164991/are-the-technical-details-of-filmic-available
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- color management
- tonemapping
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(and 4 more)
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Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:
https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/
It wont be long now
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It might be best to simply encourage them to come to the forums
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I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...
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I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.
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There's a person messaging the Dark Mod twitter account, saying they can do a Catalan translation of the game. I pointed them in the direction of the Wiki and the forums, but they're saying they want to email someone about it. I'm not really involved in the translation side of things, so I don't have any useful input here. Any ideas?
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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:
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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:
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My approach is very simple. You can teleport back and forth between two dynamic locations: The very first jump sets location 1, and nothing else happens. You can then go about about your business and jump back to location 1 whenever you want. The location you were before the jump to 1 sets location 2. You can then go about about your business and jump back to location 2 whenever you want. The location you were before the jump to 2 sets location 1. ... As you can see you can teleport only to places you have already been to. Now that you get the idea it is decision making time. Feedback (and jokes) appreciated. What happens if the player gets teleported to...? The gap of an elevator My take: You deserve it, mindless taffer. I don't care. A position occupied by a door (ie auto closing doors) My take: Abort jump. Force the door to open/close. Teleport again. A position occupied by a moveable My take: Try getting the player on top or simply allow a clip through (the engine handles these situations well). I thought of kicking it but I don't quite like the idea. A position occupied by AI My take: Abort, try again later (if AI decides to take a nap the player is screwed). Remote KO/kill is effective and sounds like a fun mechanic but perhaps it is a little overpowered? A position occupied by a door blocked by a moveable and AI going around in circles My take: Abort (the player is definitely screwed). Your take?
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Unfortunately, I don’t think this is possible—at least not with the way the mod is currently implemented. All the models and animations are tied to the “unarmed” weapon entity, not the player entity. In order to have the legs and the rest of the body, we would need to add the models and animations to the player entity and modify the source code to allow the body to be visible, kind of like how it's done here. I did initially try this method but realized that the existing model/animations are a bit of a mess and it would be a LOT of work to make it look good. Also, I chose to do it this way to allow the mod to be compatible with everything, since the script and def files for the "unarmed" entity aren’t modified by any FMs (as far as I know—I haven’t tested them all). I assumed that someone may have tweaked the player files for their FM, as those are far more relevant than the "unarmed" files (which are essentially blank in the vanilla game). If I had overwritten them, I’d risk breaking their mission. There has been some discussion in the forums about having full body awareness and there didn't seem to be a lot of interest in it. Plus, it could end up being immersion-breaking. Imagine standing on a small rope and then looking down, only to see your feet just kind of floating in midair.
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You are assuming way too much, and you're creating artificial pressure. Nobody in the public forums knows whether TDM team even considered including this feature in TDM core, regardless of its completion state or quality. Obviously you have right to have a personal opinion on the modification itself (which I think is cool too). Sorry for the offtopic here Jivo, you're doing great, and don't let this little side note distract you from your work
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[Bug] On Launch, Distorted First Frame When AA
Daft Mugi replied to Daft Mugi's topic in TDM Tech Support
@stgatilov Even better news! The following commit fixed this issue regardless of r_tonemapOnlyGame3d setting. r10930 | stgatilov | 2025-01-25 | 7 lines Clear background during main menu. This fixes the issue e.g. with AT1: Lucy and tonemap disabled. The briefing there does not use any backgrounds, and no-clear policy results in HOM-like effects. Originally reported here: https://forums.thedarkmod.com/index.php?/topic/22635-beta-testing-213/#findComment-499723 -
[2.13] Interaction groups in materials: new behavior
stgatilov replied to stgatilov's topic in TDM Editors Guild
Moved this topic from development forums, since it covers a potentially important behavior change in 2.13. Luckily, its important is countered by the rarity of such complicated materials. I hope that this change has not broken existing materials. And even if it had broken any, we will be able to fix them manually... -
And for some pointers, read the following topic: https://forums.thedarkmod.com/index.php?/topic/22533-tdm-for-diii4a-support-topic/
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Cleaning Up the Neighborhood by some1stoleit, bikerdude Brief Description: A small-medium sized assassination mission, taking place in a bar and casino environment with streets surrounding the bar. Story: Crime is out of control in my neighbourhood, when thugs attacked my wife I decided I can no longer stand by idly. Unable to rely on the corruptible city watch and the aloof Builders, I must take matters into my own hands. My first target is a bar called the Scoundrel’s Rest which is not far from my home. It’s owned by a man named Godfrey and considered neutral ground to the various criminal factions inhabiting the city district. There is no doubt its presence attracts criminals towards my neighbourhood, contributing to the infestation of crime. Infiltrating the bar not only creates the opportunity to kill Godfrey and shut it down for good but also allows me to find information about the rest of criminal groups that inhabit my neighbourhood. I gave my thieving days when I met my wife, but for her sake I must take up the profession once more and prowl in the shadows again. Notes/Tips: Your lock picks are noticeably old, so you can’t rely on them to get you past every door. Examine the environment and keep an eye out for keys on pockets.If you see a pipe outside, chances are you can climb up it.On Rusty and Practiced difficulty settings there's a map available for the bar’s ground level and the street surrounding it.It should be possible to ghost the every area in the mission. A small amount of loot however may be difficult or impossible to acquire without knockouts.There are a few hidden optional objectives you can discover. Screenshots Download Mirrors: https://www.dropbox.com/s/rbiashq1c1k56ns/Cleaning%20Up%20the%20Neighbourhood%20v1.0.zip?dl=0 https://mega.nz/#!bMtgiSra!Y1KXGovfYfdtG1xxRkmPYndLxgq7wMNVr8oENnS2Qxg FAQ: I dislike when I get stuck on an FM and have to leave the game to scroll through forums to find out what to do. I think the mission should be straightforward enough to beat without answers, but I will provide a FAQ if it’s needed. Just be sure to give a good try working it out yourself before reading this. Thanks: I’ve found the TDM community very welcoming and helpful as a new member and would like to thank several people. Bikerdude, for allowing me to collobarate with him and showing me a different way to build maps from scratch in Dark Radiant, as well as many other mapping techniques.Resources:Springheel, for his Modules and his retroactive permission to use New Job street segments.Amadeus, for doing some proofreading of the briefing and readables.Obsttorte, for his objective checking script used for one of the optional objectives.Rsoul, for creating new internal version of architecture models.Beta Testers:Amadeus, Cambridge Spy, Abusimplea, Shadow, Boiler’s_hiss, nbohr1more, Springheel, JudithPeople who helped Answer my Questions:Destined, JackFarmerSpecial thanks to Sotha and Springheel whose video tutorial series give me the guidance and confidence to start using Dark Radiant.I apologise if I missed anyone, if I missed you please do contact me and I’ll credit you appropriately. About the Development: Initially this was a solo developed mission made by myself, upon some beta testing I agreed to make the mission collaboration with Bikerdude, with the intention to learn good mapping practices from the collaboration. The mission was redesigning using the same layout as the original but using Springheel’s modules instead of my very simple brushwork, and expanded in scope to include a more detailed street, a canal, a sewer and a rooftop segments. Bikerdude’s use of springheel modules and custom skins is mostly responsible for the beautiful visuals, with my contribution being the layout of areas and the writing. Known Issues: None at the moment.
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Announcing the Release of 'Requiem' for The Dark Mod! Download Download the latest version of the Dark Mod here: http://www.thedarkmo...wnload-the-mod/ Download the mission here: Mediafire: http://www.mediafire...u89/requiem.pk4 Southquarter: http://www.southquar...ons/requiem.pk4 Fidcal.com: http://www.fidcal.co...ons/requiem.pk4 Create a folder in your Dark Mod install with the path "darkmod/fms/requiem" and place the downloaded .pk4 file inside. When you load up The Dark Mod, the mission will appear on the "New Mission" page. Requiem can also be found directly using the in-game loader. Gameplay Notes While this mission is playable in TDM 1.8, for an optimal experience please download and play in TDM 2.0 (or higher). Most inventory items in the game can be dropped, so no need to carry them around after they are no longer of any use. Note that If you use noclip or other console commands while playing, there is a good chance that you will break the intended flow of gameplay. Credits Mapping and Readables: Gelo R. Fleisher Voice Acting: Goldwell Additional scripting: Obsttorte Additional textures and assets: Flanders, Sotha, Grayman, Springheel, Bikerdude, Obsttorte Additional map optimizations: Bikerdude Testers: Bikerdude, Obsttorte, Gnartsch, AluminumHaste, Baal, nbohr1more, PPoe Custom Soundtrack: Leonardo Badinella - http://leonardobadinella.com/ Additional Music: Lee Rosevere - http://freemusicarch...c/Lee_Rosevere/ Marianne Lihannah - http://www.funeralsinger.net/ Vox Vulgaris - http://www.last.fm/music/Vox+Vulgaris/ A note from the author Hi all. While I've been involved in indie game development for a while now, I'm first and foremost a writer. My most recent project has been a novella that tries to capture the visual feel and tone of the Thief series (you can find the link below). As I was writing, I found myself playing a lot of Thief and Dark Mod fan missions, and got to thinking that maybe I wanted to make one myself, as a companion piece to the book. When I finished up writing, I had a bit of down time and decided to take the plunge. Having never done any serious mapping before, my plan was to make a small mission that I could bang out in a month or two and call it a day. Well, as sometimes happens, the project got a little bit bigger than I had planned. Ten months, and lots of elbow grease later, Requiem is finally ready for you to play. I'd like to thank everyone who helped pitch in to help make Requiem come alive, from those who took the time to answer my many questions on the forums to those who actively contributed to the FM. I especially want to thank Bikerdude who served as my mapping mentor, and Obsttorte whose clever scripts really turned what was in my head into the game that you are playing. Above all, I want to thank you for downloading and playing Requiem; I hope you enjoy it. Links of Interest Author's Blog: http://gfleisher.blogspot.com/ Companion Novella (Amazon): http://www.amazon.co...k/dp/B00BYEW02M Companion Novella (Smashwords): http://www.smashword...oks/view/298956
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Those hand animations are very nice to see, especially the compass animation. Can you make animation for holding / showing the map, like in sea of thieves? (Also asked for in https://forums.thedarkmod.com/index.php?/topic/21038-lets-talk-about-minimap-support/#findComment-463678
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Okidoki, I finally bit the bullet & went with a Recoil 17 from PC Specialist Specs I went for are Chassis & Display: Recoil Series: 17" Matte QHD+ 240Hz sRGB 100% LED Widescreen (2560x1600) Processor (CPU): Intel® Core™ i9 24 Core Processor 14900HX (5.8GHz Turbo) Memory (RAM): 32GB PCS PRO SODIMM DDR5 4800MHz (1 x 32GB) Graphics Card: NVIDIA® GeForce® RTX 4080 - 12.0GB GDDR6 Video RAM - DirectX® 12.1 External DVD/BLU-RAY Drive 1TB PCS PCIe M.2 SSD (3500 MB/R, 3200 MB/W) Operating System: NO OPERATING SYSTEM REQUIRED The case seems to be made of metal not plastic & there's an optional water cooling unit, which I didn't get For the OS I disabled fast boot & secure boot, loaded Zorin 17.2, used the entire disk, without any installation issues Zorin is a Ubuntu fork so Ubuntu & it's other forks shouldn't have an issue if anyone else gets one of these The only minor issue is the keyboard backlight isn't recognized by default, but the forums are full of info on sorting that out, not that I'm too bothered I've installed TDM & it runs beautifully I also copied my thief 1 & 2 installations from my desktop, I had to uncomment "d3d_disp_sw_cc" in cam_ext.cfg to get the gamma processing working but they run happily too The fans switch on when booting & switch off again after a few seconds, the machine isn't stressed enough to turn them on running TDM so far - this is not a challenge btw On the whole, I'm extremely pleased So thanks for all the advice
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Hello all! I'm new here and I VERY WANT to help I am ready to translate and I can put the translations into the missions. (Russian players even made it some sort of a community project, where everyone who wants to help, translates some parts of the missions. I'm currently helping them.) We want to make a complete translation of at least a few missions. (Including briefings, which sometimes coming as a *.dds files. I also can handle it) But... as always there are a few difficulties. - In Russian it is sometimes just impossible to translate things SHORT. (I suspect not only in Russian) - We can not have our own *xd's and *.dds since they are common for all localizations. I think this is the most difficult part for everyone who starts their own localization. And this is not a criticism of developers - they've made a HUGE work already, which we all are thankful for. I saw people writing that they're not playing TDM because of a lack of translation. We - and me personally - really want to help and made things proper. An there's a decision to make. So the main questions are: -is it theoretically possible to handle "num_pages" in a stand-alone file, which can be edited separately for all languages? I suspect this is a Sisyphean task, so if not, then: -can we make a stand-alone version (*.pk4-file), so it can be downloaded separately on FM's page on the TDM website (OR handle it on our own servers (both ways making it impossible to download from TDM updater - and I'm not sure that developers will agree with such a hardcore and radical decision) for localization files (not just *.lang-files)? - any other solution you can come up with. PS. can it be the main topic for Russian localization? Thank you. UPD: In case if someone's interested in our progress, you can track it down here: http://notabenoid.com/book/53218/ (website was closed for non-registered users, sorry) UPD2: The authors (of FMs) are welcomed to give us their permission on translation here: http://forums.thedarkmod.com/topic/16572-translating-missions-mission-author-consensus-request/ UPD3: Fixed Russian fonts can be found/downloaded here - and, yes, - we're working on subtitles and on translation of all audio files; UPD4: 62 missions translated and counting; Public change log; Sill missing testers, but the first reviews were quite good. At this point i'm kinda ready to admit that... UPD5: at this moment we have 76 translated missions UPD6: 90 missions translated and counting... UPD7: 99 missions translated, tested and uploaded on darkfate.org
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Sad News 😢 (but fm release?) [MAKE BELIEVE/NOT REAL/FAKE]
Kopfrkingl replied to LePetit_Baguette_69's topic in Fan Missions
The City claims another taffer! I hope he didn't forget a coin to pay for the trip. -
Creating a new thread for this as it was being discussed in an old beta-testing thread starting here: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/&do=findComment&comment=490751 I suppose the main questions are: when should this spawnarg be used, if at all? why was it introduced in the first place? Can we get it documented properly on the Wiki so misuse isn't propagated? @stgatilov @Dragofer
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Mission Administration Terms of Service
stgatilov replied to nbohr1more's topic in TDM Editors Guild
I think we should first decide what do we want TOS for: To protect TDM from legal issues? To protect TDM team from angry mappers in case of conflicts? To guide mission authors in their work? In my opinion TOS should only cover legal issues, and wiki articles about making/releasing missions should cover author guidance. The chance of getting malware in a mission only increases after we write this publicly. Better don't even mention it, we are completely unprotected against this case. By the way, isn't it covered by "illegal" clause? I'm not sure this is worth mentioning, but I guess @demagogue knows better. By the way, which jurisdiction defines what is legal and what is not? Isn't it enough to mention that we will remove a mission from the database if legal issues are discovered? I think this is worth mentioning simply because mappers can easily do it without any malicious intent. We already had cases of problematic assets, so better include a point on license compatibility. It is a good idea to remind every mapper that this is a serious issue. I also recall some rule like "a mission of too low quality might be rejected". In my opinion, it is enough. You will never be able to pinpoint all possible cases why you might consider a mission too bad in terms of quality. And even the specifics mentioned here already raise questions. Having such a rule is already politics. I feel it does not save us from political issues but entangles us into them. If there is a mission which contains something really nasty, it will cause outrage among the community (I believe our most of active forum members are good people). If people are angry, they will tell the mission author all they think about it. And if the author won't change his mind, he will eventually leave TDM community. Then the mission can be removed from the database, perhaps with a poll about the removal. But it sounds like an exceptional case, it is hard to predict exceptional cases in advance. This is not even terms of service, but a technical detail about submissions. The mission should be accompanied by 800 x 600 screenshots. Or we can make them ourselves if you are OK with it. This is again purely technical, and I'm not even sure why it is needed. Isn't it how TDM works? If mapper does not override loading gui file, then default one is taken from core? Is it even worth mentioning? I think we should discuss mission updates by other people in general. This is worth mentioning so that mappers don't feel deceived. The generic rule is that we don't change missions without author's consent. But it is unclear how exactly we should try to reach the author if we need his consent. PM on TDM forums? Some email address? However, sometimes I do technical changes to ensure compatibility of missions with new versions of TDM. Especially since the new missions database has made it rather easy to do. Luckily, I'm not a mapper/artist, so I never fell an urge to replace model/texture or remap something. But still, it is gray zone. On the other hand, I think the truth is: we can remove a mission from database without anyone's consent. I hope it has never happened and will not happen, but I think this is the ultimate truth, and mentioning this sad fact might cover a lot of the other points automatically.