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  1. sadly the upcomming 8xxx series from amd will only be for midrange atleast according to leaks (grain of salt maybe ?). well it would be something quite different thats for sure not sure if 32 gb vram would actually help (what is the max texture size today ?), it might help if they really go nuts with the detail level in upcomming titles but i suspect this might take longer as the game companies dont want to alienate players with less vram. ofc it will come at some point but i dont see it in the near future. the 2 and 3 gb vram chips might actually make a dent in the bus width war. what the hell happened with hbm memory ???, the old fury cards could actually do 4k no problem with only 4 gb vram because the hbm memory was so blazing fast.
  2. In post https://forums.thedarkmod.com/index.php?/profile/254-orbweaver/&status=3994&type=status @nbohr1more found out what the Fixup Map functionality is for. But what does it actually do? Does it search for def references (to core?) that don't excist anymore and then link them to defs with the same name elswhere? Also I would recommend to change the name into something better understood what it is for. Fixup map could mean anything. And it should be documented in the wiki.
  3. I have familiarized myself with DaVinci Resolve. After a short training period, I'm already getting on relatively well. If push comes to shove, I'll use it to create the briefings myself. If I wanted to buy such an editor, I would use Movavi (stumbled over it when looking for Openshot alternatives). I tried the trial version and I got to grips with it straight away. I've never seen anything more intuitive, but that's subjective, of course. Unfortunately, you can only render videos with watermarks with the trial version. https://www.movavi.com/video-editor-plus/
  4. Found a few more tweaks that supposedly improve the game: To improve the quality of the game you can modify the BaseEngine.ini file located in \Steam\steamapps\common\Thief\Engine\Config changing the values written below: [MemoryPools] FLightPrimitiveInteractionInitialBlockSize=1024 FModShadowPrimitiveInteractionInitialBlockSize=1024 [SystemSettings] ... DepthOfField=False ... AllowImageReflections=True AllowImageReflectionShadowing=True SkeletalMeshLODBias=-1 ParticleLODBias=-1 ... MaxAnisotropy=16 ... MaxShadowResolution=2048 ... ResX=1920 ResY=1080 //or whatever res you will be using in gameplay ... bEnableBranchingPCFShadows=True ... bEnableForegroundSelfShadowing=True I also disabled bloom via ini and looks much better.
  5. I'm trying to get DR to work with my Godot projects, to replace TrenchBroom, but my first attempts haven't been fruitful. I need DR to see my project's textures, 3D models and entity definitions. I told DR where to find my game in the Game Setup window, but I'm having some issues. As far as entities go, I think I'm probably fine. I unpacked a few of TDM's .pk4 files and found the folder def with many .def files. I tried placing misc.def and tdm_base.def in there, to see if DR would load those entities after restarting, and it does but only if the game type is TDM. I'm probably fine with that, as it makes no difference, as far as I can tell. The Godot importer only cares about the contents of the .map file, which I know I can export in a few formats, so that should be fine (Q3 at least should work fine). However, DR is not seeing my project's textures. I don't know if DR can work with .png files, but I brought in some .tga files from TDM for testing and DR doesn't see them either. So something is missing, but I don't know what it is. I tried placing the textures in a textures folder at the project's root, but nothing happened. Although ideally I'd like to have the textures in root/assets/textures. I haven't tried to use 3D models at all yet, so I'm in complete darkness about that. I wonder what formats DR supports, though. I usually work with .obj, which bypasses Godot's import weirdness.
  6. I was wondering when you plan to include these subtitles + the ones I made for The Heart of Saint Mattis . It didn't work out that way, but still impressive. 5 missions in 6 years.
  7. The Numbers don't lie. It has been 15 years since the release of TDM 1.0 in 2009. I think we should consider a contest to celebrate this. Further, the contest goal should be with the intention of motivating the completion of a campaign that can be deemed official. Here are some possible ways forward: Proposal 1: Middle mission(s) Authors are asked to create a mission that expands the story between "A New Job" and "Tears of St Lucia". This can involve escaping the heavily guarded city perimeter, stowing away on a ship or caravan, attempting to recruit a partner for St Lucia and failing, getting caught by Builders before arriving and having to escape their compound, getting lost in haunted woods on the way there, etc. Any interesting way that the connection between the two official missions can be expanded. Points are awarded for making explicit references to Corbin, St Lucia, and any story elements in the two official missions. If the resultant mission is of high enough quality, it can possibly be made into an official mission. If we get a number of excellent submissions and they do not cause logical inconsistencies, we might even be able to add two or more to the official list. Proposal 2: Intellectual Property distinct approximation of TDS missions Over the years, many have asked that we recreate Thief 1 \ 2 in this engine. Obviously we cannot do this due to copyright law but we could create similar missions and stories that approximate the Thief 1 or 2 designs. That said, I think that most of our audience has played these missions to death so it may be underwhelming to see them arrive in approximate form anyway. What might be better would be to develop a similar story to TDS and make missions that resemble what T1 \ T2 players were dreaming would arrive when TDS was announced and the first screen-shots were shown in gaming magazines. So take any TDS mission you like, examine the story arc and wildly re-interpret something similar but on a much grander scale. Since it's possible that two or more contestants will choose the same mission to re-interpret, we have a slot system were authors need to claim their preferred mission and if it is taken then they must select another one or lose some story points. The slots represent a sketch of what the mission author might try to do rather than a blueprint. If authors can come up with a mission that has almost no resemblance to any TDS mission but would make for a compelling story development in a similar story arc then that can be claimed as an alternative to a slot. Proposal 3: Same as proposal 2 but we stick with Thief 1 rather than TDS. Wildly re-interpret T1 based on what you may have dreamed of when reading the gaming magazines or playing the demo. Slots system to prevent duplicate submissions. Maybe with either proposals 3 and 4, we still require the use of Corbin as the protagonist and a connective enough story that they could also be adapted as middle missions for the official campaign if the team agrees on it. Proposal 4: Another "Connections" Contest. We just allow authors to connect any two missions with each other or expand the story of an existing series or single mission. So those are my thoughts. I'll leave it to players and mission authors to suggest other proposals and if we have some sort of consensus about the most popular proposals then we will make a poll. Realistically between now and October we may not be able to hold a contest with any strict guidelines ( and tricky issues with maintaining a distance to Thief IP ) so proposal 4 may still be the easiest option.
  8. Absolutely loved this mission, great job. I immediately recognized the minimal piano key track once you get inside- is that from Thief 3? I want to say it's from the seaside manor mission in T3, but maybe in another part of that game? Let me know, now I'm super curious. This is one of my favorite missions recently!
  9. I'm not using the Quake 3 engine, I'm using the Godot engine. The results seem ok, except when faces are slanted, but I'm not sure why it happens. I'm trying to find out. I don't know anything about the Q3 engine, so I'm not the one to say what's correct and what isn't about the map format. When I said "correct", I just meant that it's the same value that is displayed in the editor. But there are differences between the Q3 format from DR and from other editors I've tested, like TrenchBroom and NetRadiant Custom. They keep the texture values as they are in the editor. One other difference is that DR exports entity brushes with coordinates relative to the `origin` spawnarg, for example. Though DR is also the only editor that enforces the `origin` spawnarg. (I know there are two Q3 formats, and I'm using the equivalent one on all editors.) I'm importing maps into Godot using a plugin. I've made some changes to it to accommodate for the differences in the map format and some editor specific stuff (e.g. DR uses "rotation" matrices instead of euler "angles").
  10. Interesting idea. Not sure about my upcoming time availability to help. A couple of concerns here - - I assume the popup words uses the "Informative Texts" slot, e.g., where you might see "Acquired 80 in Jewels", so it likely wouldn't interfere with that or with already-higher subtitles. - There are indications that #str is becoming unviable in FMs; see my just-posted: https://forums.thedarkmod.com/index.php?/topic/22434-western-language-support-in-2024/
  11. "...to a robber whose soul is in his profession, there is a lure about a very old and feeble man who pays for his few necessities with Spanish gold." Good day, TDM community! I'm proud to release my first FM: "The Terrible Old Man", an adaptation of H.P. Lovecraft's short story of the same name. This is a short, 30-45 minute mission in which you are the getaway driver in a team of three small-time thieves. You and your associates were fortunate enough to overhear rumors of a famously wealthy and frail old man, but things change when your cohorts do not return from what is supposed to be their easiest and most lucrative job. Now it's up to you to brave the old man's house and find your associates. Download: The in-game mission downloader TDM Website's Mission Page Dropbox Special Thanks: The kind beta testers: Cambridge Spy, stgatilov, xlm, wesp5, nbohr1more, and Dragofer. peter_spy and Dragofer for answering my endless barrage of editor questions while learning DR. The TDM Discord for their warm welcome. Ending stinger courtesy of Zapsplat. Content Warnings: Enjoy!
  12. Looks like the "Reverse April Fools" releases were too well hidden. Darkfate still hasn't acknowledge all the new releases. Did you play any of the new April Fools missions?

    1. Show previous comments  2 more
    2. datiswous

      datiswous

      Maybe it's because 2 of the 4 were actually from the 4th of Januari while the other 2 were released on the first of april.

    3. nbohr1more
    4. Petike the Taffer

      Petike the Taffer

      I played two of the April Fool's missions, they were pretty good fun. :)

  13. Yes. Sure, I will change it, but I do mind. In addition to changing the forum title, I have also had the name of the pk4 changed in the mission downloader and the thiefguild.com site’s named changed. It's not just some "joke". The forum post and thread are intended to be a natural extension of the mission’s story, a concept that is already SUPER derivative of almost any haunted media story or most vaguely creepy things written on the internet in the past 10 or 15 years. Given your familiarity with myhouse.wad, you also can clearly engage with something like that on some conceptual level. Just not here on our forums? We can host several unhinged racist tirades in the off-topic section but can’t handle creepypasta without including an advisory the monsters aren’t actually under the bed? (Are they though?) I am also trying to keep an open mind, but I am not really feeling your implication that using a missing person as a framing of a work of fiction is somehow disrespectful to people who are actually gone. I have no idea as even a mediocre creative person what to say to that or why I need to be responsible for making sure nobody potentially believes some creative work I am involved in, or how that is even achievable in the first place. Anyway, apologies for the bummer. That part wasn’t intentional. I am still here. I will also clarify that while I love the game, I never got the biggest house in animal crossing either. In the end Tom Nook took even my last shiny coin.
  14. If I update this map I'll see if I can figure out how to fix that bug. As for the loot, I do tend to hide treasure a bit more thoroughly than most mappers. People keep giving me grief for it. But if you've looted the decoy secret and uncovered Mr. Pidgeon's secret stashes (big clues if you read all the pages of the notes he's left around), as well as scoring all the pickpockets, you should be almost at the Easy loot goal already.
  15. Okay... so... I'll be honest. The verticality of the first mission blew my mind, made me really pay attention, explore. But the verticality of this mission made me frustrated. It didn't help that I kept stumbling upon things, without context. Moreover, some areas didn't have anything, but were traversable, while others had a plenty and required not a clear and direct path but some convoluted route that wasn't obvious to me. And the size of the level... It took me 4 and a half hours to search every nook and cranny, find and complete all objectives and discover the loot. But that time was split between two days, because I could only play before work, and I experienced CTD whenever I'd draw a bow inside the manor. So by the end I ran around like a headless chicken, trying to remember where I've left this NPC and where is that NPC and where the safe is... Now... some things really gave me a pause. For example, the direction of our poor LT's life XD Or the fact that we had such a horrible person working for our Target. But I really liked the story here. All the twists, the clues (that little thing in the cabinet damn), I liked using Thief's Highway... but man was I lost there. I would like to know... how was I supposed to find the Barrel? I had no real reason to actually head there aside from "I see a window open". But since I was thorough, I found the Barrel there before the readable mentioning it in the same place. Was there a hint pointing me there to begin with? (Did I miss it, like the combination to the safe the first time?) Also - the Safehouse dude was freaking me out.
  16. There is the "acquired" slot and then there is the "shouldering" slot. Both look identical but are different entities. I am using the latter (shouldering) at this moment.
  17. I have updated my Refont program, to now have a function that can analyze a font DAT file for missing or problematic characters. As part of a broader inquiry, I've just applied that program, individually, to all current 'english' font DAT files. I'm reporting the overall results here. I'm sure this will not be a surprise to some of you, but may be to others. Background As you know, TDM fonts are based a bitmap system, derived from 256-character code pages, of which "English" and "Russian" are currently supported. "English" is actually Latin-1, with additional characters to cover more European languages in a single codepage. This is (in theory) quite good for major European languages, less so for less-prominent ones. For each font, bitmaps are distributed in 3 sizes (12, 24, 48 pt), with the engine doing interpolation scaling. Current Font Findings 12-pt Size for All Fonts Only ASCII (i.e., lower range 0-127) characters are provided, no European. For some fonts (stone, mason, mason_glow), the 12-pt DAT is not distributed, so the engine will substitute a larger size, which typically has better Latin-1 coverage. For Fonts Used in Main Menus, HUD, or Subtitles The numbers shown approximate the number of "characters needing work" Fontname Size-24 Size-48 carleton 20 16 carleton_condensed 20 35 mason -- 33 Since 24 pt is not distributed, engine uses 48 pt. stone 30 83 For Additional Fonts Used in FM Readables, Etc. Except for one font (treasure_map), all the remaining fonts are ASCII-only, i.e., no characters in the upper range. In the lower range, routinely the 24 and 48 pt sizes have equivalent coverage. Most of these fonts are fully or nearly complete, while some neglect certain punctuation symbols. The worst is "everette", with 24 "needing work" characters. Further details are here:
  18. Interesting! Does it update all default textures so it's used on everything in the world? I should replay it and check that out: It would give us a good view of how the effect will feel in practice. Looking at the page, they seem to do it the conventional way I was thinking of trying out, which is currently supported by the engine but more limited than a proper implementation. It also looks like they're only doing it for the albedo channel, to be effective detail should be applied to all maps... the normal map is where the improvement should be most noticeable as it responds to lighting and modifies everything else. The implementation I'm thinking of should be universal like all effects and work on any FM new and old. It would be controlled by a menu setting, no one needs to enable it if they don't like how it looks or it impacts performance. Each detail pass should fade and be hidden with distance, we don't want to stress pixel lighting by having it compute thousands of dots on distant surfaces each frame. Just like the TDM ambient method, we'll likely need a special segment for materials meant to indicate what kind of detail each texture wants, then based on settings and camera position the renderer must modify each surface accordingly.
  19. We get it, you don't like the mission. No need to stamp it into the ground. This is total nonsense. There are much larger missions than this with more story and they get good reviews.
  20. Salter's Hall, Sudbury, Suffolk, England - 15th century The George Inn, near Norton St Philip, Somerset, England - 14th-15th century, upper storeys repaired in 16th century after fire The George and Dragon public house (now a former inn), Codicote, Hertfordshire, England - dates back to the 14th and 15th century, not used as a pub anymore since the late 2000s, but has a restaurant instead The Salisbury Arms Hotel, Hertford, Hertfordshire - the oldest parts date back to the 15th century, the inn was called The Bell until 1800, there had been some minor additions in the 17th, 19th and 20th century The Bell / Ye Olde Bell and Steelyard inn, New Street, Woodbridge, Suffolk, England - an inn constructed during the second half of the 16th century, its street then known as New Street. The latter of the two names is the contemporary name, the former name the original one. Disregard the Volkswagen Polo, please, LOL. Woodbridge has several old rural inns dating back to the early modern era, e.g. The Angel, also from the second half of the 16th century. The Stag Inn, Rockeford, Devon, England - the oldest parts are apparently 12th/13th century, the overall look solidified in the 17th century Ellesmere House, Whitchurch, Shropshire, England - early 18th century house, showing the transition from traditional vernacular timber-based construction to brick-based construction (I feel this could be used as inspiration for depicting townhouses reflecting TDM's socio-cultural tradition from a more medieval era to a tentative early industrial era) St Mary's Cottage, Shrewsbury, Shropshire, England - I just found this a cute timber-framed house, so feel free to use it as inspiration for smaller TDM townhouses or taller rural houses in a market town, village, or something or other "Bayleaf House", an early 16th century farmhouse, originally from Chiddingstone, Kent, now at the Weald and Downland Living Museum, an open-air museum in Singleton, West Sussex, south England 3D tour of the "Bayleaf House" at this open-air museum Farmhouse built in 1609, originally in Midhurst, Sussex, now at the Weald and Downland Living Museum, an open-air museum in Singleton, West Sussex, south England 3D tour of the 1609 farmhouse at this open-air museum Poplar Cottage, originally from Washington, Sussex, England, now at the Weald and Downland Living Museum, an open-air museum in Singleton, West Sussex, south England 3D tour of the Poplar Cottage at this open-air museum A small house, originally from Boarhunt, Hampshire, now at the Weald and Downland Living Museum, an open-air museum in Singleton, West Sussex, south England Medieval stone cottage with thatched roof, originally from Hangleton, Sussex, England, now at the Weald and Downland Living Museum, an open-air museum in Singleton, West Sussex, south England A medieval house, originally from Sole Street (Cobham), Kent, England, now at the Weald and Downland Living Museum, an open-air museum in Singleton, West Sussex, south England A medieval house, originally from North Cray, Kent, England, now at the Weald and Downland Living Museum, an open-air museum in Singleton, West Sussex, south England Rural market hall, originally from Titchfield, Hampshire, England, now at the Weald and Downland Living Museum, an open-air museum in Singleton, West Sussex, south England You can read more about the individual buildings at said open-air museum here. The Old Market Hall, Shrewsbury, Shropshire, England - additional photos here and here
  21. Ok, but you could also load all maps in your campaign, but in a different order. Or you could make a copy of the map and change some things. So it doesn't have to be an entirally different mission (which indeed might be too much work). So for example the first mission has an objective to place the plans to build a bridge over the river in a specific place. Then the next mission has that bridge (map1), or does not have that bridge (map2). Mapper only has to make a copy of the map and remove the bridge (and maybe a small amount of other things). I just think that having only one specific order is pretty restrictive. But if it's a lot of work to implement it might not be worth it.
  22. The Black Mage ============================================================= Title: The Black Mage Filename: black_mage.pk4 Authors: Grayman, Jack Farmer Testers: datiswous, joebarnin, Shadow, Amadeus, madtaffer, wesp5 Release date: 24.12.2021 (version 1) - 05.03.2022 (version 2) - 23.12.2023 (version 3) Version: 3 (available via in game downloader) ============================================================= Grayman - Mapping, scripting & text for briefing video JackFarmer - Additional mapping & scripting, drafts for readables, conversations and in game comments Amadeus - Revision & editing of all readables, conversations and in game comments Dragofer, joebarnin, datiswous - Troubleshooting ============================================================= Voice Talents (in alphabetical order): AndrosTheOxen - Worried father / Counsel Lester Morlan (fincancial advisor to the lord) Bikerdude - Sami "Sausage" McNulty (the castle's chef) BoyLag - Percy Lockhard (the castle's chronicler) Goldchocobo - Robert (the son of the worried father) / Colton (a fallen Builder) Jedi_Wannabe - Friend of the worried father / Bennett (a fallen Builder) Malasdair - Lt. Godric (chief security officer) New Horizon - Lord Ewan Davenport (the Black Mage) Purgator - The Thief ============================================================= Paintings: New paintings provided by OGDA Grayman avatar painting created by Zerg Rush ============================================================= Assets: New kitchen equipment models provided by STRUNK ============================================================= Geometry: Selected cave architecture orginally created by Bikerdude & Dram for "Blackheart Manor" and later modified for "The Gatehouse" (rearranged with the orignal authors approval) ============================================================= Sound: Wind_rusting trees sound (main menu) taken from freesound.org produced by funwithsound "Madrigal" (briefing video) performed by Anthony Holborne Pub audience sound (briefing video) taken from freesound.org produced by yap-audio-production Footsteps sound (briefing video) taken from freesound.org produced by Nox_Sound Stand up from chair sound (briefing video) taken from freesound.org produced by kupp2 Tape-deck-startup sound (phonogram recording) taken from freesound.org produced by soundjoao Short metal scrape sound (phonogram recording) taken from freesound.org produced by Timbre Chains sound (phonogram recording) taken from freesound.org produced by arnaud-coutancier All other new ambient and sound fx recorded and produced by JackFarmer sometimes with altered sound effects/ambient sounds orginally produced by Gigagooga ============================================================= Video: Story board and sound arrangement by JackFarmer Briefing video produced by SirSmokeALot ============================================================= Known bugs: If you quicksave too soon after killing a fire elemental (within 4-5 seconds), the quickload crashes. (2.09 and 2.10) ============================================================= Production notes: Graymans's son gave this work in progress to the Dark Mod community according to grayman's will in June 2021. After discussions with Dragofer, I overtook this mission in June 2021 and started working on it in September 2021. Since I didn't know what else Grayman had planned, I made up my own story from the end of the briefing. The voice actors did an incredible job. Everyone I asked immediately agreed to complete this work of Grayman. This has now led to a fabulous eight voice actors taking part in this mission - from England, Ireland, Canada and the USA. ============================================================== Let's raise our glasses in Grayman's honor. Otherwise I wish you all happy holidays. Take care of yourself, your loved ones, and all of your friends.
  23. The new behavior is available in the latest dev17026-10712. If you set cvar s_overrideParmsMode to 1, then you get the new behavior. The old behavior is under value 0, which is default yet. Also there is "debug mode" if you set value to 2. In this case the new behavior is used, but console warnings are posted when a sound being started shows difference in behavior (i.e. the engine computes both behaviors and complains if they are different). Right now you'll see regular warnings about various AI sounds: they have wrong effective volume in TDM 2.12 and before due to this issue. As for modifying the missions, I think the main blocker is the new DarkRadiant behavior. @greebo @OrbWeaver, could you please comment why DR automatically sets s_minDistance and s_maxDistance spawnargs since recently?
  24. HAZARD PAY 1.5 [ TDM 2.10 REQUIRED] AUTHOR'S NOTE ================================ Hello! Its been a while since I’ve released something so I figured I'd join the Connections Competition and make a stand-alone adventure to try out the new 2.10 features. ================================ DESCRIPTION ================================ This is a medium size mission with an emphasis on adventure and stealth combat. !!! WARNING !!! I recommend NORMAL if you're looking to cruise and HARD / EXPERT if you're looking to sweat a little. EXPERT uses a prototype save room mechanic and is very tough. ================================ PLAY IT ================================ Requires TDM 2.10 DOWNLOAD HAZARD 1.6 ================================ PLAYTHROUGH ================================ Courtesy of Filizitas Part 1 Part2 Part3 ================================ CREDITS: VOCALS courtesy of the very talented : Goldwell, Mortem Desino, and Yandros. TESTING by the diligent and awesome : Amadeus, Epifire, Goldwell, Mike_A, and Moonbo ADDITIONAL SCRIPTING provided by the very talented Dragofer ADDITIONAL AUDIO by the masterful Goldwell PLAYTHROUGH by Filizitas
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