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  1. Thanks! I am guessing that other fixes need to be done to "Shadows of Northdale: Act 1" ( launches to a black screen ) ?
  2. @HMartI am not sure that is correct - you can even see in your screenshot that the green or "y" areas of the normal map are not shadowed correctly in game relative your point light. They are in shadow where they should be lit and the appear illuminated from the bottom when the light source is above. Here is another example: OpenGL: DirectX: Notice in DX how light source hits the tops of the tiles and shadows the bottom - where as this is inverted in openGL which does not look physically correct to me given the light position. It is very confusing given the legacy of the game being OpenGL, but I have learned from (painful) experience that directx formatted normals are what look physically correct in the game, at least in my opinion.
  3. 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/
  4. The training mission’s job is not cover the diversity of FMs across the entire platform. There are lots of stuff in volta universe missions which are not covered: explosive barrels, ammo crystals, loot you dislodge by shooting it with an arrow, completely different undead AI with a completely different damage model, etc Just like in northdale missions: neutral/hostile areas, in game shops, simplified lockpicks, etc Why would you need to be told any of this is happening by anything other than the game itself? That’s how games communicate: you play them.
  5. So because of bugtracker 5600, does that mean that 10 FMs (Written in Stone, Northdale 1 and 2, Volta 2, Hazard Pay, etc.) do not work in this new dev build, and yet, the dev build was released anyway? That's not cool.... The bow is kind of an important gameplay element, especially for Hazard Pay. Why even release this build if it breaks 10 existing FMs?
  6. Could somebody update the article about the lightgem? 1. Add a sentence that a red frame around the lightgem indicates that it is at maximum intensity. (see https://bugs.thedarkmod.com/view.php?id=6525) 2. Remove the lingering quotation mark after "Stealth & Shadows". Update: Dragofer added a sentence about the red frame in this edit, but the orphan quotation mark is still present.
  7. 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/
  8. 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.
  9. I'm at the beginning of a new area, where bandits fights each other. Near the end, I imagine, but I'm not going to bother finishing it. The thing is tedious. It's very obvious your focus was on telling a story. The issue is that's not my thing, and I also think this is not the right game for it. You're trying to make it do things it was never designed to, so it feels clunky. I think the game shines best in a smaller map with some backstory and little touches in the mission, like notes one character leaves for another. Here, it feels like I'm being pulled along from place to place, having to go back where enemies have artificially respawned, with locked doors everywhere, JUST to further the story, not to give me an interesting challenge. And in terms of story, it's the same thing we see all the time: Pagans are the poor, downtrodden, nice people, and the Builders, are the heartless monsters. Yawn. I don't get how the gargoyle switch works in that guy's office, even after having read your explanation. I don't even understand what the situation is supposed to be. The gargoyle looks like it's locked inside a glass case, and therefore you want to get that glass case open. The note says the gargoyle switch is behind the downstairs desk. Downstairs from this note, there is no desk. And the note calls it the "gargoyle switch", which implies it's a switch for the gargoyle, not that the gargoyle itself is a switch. It's confusing for no good reason. Random notes: Boring name, as others have mentioned. A cursive font in letters is annoying to read. Loud music and sound effects are not fun, it just hurts the player's ears. The map is a screenshot. That ruins immersion. The light issues have been covered. For me, it never felt like I was in shadows, as opposed to other missions. Almost everything looks pretty brightly lit. I saw someone mentioning rope arrows are pointless, and I agree. You asked how that player could have made it past something without using one; well, I haven't used it either. You can just mantle. Of course, that's not an issue in itself. There's not reason to cry "I'm getting review bombed" when people are just giving their opinion.
  10. 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.
  11. 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.
  12. 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!
  13. 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.
  14. I think it's ok to include shadow maps features as long as fms don't become depended on it. Meaning you can't play it properly with stencil shadows enabled.
  15. I think yes. The root of the issue is always an opaque wall (in terms of areas/visportals) which does not cast shadows (in terms of lighting). Shadowcaulk is both opaque and casts shadows, so there is no contradiction.
  16. 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.
  17. If shadow maps support more detail that stencil shadows can't offer, I'm absolutely in favor of enabling them: It makes sense to use them for obtaining new details and effects that weren't possible previously. Geometry based shadows are technically a legacy thing anyway, I imagine that once every player and their hardware work well with shadow maps then stencil shadows may someday be deprecated.
  18. @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.
  19. Congrats on the release! Remember to check ThiefGuild as well as the DarkFate forums (via Google Translate) for additional feedback.
  20. I feel I should add - due to my blunder with the volumetric lights shadows I didn't realize I that I was looking at soft shadows for maps instead of stencil when I was comparing them. After some more playing around I definitely see that soft shadows with stencil looks better. So I get what all the fuss is about now.
  21. You can't make trees/grass cast proper shadows with stencil buffers, because they are rendered as bulky quads with alpha-tested texture. Imagine shadows falling on the surface of water, or on the glass. You will never see it with stencil shadows: the shadows are computed only on single solid surface closest to viewer at each pixel.
  22. Both mean basically the same thing. Stencil is incapable of shading anything other than geometry so if you want textures that have transparent parts to cast shadows from the non-transparent part of the texture you need to accept that stencil mode will look different to maps mode. Likewise if you want shadows to render onto the semi-transparent part of textures.
  23. Sorry - my response was a long way of saying I'd be fine with going to maps only as a strategy. I voted option 1. But this is without understanding some things in your top post. What is an 'Alpha-tested shadow occluder' and how does it affect me as a mapper? What is an example of a translucent object that won't cast shadows?
  24. 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
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