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  1. 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.
  2. 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
  3. I'd like to better understand what you want. The design of dragging bodies is to hold frob (key down) to drag and release frob (key up) to let go. That way it's impossible to walk away while unintentionally dragging a body. Plus, it's quick to grab and move several body limbs in rapid succession. This is thought to provide a better experience, especially for new players. Towards the beginning of this thread, I created a "tdm_frobhold_drag_body_behavior" cvar. https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/&do=findComment&comment=487580 "tdm_frobhold_drag_body_behavior", default:"1" Which drag body behavior? 1 --- on frob key up, drop body (limb). 0 --- on second frob, drop body (limb), TDM v2.11 (and prior) behavior. That cvar was removed shortly afterwards, because it was said that it wasn't needed. With that cvar set to 0, a second frob would be required to let go of the body. Is that the behavior that you want? If so, I can add that cvar back. Also, I saw elsewhere that you want the ability to revert back to the old way. If you mean that all of the controls match TDM 2.11, that can be done with "tdm_frobhold_delay 0" and there will be a menu setting to disable it as well.
  4. The modern way to do AA is (like the game itself does) using an FBO. Basically you render the scene at a higher resolution then scale it down to fit the window. At least that's the modern, simple way — games typically offer many more advanced settings like FXAA, temporal AA etc, but these would be overkill for just an editor. It's not a massive amount of work to implement, but it's not just changing some settings either. If we were to implement it, we should allow the render resolution to be controlled in both directions: higher resolution to produce an AA effect, and lower resolution to improve performance on slower GPUs.
  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. Not to be a nag, but I was thinking about the columns problem. If you go to the view source tab in the wiki article: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&action=edit The raw table data is accessible directly: |- !align=left|{{TDM-FM|written|Written in Stone}} |Bikerdude, Amadeus, Dragofer |{{Forumlink|https://forums.thedarkmod.com/index.php?/topic/21265-written-in-stone-beta-210-only-20220128/}} |2022-01-28 |338 |Yes |Yes |CCC 22, Elixir |City Missions |Undead, Horror Themes |- Each pipe character represents one of the columns.
  8. But in general, the big problem with photos is that you either have to have ideal conditions when capturing them, or you have to do tons of editing, like removing shadows, getting them to tile, etc. And you'll still end up with some sensor noise, and they will be in one resolution only. Procedural generators like Substance, or other counterparts, have the advantage of being resolution-independent, and all the components can contribute to generating proper height map, which in turn is used as displacement map for automatically subdivided mesh, which you can bake normals from. All this while being tileable at all times.
  9. Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/
  10. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  11. dev16818-10434 is available. As for renaming Stealth Score, I see lengthy discussion but no resolution yet...
  12. Welcome to the Dark Mod forums MarsManon! Thank you very much for the kind words about SLL, it's always nice to hear We all worked real hard on bringing Grayman's map to life and I'm glad you enjoyed it
  13. Yeah that crashes for me also. I run fullscreen so that I can run TDM at higher than native resolution, have a 1080p monitor but run TDM at 1440p. Minimizing it in task manager as described crashes TDM. Game crashes in FrameBuffer.cpp @ line 337 void GL_ScissorVidSize( int x /* left*/, int y /* bottom */, int w, int h ) { // get [L..R) ranges int x1 = x; int y1 = y; int x2 = x + w; int y2 = y + h; // convert to FBO resolution with conservative outwards rounding int width = frameBuffers->activeFbo->Width(); int height = frameBuffers->activeFbo->Height(); x1 = x1 * width / glConfig.vidWidth; y1 = y1 * height / glConfig.vidHeight; x2 = (x2 * width + glConfig.vidWidth - 1) / glConfig.vidWidth; y2 = (y2 * height + glConfig.vidHeight - 1) / glConfig.vidHeight; <<<----------------Crashes here. // get width/height and apply scissor GL_ScissorAbsolute(x1, y1, x2 - x1, y2 - y1); Unhandled exception at 0x00007FF6712A5F1E in TheDarkModx64.exe: 0xC0000094: Integer division by zero. Stack Trace > TheDarkModx64.exe!GL_ScissorVidSize(int x=0, int y=0, int w=0, int h=0) Line 337 C++ TheDarkModx64.exe!RB_SetDefaultGLState() Line 82 C++ TheDarkModx64.exe!RB_ExecuteBackEndCommands(const emptyCommand_t * cmds=0x000002cd723e9080) Line 842 C++ TheDarkModx64.exe!R_IssueRenderCommands(frameData_t * frameData=0x00007ff6728840a0) Line 145 C++ TheDarkModx64.exe!idRenderSystemLocal::EndFrame(int * frontEndMsec=0x0000000000000000, int * backEndMsec=0x0000000000000000) Line 648 C++ TheDarkModx64.exe!idSessionLocal::UpdateScreen(bool outOfSequence) Line 2782 C++ TheDarkModx64.exe!idCommonLocal::Frame() Line 2544 C++ TheDarkModx64.exe!WinMain(HINSTANCE__ * hInstance, HINSTANCE__ * hPrevInstance=0x0000000000000001, char * lpCmdLine=0x000002cd562c8dc5, int nCmdShow=0) Line 1151 C++ EDIT: I get the exact same crash whether using windowed, fullscreen or borderless
  14. I was so enchanted by this FM, I had to sign up to the forums the same day I finished it to come thank the authors Genuinely, truly incredible work! I was so overwhelmed in places that I resorted to just shouting joy at my monitor two, three, maybe four entirely separate times while playing. Exploring, puzzling, finding something new, trying to use it, and finding it does a whole new, separate, wonderful thing! There aren't enough words inside me to describe the feeling. It was breathtaking. I don't have any specific feedback that hasn't come through this thread before Thanks so much for making this, for all the inspiration and ingenuity and effort it took. If I never play another level this good, in any other game, in my life, I'd be fine with that.
  15. After a long time and a lot of delays, I'm extremely happy and relieved to announce the release date for my first map; Lords & Legacy, on Friday the 30th of August, 2013! Lords & Legacy v.2.1 Resume: Screenshots: http://imgur.com/a/Lj8UJ#0 Notes: Build time: 2013/03/30 - 2013/08/30 To install, simply put the .pk4 file in your fm folder and install from the in-game mission menu. It is a large mission with optional objectives, so make sure to save often. The ropes in the beginning have a 'slick' surface, to simulate being 'slack lines'. They are difficult, but once you get a hang of the slide they can be fun. A couple of the large areas can be a bit rough on performance, and can be improved by adjusting the LOD slider in video options. A few of visportals open only when you get close. This is to keep the frames smooth inside the respective building, due to early inexperienced design. If you find any bugs which affect the gameplay experience, then you're very welcome to post them here, but please use the spoiler tags. Big thanks to 'Obsttorte', 'Springheel', 'Greyman', 'Bikerdude', 'Sotha' and rest of 'The Dark Mod Team'for all the help, guides and tricks. Also thanks to the other TDM users who provided fantastic support and feedback during the build. Thank you for beta-testing: 'Bikerdude', 'TylerVocal', 'Simplen00b', 'nbohr1more', 'Briareos H.' Special thanks to: 'Danus', 'Dsx' & 'Stanleh' for testing, help and support. v.2.0.1 changelog: Bugs: -The "Master Thief" challenge was impossible to do for a while, due to incorrect values. Fixed. -Getting seen by "The Killer" now also fails the "Ghost" challenge. -The 3 cardplaying guards no longer float mid air, as their chairs are now nailed to the floor. -Fixed the sound of the furnace continuing after the flames were extinguished. -Fixed weird glittering on the power cables around the map. -Fixed some moonlight popping in and out. -Fixed openable windows in Commons, clipping into the frame. -Fixed a book dropping through a desk. -Fixed visportals closing too close in Lancel's Tower, slight hit on performance though. -Added more monsterclip to Service Tower and Robert's Tower's entrance. -Improved a few vis_portals with func_portals. -Replaced curbs in Slums and Commons with some more detailed versions and changed textures. And a lot more little unecessary tweaks. Gameplay: -Added new challenge: (Jack White) - Do not knock-out anyone. -Reduced the amount of starting gear, depending on difficulty. -Added cubemaps to most windows on the map. -Redid most func_statics in Commmons Quarter to reduce tris and increase performance. Draw count is still somewhat high. -Removed all transparent windows as they didn't have actual gameplay value, just a performance drain in exchange for glitchy visuals. -Lancel's safe can no longer be picked. Find the key! -Added a couple minor cosmetic details in the sewers. -Moved a coinpurse from a wealthy commoner's sleeping butt to his nightside table. Also adjusted his furniture so thieves can better move around. -Changed sounds for several doors across the map. Once again, a big thanks to 'Bikerdude' for taking the time help out and locate room for improvement! v.2.0 changelog: Bugs: -Fixed various textures and surfaces and a few minor tweaks. -Tweaked some sounds to be in line with TDM 2.0 changes. -Fixed 2 certain AIs being too sensitive rather than drunk. (Thanks to AluminumHaste!) -Tweaked LOD on some objects, to prevent windows "popping" in and out. Gameplay: -Added more monsterclip to the towers, so the AI can now run up and down stairs. Only the stairs in the small tower has issues still. -Added more monsterclip in the city so the guards can follow you up all stairs. -Added a few minor details. -Windows in the city now dims sound, resulting in less aggro from guards and more convincing soundscape. -Reduced 'draw calls' in all the large areas, increasing performance. The map is still heavy at certain areas. Another big thanks to 'Bikerdude' and 'Greyman', for taking time out of their own schedules to help optimize the map's draw count and other significant adjustements! v.1.0.3 changelog: Bugs: -Fixed 4 black chairs in one of the towers -Fixed a floating painting -Fixed several clipping objects v.1.0.2 changelog: Bugs: -Fixed zfighting in the library's bookshelves -Fixed a black window in one of the towers -Fixed several typos in readables Gameplay: v.1.0.1 changelog: Bugs: -Fixed an issue with the main objectives not being in "sync". -Fixed console spam from a script Gameplay: -Adjusted required loot for each difficulty from "3000, 4000 and 5000" to "2500, 3500 and 4500".
  16. That's frame-by-frame image animation, he uses 99 frames per grass piece and these are 2k to 4k textures(!). The resolution alone is insane for a grass piece, not to mention flipping between 99 textures of such resolution. There's no point in recreating that approach unless you want your computer to explode. Frankly, it's a miracle that NewDark is able to run this thing at all.
  17. @MirceaKitsune I don't say this to be discouraging, but a developer has already responded that replacing the AA in the game is not arbitrary and has no ETA so not sure what else you are looking for? Even if the engine is overhauled to the point TAA is an option, there is still no perfect AA solution. The image quality of the most modern games often reveals shortcomings under scrutiny - there are always trade offs. So how helpful is your suggestion which paraphrased is basically: "we need a bespoke AA solution that cheaply provides perfect results" when it comes to actually solving this problem? In a game where the image is typically dark and there isn't much high frequency detail it does not take much AA to provide an acceptable image in 95% of circumstances imo. It is we mappers who ultimately control what you are seeing in a given mission, and these scenes in SLL are very brightly lit with large volumetric light volumes. This for example reveals a lot of limitations in the resolution of shadow maps for these lights and presents normal map interactions that are not typical for the game, all that were quite obvious in development. Ultimately we liked the overall effect, so we accepted the trade offs. While there will always be room for improvement and advancements (just look at the VL light quality improvements coming from 2.10 to 2.11) it is that overall presentation, including those compromises, that is what real time game art is all about.
  18. Ulysses 2: Protecting the Flock By Sotha The mission starts some time after the events of Ulysses: Genesis, and continues the story of Ulysses. It is a medium sized mission with a focus on stealthy assassinations and hostage liberation. BUILD TIME: 12/2014 - 05/2015 CREDITS The TDM Community is thanked for steady supply of excellent mapping advice. Thanks goes also to everyone contributing to TDM! Voice Actors: Goldwell (as Goubert and Ulysses), Goldwell's Girlfriend (as Alis) Betatesters: Airship Ballet, Ryan101. Special Thanks to: Springheel and Melan (for proofreading). Story: Read & listen it in game. Link: https://drive.google.com/file/d/0BwR0ORZU5sraRGduUWlVRmtsX3c/view?usp=sharing Other: Spoilers: When discussing, please use spoiler tags, like this: [spoiler] Hidden text. [/spoiler] Mirrors: Could someone put this on TDM ingame downloader? Thanks!
  19. @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...."
  20. OK I think I've got to the bottom of this. I've created this forum thread (with bug report): https://forums.thedarkmod.com/index.php?/topic/22221-bug-drowning-ai-in-shallow-water/ I can apply a workaround, although it won't be perfect and the bug itself needs fixing in the engine. There are a few other things that need fixing so will put an update together soonish.
  21. If any mappers have encountered weirdness with kill objectives not working with drowning AI, I think I've found out why. I don't think it would be a particularly difficult one to fix either. I've raised this bug report: https://bugs.thedarkmod.com/view.php?id=6323 Some context here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=487316 I think this is a bug, but just raising here in case some people think otherwise.
  22. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

  23. "might give some more performance" is quite the understatement. It is now achievable to get Iris to runs on the Steamdeck at 60fps, where as before most of the map was stuck between 30-40 regardless of settings, resolution scaling, etc. In terms of frame render times that is a much bigger performance jump than even 180-300. Really fantastic job devs! Now we can tank performance with even more elaborate and unoptimized scenes.
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