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  1. sure - I would only ask that you follow the thread to make sure you don't report stuff that has already been mentioned: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/
  2. heh i was thinking the same though it might just have been a glitch when writing the names are pretty similar. But for correctness it is called the dark engine and the newer version that allows us to run these beauties on win10/11 is called newdark. newdark is kinda interresting as it just suddenly popped up on a french forum some time ago by an anonymous developer with the alias le corbeau who allegedly got his hands on the original source code and started updating it for modern OS. this was the original thread i believe -> https://www.ttlg.com/forums/showthread.php?t=140085 bikerdude was on that forum to when the patch hit i noticed hehe.
  3. Okay, I had no idea, I have googled it up now and you are right, to my own surprise. Done, I´ve put some paragraphs which were previously not in spoiler tags into spoilers.
  4. Thebigh is right. The pronunciation tripped me up too, but that is apparently how Leicester is pronounced. Also @TarhielI'm glad you are loving the FM but do you mind putting spoiler tags on your post please
  5. We will look at some of this stuff, but SPOILER tags, please!!!
  6. This may make sense in that the performance impact of the volumetric effect can scale with how much of the effect is filling the screen. We shipped with a “performance mode” but had to setup the entities by hand to do it (so it’s not perfect). If you change the LOD detail settings to “Low” or “Lowest” this will disable certain lights, particles and such that can be very heavy to render. You can try these settings and see if you notice an improvement. If not sending us some pictures of heavy areas (with spoiler tags please) will be helpful with tuning these “performance modes” in subsequent patches. Thanks for playing!
  7. Interesting, although I'm not sure what to make of that. One of my favorite games (The Chronicles of Riddick Assault on Dark Athena) was published by Atari, and, they don't even seem to care to keep the activation servers running much. Or remove/change the copy protection, which doesn't work at all on Windows 11. I really hope that Nightdive delivers at the end of May... I'm not one of the shit storm crowd (it's absolutely horrible on the Steam forums...), but, 7 years of development is a long time, and delaying the release obviously has become a bit of a habit, to say the least.
  8. (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.
  9. We actually only needed three weapon slots: Blackjack, Shortsword and Bow. We would have had seven free keys for other stuff. Selecting ammo for a weapon could have been done in different ways. In example players could have cycled through available arrow types by repeatedly pressing the bow key. There's a proof of concept in the TDM Modpack. Back on topic, I would suggest replacing the shortsword with a dagger (throat cutter), an axe (wood breaker) or a hammer (skull crasher) as a start, see how far we get. If we cannot prove there's a need for a change or improvement I am not sure anything ever will change.
  10. Above 3 items are released now, on the "Barks" thread: https://forums.thedarkmod.com/index.php?/topic/21740-english-subtitles-for-ai-barks/&do=findComment&comment=483331
  11. Instead of that, you could, in that time period, start learning your own missions and in doing so become more active on the forums, learning from others. It's also great to understand how things work in the engine, when you play. It might spoil some immersion though.. Or learn to build games with other engines, like Godot for example.
  12. 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.
  13. @stgatilov, sounds so promising! I see, in the bugtracker, you've added cvars: You also said the conversation sounds go into s SND_CHANNEL_VOICE channel. So all parties to a conversation share the same channel, and thus what should be expected is that a single subtitle slot will show all parties, alternating. (This may or may not be better than having a separate slot for each party, but I understand that this is how it is.) I guess from what we're saying here, the conversation system doesn't support duets. It would be interesting to see if having a brief disappearance of the subtitle field between speakers would aid comprehension. This could be tested with, say, tdm_subtitles_inlineDurationExtension = 0.1 @datiswous, you're opinion? For conversations with a voice clip that needed a longer subtitle extensions than 0.2 (or triggers the 1 second duration minimum), "wait until finished" by itself would still (and correctly) cause the next subtitle to truncate the current one. It would have to be "wait until finished" followed by an additional conversation "wait" of fixed duration. BTW, for my testSubtitles program, I used the narrator voice (or maybe the player, I forget which), and, in spite of being from a common source, these sound clips can overlap/superimpose without a problem, presumably in different sound channels. And the subtitles appear in different slots. So the concept of a "sound emitter" is a subtle one.
  14. I have implemented the extension, and seems to work fine (6262). Inline subtitle for a sound of duration = T lasts for max(T + 0.2, 1.0) seconds. This is configurable: 1.0 second minimum taken from this thread, and 0.2 addition was taken from hardcoded delay between actions in conversations. Also I noticed that while I planned subtitles to not move between slots, they indeed do move sometimes. Also, as noticed here, high-level subtitles are not guaranteed to be displayed in presence of many low-level messages. So with 6264, fixed this and I passed more information from sound engine. For instance, now subtitle slots can be reused by having same "emitter"... which is supposedly very close to the concept of "who says this". Also, the original Doom 3 has the following rules which affect subtitles. Every "sound emitter" has a bunch of "sound channels". Conversation sounds go into SND_CHANNEL_VOICE channel, but ordinary barks usually occupy any free channel. One channel can only play one sound at a time. If new sound is started on the same emitter and same channel, then the old sound is stopped and replaced with the new one. The consequence is that no matter how long subtitles show after the sound is over, you'll never see two subtitle messages from the same actor at once: the newer one would replace the older one. But in case of barks it is well possible, since new mesage can take a different channel.
  15. There is no SS3, how can they do a remake? And thank god they got rid of unity, that engine is total trash garbage on anything over 60 fps. Just spend 5 minutes on steam forums for Unity project games, and there's just thousands of people complaining about poor performance, stuttering etc.
  16. Continuing this thread, which I started here. Issue (so you don't have to read it all): In some cases guards walking near you or even bumping into you notice you and make a "huh?" sound, but then they continue walking for a bit until they suddenly turn around and run towards you fully aware. The part that I have a problem is not the delay itself but that they keep walking during it. I think it's unrealistic (even in the context of a game like this) and confusing - it doesn't send the message of what's happening clearly. It was proposed that I show an example of what I mean, which took me merely 10 months, and I bring not one but two whole examples. In both cases the guards physically bump into me. I think this also happens if the guard notices the player from up close because the player is just slightly lit, without the guard physically bumping into the player, but I have not encountered it in the last couple missions I played, so no proof/example there. Proposed solution (so I don't come empty handed): After saying "huh?" the guard stops and looks at the player, or maybe better, starts looking around in the general direction of the player. Since this seems to be triggered by bumping into the player, making one step back after stopping and turning to face the player would also seem realistic to me (at least that's what I'd do after bumping into something in the dark). I gotta say without sound those videos are kind of funny. I imagine the guard walking behind the corner and suddenly realizing "CRAP! WAS THAT A BLOODY THIEF??"
  17. Probably the .script file that's needed, but unfortunately can't be included with a prefab. Maybe there's a comment somewhere in the prefab (or in the wiki or forums) that says what script it needs and where to find it. (The similar combination setup I used earlier doesn't involve "slot", so clearly uses a different script that I what I have.)
  18. Thank you for a great puzzle fm! I'm having real trouble with the TDM v 2.10-64bit on Linux Mint 21.1 Link to the guide supplied by V-Man339 https://forums.thedarkmod.com/index.php?/topic/15844-fan-mission-the-gatehouse-by-bikerdude-goldchocobo-updated-02112014/page/7/#comment-429405
  19. I agree. I'm copying this idea over to the https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/ thread. Related: I'll probably do some more experiments with the current TDM font & size, to understand max char count versus field width.
  20. It is a nice concept.... but then AI got equipped with fancier, cooler flints and the player is left with zero chances to upgrade. Was the idea to make players feel miserable or unworthy? I don't think so, but that's how I felt. Leave no trace. Lighting candles and oil flames back up once an area is clear is part of my job, and let me tell ya: IT IS FUN!
  21. Hi I'm thinking of buying a new pc. Or at least mobo+cpu+memory (and possibly cooler). Last time I bought this combo was 10 years ago, so I thought maybe it's time for an upgrade.. I was thinking of going for AMD Ryzen, do you think it's currently really worth it to go for an AM5 cpu? All in all I find it kind of expensive and AM4 cpu's are still good performing, so I'm not sure I need the newest tech. On the other hand going for AM5 is more future proof I guess.. Also, I was first thinking of going for an X3d processor, but then gathered I'm actually not gaming that much (and not high demanding games) and the gpu will stay midrange anyway and thus be the bottleneck ? I wonder if the price of the 5800X3d will go down when the zen4 variant arrives. Currently thinking about Am4 combo: Ryzen 5700X 32 gb ram (3200mhz) Asrock B450 Steel Legend My current (Cooler master) cpu cooler is good enough I think, but I don't know if I still have the needed AM4 attachment (curently using it on an Intel cpu).
  22. Some years ago i succesfully downloaded the wiki with wget, for TDM dvd. I dont know if this method wikl work now. https://forums.thedarkmod.com/index.php?/topic/19998-tdm-collection-dvd/#comment-437887
  23. @datiswous, made that correction fm_test.subs --> fm_conversations.subs @stgatilov, about srt naming and file location, would you be OK with the following edit? New/changed stuff in italics: srt command is followed by paths to a sound sample and its .srt file, typically with matching filenames. An .srt file is usually placed either with its sound file or in a "subtitles" folder. The .srt file format is described e.g. [1]. The file must be in engine-native encoding (internationalization is not supported yet anyway) and have no BOM mark. It contains a sequence of text messages to show during the sound sample, each with start and end timestamps within the sample's timeline. It is recommended to use common software to create .srt files for sound samples, instead of writing them manually. This way is more flexible but more complicated, and it is only necessary for long sounds, for instance sound sample of a briefing video. It's a simple enough standard that it can be shown as an short example, demonstrating that subtitle segments can have time gaps between them. And the example can show correct TDM usage, without requiring a trip off-site and picking through features that TDM doesn't support. Specifically, the example shows how to define two lines by direct entry, rather than using unsupported message location tags (X1, Y1, etc.). And skips other unavailable SRT font markups like italics, mentioned in the wikipedia description. The example would also show the TDM-specific path treatment. The example could be inserted before the sentence "It is recommended to use common software...."
  24. I guess the best image-to-normal conversions I've seen here in the forums are via njob. I am curious about this AI thing though: https://github.com/HugoTini/DeepBump has to be installed into Blender as a plugin?
  25. DarkRadiant 3.8.0 is ready for download. What's new: Feature: Support new frob-related material keywords Improvement: Mission selection list in Game setup is not alphabetically sorted Improvement: Better distinction between inherited and regular spawnargs Improvement: Silence sound shader button Improvement: Add Reload Definitions button to Model Chooser Fixed: Model Selector widgets are cut off and flicker constantly on Linux Fixed: DarkRadiant will not start without Dark Mod plugins Fixed: GenericEntityNode not calculating the direction correctly with "editor_rotatable" Fixed: RenderableArrow not drawing the tip correctly for arbitrary rotations Fixed: Light Inspector crashes on Linux Fixed: Models glitch out when filtering then showing them Fixed: Skin Editor: models not centered well in preview Fixed: "Copy Resource Path" includes top level folders Fixed: Skin Editor: internal test skins are shown if Material Editor was open previously Fixed: Changing Game/Project doesn't update loaded assets correctly Fixed: Model Chooser: initially hidden materials aren't revealed when enabling them Fixed: Choosing AI entity class 'atdm:townsfolk_commoner_update' causes crash Fixed: Sporadic assertion failure on shutdown due to LocalBitmapArtProvider destruction Fixed: Prefab Selector spams infinite error dialogs on Linux Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.8.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
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