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  1. I've seen fun workarounds like that in other game modding as well. Years ago, maybe even a decade, some fella who was making a mod for Mount & Blade over at the Taleworlds forums revealed that he put invisible human NPCs on the backs of regular horse NPCs, then put the horse NPCs inside a horse corral he built for one of his mod's locations/scenes and then did some minor scripting, so the horses with invisible riders would wander around the corral. The end result was that it looked they're doing this of their own will, rather than an NPC rider being scripted to ride around the corral slowly. Necessity is the mother of invention. I don't know about the newest Mount & Blade game, but the first generation ones (2008-2022) apparently had some sort of hardcoded issue back in the earlier years, where if you left a horse NPC without a rider in its saddle, the horses would just stand around and wait and you couldn't get them to move around. Placing an invisible rider in their saddles suddenly made it viable again, at least for background scenes, of riderless horses wandering around, for added atmosphere. First generation M&B presumed you'd mostly be seeing horses in movement with riders, and the only horses-wandering-loosely animations and scripting were done for situations when the rider was knocked off their horse or dismounted in the middle of a battle. Hence the really odd workarounds. So, an invisible NPC trick might not be out of the question in TDM, even though you could probably still bump into it, despite its invisibility.
  2. I plan to gradually try out all or most of the different path node types and adjust them depending on the interaction. Though I don't plan to use it in this particular mission, I have a keen interest in the follow type, as I'll want an NPC to follow the player character in another, future FM I'd like to create. Never too soon to try out various functions while I'm already learning new FM-building skins after a long hiatus. Thank you for the suggestion. I completely forgot about the location system ambients as an option ! A few years back, when I was testing various stuff in DR, I did actually use that approach instead, once or twice. I haven't used DR much in recent years, so I eventually forgot about setting it up that way. Acknowledged, and I'll look into it. It'll save a lot of time concerning the audio side of the mission. My first few missions won't have much a natural environment, they'll largelly be small and focused on buildings or urban spaces, so I won't need to bother with detailed audio for rivers yet. I have an outdoor FM planned for later (it's in the pre-production phase), and I'll have a good reason to study it in greater detail. It's actually okay, I don't reallt need rectangular speakers. Given that I've been reminded I can set a main ambience for each room - something I did know before, but forgot, after not working properly with DR these past few years - I'll do just that, and use the speakers for more secondary ambience concerns. Handy indeed. A rectangular shape would be easier to remember. I'll just use the filters in the editor to put away the speakers if I ever the get the impression they're blocking my view. Also, I don't actually mind the shape all that much. As you and the others say, the size/radius of the speaker is the actual key aspect. I'm a bit disappointed it's seemingly not possible to resize speakers the same way you can resize brushes or certain models, though you can still tweak the radius numerically, manually. As long as I can work with that, the actual shape of a speaker isn't really important. My main concern is expanding the minimum and maximum radius areas to an extent where they'll be audible for most for all of the respective areas the player will visit, rather than fading away quickly once the player leaves the hub of the speaker behind. As was already said above, I'll use the different utility to set the main ambient for the individual rooms, rather than a manually placed speaker, and I'll reserve the speakers for additional sound effects or more local ambience. I've already added some extra parameters to the speakers I'm testing out in my FM, so I'll take a look at those soon, though I'll deal with the main room ambience settings first. I'd like to thank everyone for their replies. While I'm not surprised by the answers, I'm now more confident in working with the path node and speaker entities. On an unrelated sidenote to all of this, the same in-development FM where I'm testing the speaker placement and range was tested yesterday for whether an NPC AI can walk from the ground floor all the way to the topmost floor, without issues. Thankfully, there have been no issues at all, and the test subject - a female mage, whom I won't use in the completed FM, sadly - did a successful first ascent of the tower-like building that'll serve as the main setting. (That's all your getting from me for now, concerning the FM contents.)
  3. I made a small update today removing two modpack skills that were indeed not regular features of the original game, namely Whistle and Peek Door. The real reason though was that I never really use any of them! If I want to alert a guard, I can always hit something with my blackjack and I almost forgot about the peering through a keyhole feature before I noticed that it works with handles without a keyhole e.g. in the current mission I beta test. I kept the numbers scroll, because this basically gives you access to something the game already has only any time, and the Blow skill, as a last resort if mission creator use uncommon flames, again like in the current beta. Also this way there is a bigger distinction between Snatcher's modpack with all the cool new stuff and my patch!
  4. DarkRadiant 3.9.0 is ready for download. What's new: Feature: Add "Show definition" button for the "inherit" spawnarg Improvement: Preserve patch tesselation fixed subdivisions when creating caps Improvement: Add Filters for Location Entities and Player Start Improvement: Support saving entity key/value pairs containing double quotes Improvement: Allow a way to easily see all properties of attached entities Fixed: "Show definition" doesn't work for inherited properties Fixed: Incorrect mouse movement in 3D / 2D views on Plasma Wayland Fixed: Objective Description flumoxed by double-quotes Fixed: Spinboxes in Background Image panel don't work correctly Fixed: Skins defined on modelDefs are ignored Fixed: Crash on activating lighting mode in the Model Chooser Fixed: Can't undo deletion of atdm_conversation_info entity via conversation editor Fixed: 2D views revert to original ortho layout each time running DR. Fixed: WX assertion failure when docking windows on top of the Properties panel on Linux Fixed: Empty rotation when cloning an entity using editor_rotatable and an angle key Fixed: Three-way merge produces duplicate primitives when a func_static is moved Fixed: Renderer crash during three-way map merge Internal: Replace libxml2 with pugixml Internal: Update wxWidgets to 3.2.4 Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.9.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep creating Fan Missions! 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!
  5. TDM 15th Anniversary Contest is now active! Please declare your participation: https://forums.thedarkmod.com/index.php?/topic/22413-the-dark-mod-15th-anniversary-contest-entry-thread/

     

  6. Ah, pity I wasn't reading the forums back in February. I'm fond of that game, along with Bugbear's other early title, Rally Trophy. I was never too good at FlatOut, but it was always a hoot to play.
  7. Doesn't help. The moment I move to check out an entity and then move back to the Entity list, The mouse click and scroll is locked. I can move it around, but clicking is not possible (I can scroll in firefox for example with the keyboard just fine, so DR clearly takes over the mouse for no reason at all), until the entity list is remade.
  8. Mouse look is essential so no. We should use whatever behind-the-scenes solution of messing with the pointer will work... once Wayland or WxWidgets or GTK3 will offer one, it's kind of on them that they haven't up to this point. Until then Jonri's PR works by forcing the X11 backend, which isn't a real solution but in practice solves everything for now. Here's a modified snippet of what I did in PyGame which works. Obviously this code has no effect, just an example to show what works in my project, just in case it's a similar situation here: Maybe Wayland expects us to hide the mouse pointer at a core level before it allows locking, and the reason it doesn't work is DR only hides it visually at top level? pygame.mouse.set_visible(False) x, y = pygame.mouse.get_pos() pygame.mouse.set_pos((x, y)) pygame.mouse.set_visible(True)
  9. There might be another way, or at least it's what I thought of as a non-developer: Use a different way to transform mouse movement into camera rotation or viewport offset. Is there no alternative to calculating the distance from the pointer to the window center before resetting the pointer to the middle? There must be other mouse look implementations that could work. Most obvious alternative: We can detect how much the pointer moved on the screen compared not to the center, but to its previous position wherever that may be. While of course still trying to lock it in the middle, but if that fails at least it doesn't cause the view to go crazy: The only issue then will be the cursor reaching the screen edge and having to be re-engaged so you can keep scrolling in that direction, which is also a big annoyance but comparatively less bad and not as noticeable unless you do long-range movements in one go. Any reason why we couldn't give this option a try?
  10. A visually breaking change is planned for 2.13 (6354). Environment mapping is used when material contains a stage like this: { blend add cubeMap env/gen3 texgen reflect } Historically, there are two separate shaders for this case: one if the material has bumpmapping, and one if it does not. Note that if the material has diffuse or specular stage, then bumpmap is added implicitly. The shader with bumpmap was apparently "tweaked" by someone in TDM and got several major differences: it has fresnel term output color is tonemapped to [0..1] range using X / (1 + X) the color multiplier is hardcoded to (0.4, 0.4, 0.4) I'd like to delete all of these differences and restore the same behavior as in non-bumpmapped case. It is also the same behavior which is used in both cases in Doom 3 BFG (and supposedly in Doom 3 too). Speaking of points 1 and 2, nobody will notice the difference except in rare corner cases. The point 3 however is serious. It is also the main reason behind the change. Right now nobody can tweak the intensity of environment mapping: if you try to set red/green/blue/rgb, these settings are simply ignored. Now the problem is that the intensity of most environment mapping materials will change. In core files I see text like this (stainglass_saint_01) : { blend add maskalpha cubeMap env/gen3 // tone down the reflection a bit //I see no evidence that these values do anything red Parm0 * 0.2 green Parm1 * 0.2 blue Parm2 * 0.2 texgen reflect } Since the default parameter was 0.4, after the change this material will get 2x less intensity. The situation is even worse if rgb multiplier is not specified, since then it will change from 0.4 to 1.0, i.e. envmapping will become 2.5 times brighter. I can probably collect the list of all materials using environment mapping, but I'm not sure I'll be able to check them all one by one. Perhaps I can delete existing rgb settings, blindly set "rgb 0.4" and hope for the best.
  11. Is there a reason why you post with white background and black letters? Because it is really hard on the eyes with a dark setting!
  12. I felt like an absolute dunce, when I started the mission for the first time... Because, the note confused me. I thought that I was supposed to complete the task on the note and then return to this door, it will be open I'll talk to an NPC or something and will progress further. So I spent several minutes looking for a door outside, and finding none. I thought - maybe I need to use the window, it's partially open, I bet I can squeeze through it. So I did, and fell out of the map, whereupon I saw the rest of the map and realized that the note was slipped under MY front door. Had to restart =D I enjoyed the mission, but I also missed the painting. I should've tried "the Number" right away. The sneaky boi was great, I wish we had encounters like that on some occasion. It's such a novelty IMO. I wasn't attempting the Ghost so eventually I was fed up with this guard and used my gas arrow, then... this happened. I enjoyed the final stretch, but my immersion was broken a little, because the area where we get a new mission had a missing wall and a floating tree, for some reason. Great map, and mission. PS: I realize that they probably just drop them, but taking first mission into the account, I can't help but think that people eat fingers with rings on them.
  13. Yep... just what I was thinking of, except it's even worse than I remember now that I see it. Biggest limitation with stencil is you can't have alpha texture shadowing, so stuff like plants had to have their shadows turned off. I'd say this is the most important reason why enabling map-only effects was a good decision, followed by other improvements and potential future features like transparent / colorized (stained glass) shadows.
  14. Great little mission , what sets it apart from my point of view was the atmosphere, city design and the nice touch at the start of the mission. The only thing I miss (which I realize is a personal preference) is a bit of fog/mist in the city / garden, but other than that it was for me a near perfect mission albeit a bit limited. Played on 64bit Debian 'Trixie' with the 'darkmod' directory on NFS. (For some reason the first time i tried this mission darkmod failed to load the savegame. Only happened once, but still worth mentioning I think). Perhaps a bit off topic, but I wish the amazing city is being reused and made larger in another mission. Roaming the city (and it's roof tops) in another mission with a werewolf lurking around somewhere in the city would be a great second mission. Perhaps a second mission could be inspired by H.P. Lovecraft's 'the lurking fear' or 'the hound' if I may be so bold (and bald) as to say so.
  15. It detected my CPU core count correctly, 12 physical 24 virtual. Btw just curious but what's the reason, for the cpu core data to not be printed at the top? Next to the cpu name and features like AVX and SSE stuff. Not complaining, critiquing or anything, if is like that, it most be because of a good reason. I just found it odd that's all, because I add to travel down a bit on the console before I saw the cpu core count and thought "why? when there's CPU info already at the top?".
  16. @snatcher I understand that when you feel your work doesn't live up to your goals that you don't want it out in the wild advertising your own perceived shortcomings but that leads to a troubling dilemma of authors who are never satisfied with their work offering fleeting access to their in-progress designs then rescinding them or allowing them to be lost. When I was a member of Doom3world forums, I would often see members do interesting experiments and sometimes that work would languish until someone new would examine it and pickup the torch. This seemed like a perfectly viable system until Doom3world was killed by spambots and countless projects and conceptual works were lost. I guess what I am trying to say is that mods don't need to be perfect to be valuable. If they contain some grain of a useable feature they might be adapted by mission authors in custom scenarios. They might offer instructive details that others trying to achieve the same results can examine. It would be great if known compelling works were kept somewhere safe other than via forum attachments and temporary file sharing sites. I suppose we used to collect such things in our internal SVN for safe keeping but even that isn't always viable. If folks would rather not post beta or incomplete mods to TDM's Moddb page, perhaps they would consider creating their own Moddb page or allow them to be added to my page for safe keeping. Please don't look at this as some sort of pressure campaign or anything. I fully understand anyone not willing to put their name next to something they aren't fully happy with. As a general proviso, ( if possible \ permitted ) I just want to prevent the loss of some valuable investigations and formative works. The end of Doom3world was a digital apocalypse similar to the death of photobucket. It is one of my greatest fears that TDM will become a digital memory with only the skeletons of old forum threads at the wayback archive site.
  17. I haven't played the mission yet, so, I can't comment on it. Regarding the criticism: I think it should also be allowed to note some things you saw as points of criticism. Actually, IMO, negative criticism is better than positive, because it points out what you maybe didn't think through thoroughly, or you simply didn't see when you created the mission on your own. I'm aware that there is a lot of work involved, and people do it in their spare time for their own or other people's pleasure. But, that really shouldn't be a reason to praise everything to the skies. Actually, I've seen my fair share of average missions which have been totally overrated. Again, that shouldn't knock anynone's work, and, I have no idea how this mission is. Just wanted to point out that noting negative things shouldn't be taken as discouraging, but rather the opposite. I've seen some mission authors for Dark Mod going from average to absolutely fantastic missions, because they learned what it takes to make good missions. It's an art, and obviously takes time to perfect.
  18. Congrats on the release! Remember to check ThiefGuild as well as the DarkFate forums (via Google Translate) for additional feedback.
  19. I thought I've read somewhere that if you enable shadow maps, that on some lights, stencil shadows are still forced, for some reason. Correct? I'm not sure if I should vote. This seems more for fm-bakers. Edit: I would go for option 1
  20. I'm no graphics nerd, but I can barely tell the difference between the two. What I can tell from messing around a bit: soft shadows of low quality look like garbage with both maps and stencils (EDIT: wrong, I didn't realize I was looking at shadow maps for a volumetric light shadow. Stencil definitely looks better). increasing soft shadow quality decreases performance in both implementations. I think the CPU/GPU of the end user would influence which is gives better performance both maps and stencils can produce a pixelated shadow if you look close enough. (EDIT: wrong. Again, was looking at a volumetric light shadow). I tend to use maps, because for whatever reason I seem to get a few more FPS out of them. As a mapper, I am certainly NOT interested in endlessly tweaking a scene to make the shadows look perfect. I just don't care enough. If they look shockingly bad I will put some effort into it though (which will probably mean just disabling them for the offending entity). It's rare that I feel this is necessary though. So I guess I don't really get the argument that stencils are amazing and maps are crap. I just don't see it or am too dense to notice. (EDIT: indeed I was being dense. I was comparing shadow maps with shadow maps because I was looking at a volumetric light shadow). Also, in my last couple of missions I had graphical bugs that only showed up with stencil shadows enabled. It would be nice to not have to deal with that all the time.
  21. That is already in the core game, for whatever reason the team decided to not include it in the GUI as an option, which is the only thing I did about it. You can enable it in the console with r_frobOutline 1 and r_frobOutlinePreset 6 anytime...
  22. I like how this has essentially become a Linux thread despite it not being the intended focus. I play around with Ubuntu MATE because I like Ubuntu and the MATE variant has an environment I prefer with a bunch of changes I like, a good compromise between old and new. That said, TDM behaves a bit oddly in Linux. For some reason in TDM it misses the occasional mouse click - if I happen to click fast enough there's a chance the event won't register. It seems to be something inherent to the Doom 3 engine in Linux - even in dhewm3, if I make a really fast click on the mouse it can sometimes ignore that mouse event and not fire the weapon. Generally you have to be really quick on the down/up event for it to happen, but it happens, it's reproducible and I can't just accept having to consciously be aware of my mouse behaviour and remembering to click long enough to guarantee the event is registered. I'm sure many won't notice this issue, but I'm pretty fussy about such things so it annoys me. This doesn't happen on anything else in Linux, just Doom3/TDM. Not surprisingly Windows doesn't have this issue, and it's a good example of the reasons why I don't bother moving entirely to Linux. I can't stand odd quirks like this and there's odd quirks EVERYWHERE in Linux. There's quirks aplenty in Windows too of course, but I'm used to them.
  23. Welcome to the forums Ansome! And congrats on making it to beta phase!
  24. "...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 Ansome, a long-time forums lurker, and I'm here to recruit beta testers for my first FM: "The Terrible Old Man", based on H.P. Lovecraft's short story of the same name. This is a short (30-45 minute), story-driven FM with plenty of readables and a gloomy atmosphere. Do keep in mind that this is a more linear FM than you may be used to as it was deemed necessary for the purposes of the story's pacing. Regardless, the player does still have a degree of freedom in tackling challenges in the latter half of the FM. If this sounds interesting to you, please head over to the beta testing thread I will be posting shortly. Thank you!
  25. beta212-07 is available. This one is considered release candidate, meaning that most likely it will be turned into official release soon. For this reason, here are the deprecated 32-bit binaries. It would be great if someone briefly checks the 32-bit Linux executable (cannot do it myself).
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