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  1. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  2. So, if I understand you, no Thief Gold FM does sound and text notifications of completed objectives? The missions in The Black Parade surely did. I'm completely confused now. I was sure that original Thief Gold had those objective complete notifications (at least the sound). Reading this thread suggests otherwise though: https://www.ttlg.com/forums/showthread.php?t=132977
  3. In order to better discuss performance, please look into this article: https://wiki.thedarkmod.com/index.php?title=Tracy:_timeline_profiler#Gameplay Perhaps inspect some Tracy records too. The game consists of four main parts, most of them run in parallel: game modelling renderer frontend renderer backend GPU Let's suppose n-th part consumes Tn milliseconds of time on some interval, then the interval takes min(t1 + t2, t3, t4) of time in total. Usually either p.1 + p.2 or p.4 are bottleneck. If you try doing less updates, you cannot make renderer backend and GPU faster: it still has to render all the stuff every frames. Except for something like reusing shadow maps between frames, which is not implemented yet. You can make game modelling faster if some entities skip thinking. The most time-consuming entities are AIs, and this kind of optimization is applied to them since the very beginning of TDM, known as "interleaded thinking optimization" (Doom 3 had similar but stronger "dormancy" concept). If an AI is behind closed doors and far from player, then he thinks rarely, e.g. 3 times per second. You can use cv_ai_opt_forceopt cvar to experiment with it. It took much effort to make this work reliably, but without it TDM should be very slow on anything but small levels. And this optimization caused some headache later, for instance it caused distant AIs to randomly die with uncapped and low FPS. All the other entities think every frame, as far as I know. Some entities are known to be dangerous to think rarely: that's mostly physics-related things like ropes and ragdolls. Another thing is that many entities spend negligible time in their Think methods, and most entities don't think at all (only "active" entities think, see listActiveEntities command). Speaking of renderer frontend, you can update entities less often. Then you can reduce time on understanding which areas entities belong to, and on generating interactions (that's the main part I think). However, there are parts of frontend which are view-dependent, so they need to run every frame. You can experiment with cvar r_skipUpdates. As far as I understand, it disables all updates of render entities/lights from game code. The game modelling still runs, guards still move around, see you, speak, chase you, and kill you. But renderer displays the obsolete state of the world from the moment when you set the cvar.
  4. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
  5. A Problem Arises I've paused subtitling of the Lady02 vocal set, because of a problem with the voice clips described here: https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/&do=findComment&comment=490151 While a way forward is being determined, I'll work on a different vocal set. Maybe manbeast, for which Kingsal just provided me the voice script.
  6. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  7. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
  8. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  9. I loved it. Awesome game. I faceplanted at the people who asked for quest markers in the Steam forums there... Herr, lass Hirn regnen. The game is so great, and so true to the original, because it doesn't hold your hand. When is the new breed of gamers gonna learn.
  10. Haven't played too much of it yet, but I'm enjoying much of it. The atmosphere is awesome, and I love the the idea that the bridge is so big that people built buildings on it as if it's just another part of town. I'm also enjoying that I'm being able to ghost it without even knowing it beforehand. Not perfect ghosting, but pretty decent for a first playthrough. There are some technical issues though. The outdoor areas are barely playable on my potato. Even some indoor areas are heavy because they have transparent windows revealing the outdoor areas. I'm thinking the performance killer may be those fully detailed buildings in the distant background. Ideally they would be very low poly models, because the player is never gonna see them up close. As it is, they have literally millions of triangles to be rendered at once (r_showprimitives 1). That the outdoor area is completely open also doesn't really help the game render less stuff at once. This engine isn't particularly suited for this kind of thing. I think fog can also weigh on performance, but I'm not sure. I've had lower FPS on foggy missions before, but they were also highly detailed (Iris and Briarwood Manor), so it may not have been the fog. I also found two minor issues so far that are probably easy to fix:
  11. 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:
  12. Here's the pre-release build 3.0.0pre8, we're getting closer to the finish line. It's about time for a new major release - not just because of the changes of this build, but for all the improvements made over the last few releases. I'm going to need your help stabilising this release, with all the renderer changes things are bound to require a few tweaks. Most time since 2.14 has been spent on the renderer, which should now be faster in regular (non-lit) render mode. Lit render mode is probably not going to be faster, but at least more accurate. You can activate Shadow Mapping, and the interaction shader code has been ported over from TDM to produce the same look as the game. Starting with this release, the user settings will be saved separately for each DR version, meaning that this release won't mess with the settings of the previous versions, including keyboard shortcuts, colours, last used maps, etc. DR will try to import and use any settings of previous releases, but it won't change them. For more things that have changed or fixed, see the list below. Download Windows Portable x64: https://drive.google.com/file/d/121ibqqYMKqRqjcQ1zS0HtM4JO0ADrgRo/view?usp=sharing Download Windows Installer x64: https://drive.google.com/file/d/1209hG92chVzqOc-iaFDzJ0cBfQucDad8/view?usp=sharing Linux folks need to compile this stuff from source, instructions for various distributions are on the wiki. If you happen to run into a crash, please record a crashdump: How to record a crashdump Changes since 2.14.0 can be seen on the Bugtracker changelog, here's the summary: #5787: Feature: Add "Create Particle" to right-click orthoview drop-down menu #219: Feature: Shadow mapping support #5761: Feature: Cut functionality to complement copy and paste #5757: Feature: Ability to center 3D camera on selected entity #5927: Feature: Save user settings by application version #5848: Feature: MD5 Animation Viewer: show current frame & total frames #5849: Feature: MD5 Animation Viewer: jump to frame #5905: Improvement: Safeguard warning against Loss of Layering #5872: Improvement: Option to filter skins out of search results in the Choose Model dialogue #5909: Improvement: Revisit Interaction Shader to get closer to the TDM looks #5822: Improvement: UI tweaks for worldspawn-to-entity conversion #5873: Improvement: Entity inspector should recognise spawnargs beginning with "sprS_" as def spawnargs #5825: Improvement: Allow absolute paths for snapshots #5910: Improvement: Entity Inspector: classname field should always be read-only, to force use of the "Choose entity class" button #5925: Fixed: Objective GUI doesn't display properly in some places #5919: Fixed: Crash on loading certain maps #5829: Fixed: Entity inspector shows inherited spawnargs of previous selection #5853: Fixed: DR overwrite order for defs is different from TDM's #5897: Fixed: X/Y and Camera View bindings don't save properly #5858: Fixed: "Replace Selection with exported Model" sets classname to "func_static". #5864: Fixed: Map -> Edit Package Info (darkmod.txt)... crashes DarkRadiant #5846: Fixed: Rotating a func_static result to random stretch textures #5840: Fixed: DR crashes when syncing with remote Git repository #5847: Fixed: Switching visibility of Github repo from public to private causes crash #5841: Fixed: Dockable window layout doesn't save new floating XY views #5844: Fixed: "Choose skin..." button on custom model spawnargs shows skins for main model spawnarg #5826: Fixed: Entity inspector considers inherited colors black #5885: Fixed: ReloadDefs moves def_attached light crystals to entity origin #5901: Fixed: .lin files can't be opened if different case than .map name #5884: Fixed: Model chooser radio box selection issue #5836: Fixed: Changing multiple lights between omni/projected resets colours to black Changes since 3.0.0pre1 #5934: Selection overlay is z-fighting on patches #5932: ForceShadows materials are not casting shadows #5933: Moving brushes doesn't update the scene in lit render mode Changes since 3.0.0pre2 #5941: Selected Skin not showing in ModelSelector #5935: Defs takes longer every time #5939: Texture tool Free rotation not showing anymore #5940: Light diamond frequently disappears on colour change until it's moved again #5938: Additive blend stages over black diffusemap are z-fighting #5936: Ambient lights don't render properly in lighting preview mode Changes since 3.0.0pre3 #5949: Fixed: DR crash with combination of mouse buttons pressed #5948: Fixed: Manipulation Vertex Dots are hard to see #5947: Fixed: Git Sync Exception: too many redirects or authentication replays #5907: Feature: Allow way to hide some entities in Create Entity list #5946: Improvement: Speaker radii should be transparent #5945: Improvement: Light diamonds should be transparent again #5937: Fixed: Sound radius spheres don't always update #5943: Fixed: Brush manipulation is laggy in huge maps #5942: Fixed: Missing brushes when opening alphalabs1 from vanilla Doom 3 PK4s Changes since 3.0.0pre4 Reduced Frame Buffer Count from 3 to 1, this should reduce RAM consumption a lot #5953: Wireframe object drawing order is changing between sessions #5951: "Hide Deselected" is slowed when there's a lot of patches present in the scene #5950: Visibility checks are slowing down front-end render pass Changes since 3.0.0pre5 #5955 + #5956: Fixed: Player start entity is invisible in 3.0.0pre5 #5959: Geometry Corruption / weird diagonal lines messing up the view Changes since 3.0.0pre6 #5966: Light entity radious colour changes as you pan the camera around. #5964: Cannot manipulate func_emitter after creation #5965: Resizing light entites via light_radius in property inspector broken #5963: More Geometry Corruption in Camera View (Lighting Mode) #5960: Crash in MD5 model viewer Changes since 3.0.0pre7 #5968: origin of player start entity misaligned #5969: Cannot snap selected patch vertices to grid Thanks for testing, as always!
  13. DarkRadiant 3.5.0 is ready for download. What's new: Feature: More customisable layout, all windows and panes can be dragged and arranged Layouts like Embedded, Regular and Splitpane are superseded and have been removed Tweak: The LayerControlPanel's tooltip popup is now less annoying Tweak: Clarify distinction between Shadow render mode and other render modes Fixed: Show/hide Light Volumes for combined entities inconsistent Fixed: Currently applied particleDef not selected in Particle Selector Fixed: Layer visibility checkbox not reacting to double-clicks Fixed: Cannot toggle visibility of layers in Linux Fixed: Drag-and-dropping layers is not working in Linux Feature: Customisable Layout (click to see the videos) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.5.0 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. Have fun mapping!
  14. Not much to say, just look at these pictures
  15. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  16. Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange)
  17. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
  18. Public release v1.7.6 (with Dark Mod support) is out. Improvements since the final beta 14 are: Fixed a few remaining bugs with zip/pk4 support. Game Versions window now properly displays TDM version. Import window no longer has a vestigial off-screen TDM field (because TDM doesn't need or support importing). Web search option is now disabled if an unknown/unsupported FM is selected. If an FM with an unknown or unsupported game type is selected, the messages in the tab area now no longer refer to Thief 3 ("Mod management is not supported for Thief: Deadly Shadows"). The full changelog can be viewed at the release link. The de facto official AngelLoader thread is here: https://www.ttlg.com/forums/showthread.php?t=149706 Bug reports, feature requests etc. are usually posted there. I'll continue following this thread though. Thanks everyone and enjoy!
  19. What function are you using to render the subtitle text? Is it idRenderSystemLocal::DrawSmallStringExt() ? The comment above it says it does drop shadow but I didn't analyzed the code at all to know if true. That 480p virtual background rendering, does sounds like a problem, too text at lest, specially when you guys are still using the text textures at max 48 size, like Doom 3. The engine is essentially using the same "basic" text system from quake 2 or even quake, texture atlas, and it makes for blurry text when scaled, specially from 480p. Btw no pressure here just a suggestion, if you haven't looked at the OverDose source code imo you should, they claim is a very advanced quake 2 engine but internally, looking at it, is almost identical to idTech 4 but with a more advanced modern GL render just like TDM engine . I'm talking about that engine, particularly because they upped the text atlas scale to max 96 and you could look how they did it, that should help a little with the blurry text. And IMO, not affect performance that much, specially today when thanks to your fantastic job TDM engine is so fast. Also they even have a nice tool to create fonts for their engine (and other tools and documentation, some of it imo still relevant for Doom 3 editing and perhaps even TDM). And lastly I know is probably not possible and would be a bunch of work for you and I bet you are already busy with other more pressing things but some day, something similar to this would be awesome, if a open source equivalent exists...
  20. 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.
  21. 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
  22. Good work! I enjoy short missions because things are nice and focused - you get in, you get out. Also I tend to do better with the loot amounts and I was able to get all the loot without too much trouble, which is rare for me. If I were to make a suggestion though - I found the intro briefing sequence a bit distracting because it was so obvious the narration was pitch-shifted to make a deeper voice. If you felt the original voice wasn't deep enough for your needs, I would either get someone on the forums to record it for you or just leave as is. That's my only real complaint and it's not even about the mission itself, so pretty good first start!
  23. I think the best solution would be to save the current way of rendering objects, but allow mappers to specify tie-breakers in scripts. Don't try to make clever automatic solution, it won't work and won't be easily configurable. If mapper really wants to get complicated translucency work, he can often get away with some simple conditions like: if in area Q, then render A then B, otherwise render B then A if coord X < 1540, then render A then B, otherwise render B then A But for this to make sense, we need to guarantee that we won't try to tweak anything above this tie-breaker ourselves. We won't change "sort" variable in core materials, won't split its values into more classes, etc. All that tweaking that you did in the core game must be stopped, because if you continue, you'll break mapper's translucency tweaks.
  24. Interesting to know! Such jittering could have technically addressed both AA and DOF the right way. But since it means multiple renders per frame that would be extremely slow and not worth it as a solution. The simple and realistic fix seems like a simple Bokeh filter who's intensity is controlled by a range in the depth pass. I remember getting my custom shader to read and render the depth image as a test, it just needs an actual blur shader running with it and to be done in the engine. Then it can also be used underwater and optionally when taking damage or low on health.
  25. We will look at some of this stuff, but SPOILER tags, please!!!
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