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  1. For the FM? For beta 1 it's here: https://drive.proton.me/urls/H1QBB04GA0#oBZTb1CmVFQb I've already done around 100 fixes though, so you might want to wait for beta 2 which should be ready in a couple of days hopefully. All links are in the first post of the beta thread here: https://forums.thedarkmod.com/index.php?/topic/22439-the-lieutenant-3-foreign-affairs-beta-testing/
  2. 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/
  3. 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.
  4. 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.
  5. 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.
  6. So the sound has full volume on distances up to minDistance, and no volume at distances above maxDistance. I have not found any special meaning for maxDistance = 0 in the code, so I assume such a sound will never be heard due to zero volume. Also, there are some default values littered around the code. Most importantly, sound shader gets minDistance = 1 and maxDistance = 10 by default. Also I think I have seen min=0, max = 10 somewhere in the code. There is little difference between minDistance = 1 and minDistance = 0. Mostly the difference is that fading does not happen within 1 meter of the sound source. Supposedly, setting minDistance = maxDistance = 0 will cause sound to be completely muted. If you want a sound to always have full volume, I think you should set e.g. minDistance = maxDistance = 1000. Of perhaps set "global" flag instead, which disables distance computation completely. Although this probably has different effect (like maybe global sound passes through walls too). Or if you want it to be sharply disabled at 10 meters, then set minDistance = maxDistance = 10... but I see no point in sounds that can be disabled based on distance without any fade. Finally, as I have described at the very beginning of the post, "minDistance" "0" as spawnarg has no effect on current TDM versions. I don't see mindistance/maxdistance settings in these two prefabs in SVN. Maybe this were the issues that someone fixed recently. Or... could it be that you confuse spawnargs with sound shader settings? Actually, I don't see the distance settings on sound shaders either.
  7. 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!
  8. 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.
  9. 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.
  10. @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.
  11. Congrats on the release! Remember to check ThiefGuild as well as the DarkFate forums (via Google Translate) for additional feedback.
  12. I think the default gamma was raised to 1.2 to reduce banding and color precision artifacts at the low end of the brightness scale. There are probably some confounding factors that make that a questionable decision. 1) At the time of this discussion, I believe TDM's bloom settings were generating extra contrast and thus lowering gamma 2) By the time that soft gamma was implemented, we also were using a new bloom system that does not tie the bloom effect to other post processing effects 3) There was some attempt to make TDM shaders compliant with industry gamma defaults but that attempt to adhere to standards may have caused problems because most games are much brighter than TDM so using calibration established for use in brighter games may cause unintended results. These days, I normally set gamma to 1 ambient gamma to 1.1 and set my postprocess color curve to 0.2 or 0.3 which darkens gamma back to something similar to 1. Maybe someday I'll purchase a monitor calibration machine and try to sort out the ideal default state.
  13. NHAT v4.3 is available in the mission database! Changes include: Story subtitles courtesy of Datiswous Volumetric Lighting effects Improved water shaders Some new performance optimizations and LOD detail settings Lots of bug fixes for both new and old visual glitches such as z-fighting and model\prefab missing surfaces More work done to prevent players from climbing out of the map into the void
  14. Welcome to the forums Ansome! And congrats on making it to beta phase!
  15. "...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!
  16. In TDM 2.12, some player footstep sound shaders were changed. That's something you might want to check as well. The following diff snippet is an adjustment to metal volumes I made to one of your missions on my local machine, so it matches TDM 2.12. There are probably others, which are best left up to you. I used a diff tool to find what to update. diff --git a/original/sound/tdm_sfx_movement.sndshd b/adjusted/sound/tdm_sfx_movement.sndshd index eecef04..5ae1843 100644 --- a/original/sound/tdm_sfx_movement.sndshd +++ b/adjusted/sound/tdm_sfx_movement.sndshd @@ -424,7 +424,7 @@ tdm_footstep_metal_run minDistance 1 maxDistance 30 - volume -17 + volume -20 editor_displayFolder sfx/movement/footsteps/player @@ -472,7 +472,7 @@ tdm_footstep_metal_crouch_creep minDistance 1 maxDistance 30 - volume -15 + volume -14 editor_displayFolder sfx/movement/footsteps/player @@ -488,7 +488,7 @@ tdm_footstep_metal_jump_land minDistance 1 maxDistance 30 - volume -9 + volume -13 editor_displayFolder sfx/movement/footsteps/player
  17. New script for mappers: my flavour of a fog density fading script. To add this to your FM, add the line "thread FogIntensityLoop();" to your map's void main() function (see the example in fogfade.script) and set "fog_fade" "1" on each foglight to enable script control of it. Set "fog_intensity_multiplier" on each info_location entity to change how thick the fog is in that location (practically speaking it's a multiplier for visibility distance). Lastly, "fog_fade_speed" on each foglight determines how quickly it will change its density. The speed scales with the current value of shaderParm3, using shaderParm3 = 1000 as a baseline. So i.e. if shaderParm is currently at 1/10th of 1000, then fade speed will be 1/10th as fast. Differences to Obsttorte's script: https://forums.thedarkmod.com/index.php?/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/&do=findComment&comment=310436 my script uses fog lights you created, rather than creating one for you. Obsttorte's script will delete the foglight if entering a fogfree zone and recreate it later more than one fog light can be controlled (however, no per-fog-light level of control) adding this to the map requires adding a line to your void main() script, rather than adding an info_locations_settings entity with a custom scriptobject spawnarg in my script, mappers set a multiplier of fog visibility distance (shaderParm3), while in Obsttorte's script a "fog_density" spawnarg is used as an alternative to shaderParm3 smaller and less compactly written script fogfade.scriptfogfade.map
  18. interresting got some of those games and i pretty much agree with his assesment. the talos principle ??? wow thats an old title to get the DLSS treatment. now for alan wake 2... the can it really run crysis crysis game. mesh shaders sound interresting but i think they kinda shot themself in the shoes making a game that litterally requires a 4080 just to play on high settings and if you still got a 1080 ti like mine runs at 15 fps at the lowest setting hehe. my 2080 ti can atleast play it at medium with around 35 fps but DLSS is a must even at 1080p.
  19. Here's my first FM. A small and easy mission, inspired by Thief's Den and The Bakery Job, where you must find and steal a cook's recipe book in order to save a friend from going out of business. Download: Mediafire (sk_cooks.pk4) TDM Website's Mission Page The in-game mission downloader Thanks to: The people who helped me get this far, both in the forums and on Discord. The beta testers: MirceaKitsune, Mat99, Baal, wesp5, Cambridge Spy, jaxa, grodenglaive, Acolytesix ( Per the author in the beta testing thread. ) Skaruts has given permission to the TDM Team to add Subtitles or Localization Strings to this mission. (No EFX Reverb.) If anyone from the Community or TDM team wishes to create these we will gladly test them and update the mission database.
  20. With TDM 2.12, after the credits finished, the "Mission Complete" screen did not display. I found that the screen was black and I could hear my footsteps when I tried to move around. I think the reason for the mission not completing successfully was that the "Do not kill or harm allies" objective was never marked as "1 = STATE_COMPLETE" instead it was left as "0 = STATE_INCOMPLETE". Note, I didn't use noclip throughout the mission. Same as: https://forums.thedarkmod.com/index.php?/topic/18054-fan-mission-the-accountant-2-new-in-town-by-goldwell-20160509/&do=findComment&comment=458491
  21. How about using TDM automation framework (and maybe pcem/qemu)? More info see: https://forums.thedarkmod.com/index.php?/topic/19828-automation-features-and-discussion/
  22. Is there something wrong with the forums lately, or is it my browser? I've been having trouble formatting posts, and just now I couldn't format anything at all.

    I'm using Vivaldi.

    Usually I have to: select text, click bold, nothing happens, select again, click bold, then it works. 

    Same for other stuff, like creating spoilers, bullet points, links. Nothing works the first time. 

    1. datiswous

      datiswous

      I have no problem. I use Firefox. @Zerg Rush also uses Vivaldi. Have you tried without extensions, or in another browser?

      (btw. bold, italic and underline have shortcut keys: Ctrl B, Ctrl I and Ctrl U, you could try that)

       

  23. And yes, tweaking shaders is fast and easy, and has immediate effect, thus there are many people who do that. I believe we also had some external guy recently who did the same in "Want to Help" section. Maybe we should just add these shader tweaks into addon managers and allow people switch between them as they like? Just like people can install a program (don't remember its name) and add postprocessing like FXAA to any game.
  24. I feel that tweaking shaders visually does more harm than good in the end. Here is one example of what shader tweaking leads to, and where I'll do yet another visually-breaking change: 6354 Before that is was untweakable specular which also broke visuals: 5044 What a game engine needs is a universal model (preferably well-known) with several tweakable parameters. In fact, the very idea of PBR and why it wins today is that it models real physics, and thus it works more or less the same way in every engine and scenario. It is a well-known standard (with minor variations). We can't have PBR yet (and maybe forever), thus we stick close to Phong reflection model, which has been around for decades and is also quite standard. Artists should make assets that would result in a beautiful picture, not shaders. But they can't do it if we have some weird non-standard lighting model which changes every year. We should never tweak shaders based on how average missions becomes seemingly nicer to us! If someone decides to add normal mapping, it should behave as an approximation for how real high-resolution surface should behave in our model, not as some kind of "beautifier effect". If you want to add some effect which is outside the current model, it should be done in a way that: it does not change how the previous model works (and how current missions look) it can be tweaked by understandable parameters it is applied in all shaders and all lighting the same way I believe we already have fresnel and rim, but it is kinda hardcoded and not present in all shaders. Yet another result of someone tweaking shaders based on how it looks and not on how sound it is mathematically.
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