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  1. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

  2. Beta 11 Fix finished-on state auto-update was unreliable Slighty improve scanner title/author detect Tags are now named some whatever regular-version-looking thing to force GitHub to put the newest at the top
  3. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  4. The King of Diamonds Info Summary: Your accomplice is in over their heads and needs your help. It's the end of winter and the streets are quiet. Taverns, city watch, graveyards and pipes... you might even encounter a diamond! Build time: about 6 months Type: City FM/Exploration Size: Medium Completion time: 30 mins - 3 hrs, depending on how much you're willing to explore! Download http://www77.zippyshare.com/v/Z1fZy41Q/file.html - Zippyshare https://www.dropbox.com/s/428jkpoi14544pd/kingofdiamonds.pk4?dl=1 - Dropbox Available via the In-Game Mission Downloader! Screenshots Notes This is my first TDM FM, it came about from me learning how to use the editor and all of its different features. No doubt, you may see the variance in quality between the FM's different sections. Have fun figuring out what I built first and last, hah. For the most part, I focused on exploration and interesting readables. You'll find that you can complete the main objective in about half an hour, if you know what you're doing and that's perfectly fine, but if you're not getting lost and exploring, you're missing out! Big thanks to Bikerdude for his help throughout the beta-testing phase of this FM - fixing a lot of performance hitches, putting some bells and whistles and introducing new spaces that allowed me to expand greatly on the FM's readables and objectives. Without those, and my beta testers' further suggestions, this FM would be decidedly more boring! Acknowledgements Mapping credits: Bikerdude - Re-visportalling half the map, SE Maketplace, Graveyard, Bell Tower, SW street, misc. Spooks - the rest. Readables: Spooks Voice work: Goldwell, Bikerdude, Spooks. Beta testing: Aosys, AluminumHaste, Goldwell, Oldjim, nbohr1more Lute songs from No Honor Among Thieves. Breath script from Business as Usual. Technical Info Version 1 Last Updated: 13/05/2016 This mission has a very open layout. Even though a lot of care was taken to ensure performance would be good, it's bound to fluctuate at long view-distances. If you have an average computer expect some dips to the 30s. You have my apologies for that.If you're having FPS troubles, try setting your LOD Detail menu setting to Low. Numerous objects will have their shadows disabled, which may improve performance somewhat. I also recommend typing tdm_lod_bias_changed in the console when you're in-game, just to make sure all LOD entities have been activated.This mission does not support localization out of the gate.This mission requires TDM version 2.0.3.FAQ Stuck somewhere? I've some hints for you in the FAQ section. Enjoy playing and remember to be kind to Birdie!
  5. I remember I got it working last time but had one issue left: The UV light doesn't cast shadows. That's because being on its own spectrum, it doesn't interact with anything on the normal spectrum any more... this means it will illuminate only the special materials I want it to, but at the cost of only those materials existing to the light thus being able to cast or receive shadows too. Let me know if there's any known solution or potential fix for this so the UV light doesn't reveal objects through walls.
  6. 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
  7. 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/
  8. If the "mission fails as soon as stealth score turns non-zero," that would not be good for ghost players. They might need to find out "how" they failed and experiment to avoid alerting guards. They might need to take those score points as a "bust". They might need to take those score points to complete an objective. Then, mission authors would need to encode exceptions into their missions, which would be a lot of work (if they decide to do it at all). However, part of what makes ghosting challenging and fun is when mission authors do not create their missions with ghosting in mind. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Writing code for these rules would be a huge undertaking. Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Creating an official mode could alienate these dedicated ghost players, because it would clash with what is considered ghosting in the community. Including the Stealth Stat Tool mod in the official release would be more useful. Or, making the audible alert states of guards quick and easy to recognize could help as well. For these reasons, I don't agree with an official "Ghost" mode. If the dev team were to do it, we should consult with @Klatremus so we get it 100% correct or not pursue it at all. (This ghosting bit should probably be in its own thread.)
  9. Dear mappers, please be aware of this decorative light option introduced in upcoming 2.10 It aims to highlight the light volume and produces something like the existing fog particle with the intended effect of better speed and arguably better visuals It looks like this in game The test map we have been testing recently is courtesy of Bikerdude: download To enable this effect you will need to mark your light material with the volumetricLight keyword, like this lights/test_mansion01_window04_vol { description "volumetricLight for mansion01 window04" volumetricLight { map lights/mansion01_window04 colored zeroClamp } } Volumetric lights use projection and falloff textures to generate the volumetric effect. With shadow maps on, they also take shadows in the account. There's also an optional parameter after volumetricLight that toggles max speed vs decent look mode. Credits: @peter_spy for the original test map and direction @Bikerdude for great support during the reintroduction effort this year @stgatilov for taking the implementation on a completely different quality level @all for being cool and awesome
  10. If someone wanted to tackle a Libre mission, the mission with the smallest size and fewest assets is "Closemouthed Shadows": https://www.thedarkmod.com/missiondetails/?internalName=closemouthed_shadows
  11. I am considering to replace the fake moon beams in Sir Talbots Collateral with volumetric lights. But I need information on some issues: Do you they work well enough now? Are there issues with stencil shadows? I remember early posts mentioning that. What performance/quality options are there? I use a weak notebook a lot, and want to keep the mission running on it. Can I turn of volumetric rendering without disabling lights? Any other things I need to be aware of?
  12. I don't think it was original T1/2 as much as the disappointment with Deadly Shadows and its shortcomings when it comes to levels, editing tools, and movement model. And since we're onto meme territory:
  13. The story about volumetric lights and stencil shadows is rather messy. Initially, we did not force lights with volumetrics from stencil to shadows. As the result, with stencil shadows volumetrics simply passed through all obstacles. And several mappers were disappointed by that, saying that volumetrics leaking through stuff has bad consequences for gameplay. Then we changed the behavior: if player uses stencil shadows, then volumetrics are simply disabled. But since it many cases (especially where old-school transparent geometry was used) shadows are not necessary, we added a way for a mapper to mark volumetric light as "using shadows in volumetrics not required". As the result, mapper could make some volumetrics work even with stencil shadows. Of course, this markup is not very popular, but the particular light that you found most likely has it. Then after 2.10 we implemented a force-switch from stencil shadows to shadow maps for the lights with volumetrics. At this moment, the markup is probably not necessary. The cvar "r_volumetricEnable 0" simply removes all kind of volumetrics without second thought. So in this case volumetric light was used, but it worked with stencil shadows because mapper allowed it drop shadows completely.
  14. Hey, I'm having a problem running TDM 2.07, I can't run newer versions due to Opengl as version 2.08 won't even start. But using version 2.07 that I found on Moddb, I can at least start the game and start some missions. The problem is with shadows and lighting, I can't actually see much of anything as the shadows keep flickering in a weird way. I will upload a screenshot that will hopefully explain the issue better than I can. I tried changing most if not all the settings in-game but I cannot get it to run properly. Any ideas how I can fix this or what version of the game can run on my laptop? I'm running it on a pretty old laptop but I believe it has the necessary "graphic" chipset i.e an Intel HD 3000.
  15. I think we should deprecate parallel lights. The way they are implemented in Doom 3 only works intuitively if it is fully contained in a single visportal area, which is rarely the case. Otherwise, there are huge issue with area-portal graph and shadows. For something global like moonlight, the new parallelSky light should be used. If it is contains the whole level in its light volume, then the behavior should be well-defined as long as portalsky material is used to seal levels from the sky (not caulk or something similar). The light is supposed to come through the portalsky surfaces into all areas in this case. Are there any other usages of parallel lights?
  16. To cater to both audiences. I mentioned LibreGameWiki as one example. nbohr1more mentioned other uses. Explicitly allowing reuse and spread will help TDM reach a wider audience and would hopefully attract more volunteers. More volunteers which can help improve both TDM versions. There are several benefits for a project of being in the Debian repo. One is that TDM Debian-users can report defects on any package directly to Debian (no need to register on separate forums). Debian may then fix the issue themselves (in their "TDM-libre" package) and will offer the patch upstream to TDM, who can then choose to accept or reject the patch. I envision "TDM-libre" to have the same capability of downloading any mission as regular TDM. The only difference is that "TDM-libre" would come packaged with the regular engine (which is GPL+BSD) and an included mission that has libre media/gamedata. When I play TDM by myself, I want the unlimited-play and can accept commercial restrictions. But if I were to promote it somewhere, or charge for a stream when playing online, or make a video, I would want a version without commercial restrictions (and can temporarily accept limited-play) to make sure I don't violate anyone's copyright. Perhaps. That's what I'm trying to find out.
  17. I suggest you use the term "I", to make clear that it is something YOU want, and that you speak for yourself. But, as wesp5 mentioned, I don't really know what this is about, at all. And, I'm also wondering about all the newly registered people lately, who just arrived at this forum, and already want to revolutionize this mod. This is a thing I noticed 2 or 3 years ago, and which hasn't been present in the 15 years I play this mod and frequent these forums now. Really seems like a common thing these days, to not knock on the door, but kick it in, and stomp right in.
  18. No, it does not. Caulk, shadowcaulk, or any other opaque material are the same for the sake of area/portal structure. All brushes with such textures are blockers of the same kind. The difference is that caulk is not rendered, is not lit, and does not cast shadows. Shadowcaulk is supposed to cast shadows (while still not being rendered and not lit).
  19. Thanks! Would someone mind fixing my spelling mistake from "indigator" to "indicator"? And add a sentence "Use of the lightgem can be practiced in the [[Training Mission (OM)|Training Mission]], primarily in the room Stealth & Shadows."? Perhaps also add a row about the lightgem in article "Equipment_(player_character)#Tools" and link to "lightgem"? As a new player I think I would appreciate that the new article covers details not covered in "The_Dark_Mod_Gameplay#HUD_(Heads-Up_Display)" Another new article "Bow" could be: " [[File:Nocking and aiming a broadhead arrow.png|right|thumb|Picking up, nocking, drawing, and aiming a [[Broadhead Arrows|broadhead arrow]]. The image in the lower right shows the zoom-in-view.]] [[File:Arrows.jpg|right|thumb|A selection of some of the [[Arrows|arrows]] the player can choose from:<br/>1. [[Fire Arrows]]<br/>2. [[Gas Arrows]]<br/>3. [[Noisemaker Arrows]]<br/>4. [[Rope Arrows]]<br/>5. [[Vine Arrows]]<br/>6. [[Water Arrows]]]] The '''bow''' is a long-range [[The_Dark_Mod_Gameplay#Weapons|weapon]] used for shooting various kinds of [[arrows]] to harm, distract, or confuse enemies. A few seconds after the player draws an arrow, the camera will zoom in, showing a more detailed view of the target. If the arrow is not released, the player avatar will start getting tired and wobble the arrow, eventually lowering the bow without shooting. The bow and quiver are objects that the player always carries and they are not visible in the [[inventory]]. Only the arrows are visible there. Use of the bow and arrows can be practiced in the [[Training Mission (OM)|Training Mission]], primarily in the room Archery. [[Category:Equipment]] " (Again, with the caveat to use the preview-functionality to fix any formatting errors.) I would also link "Bow" from "Equipment_(player_character)#Ranged_weapons" to the new article "Bow".
  20. It's not that no: I didn't modify the properties of the default entity or its flame, in this case it's the standard atdm:lamp_oil_wall_lit entity... also I have player shadows enabled, the player as well as other architecture elements cast shadows fine. Walls are the building modules, eg: model models/darkmod/architecture/modules/interior_set01_corner.lwo with skin diamond_wallpaper as a test. This is the closest to the setup I still have: The origin of the light is well beyond the face of the module surface for shadow casting. Though this shouldn't even matter since the light is in the other room and the caulk brush should itself mark this. I think I noticed this on other maps too while playing, but only now saw it obviously enough to realize there's likely an issue somewhere. I remember seeing the glow of a light from another room shining on the floor / ceiling when it shouldn't, though I didn't document it at the time.
  21. TDM has tons of textures from "free" texture resources that do not allow redistribution and cannot be incorporated into a commercial project. Someone would need to create a huge replacement pack of textures that do not break the look of existing missions and do not infringe on the copyrighted textures. Also, many artists who contributed to this project do not want 3rd party entities to use their work in commercial projects. They intended the models, textures, sounds, animations to be exclusively used for Darkmod content. You would either have to replace ALL assets or contact every contributor and ask them to re-license their assets. Many contributors are no longer active with the project and haven't visited the forums in years so it would be no easy feat. I cannot speak to Debian policy but I think that they treat installers that add non-free content the same as non-free content itself. One could argue that Steam is such an installer but I guess Debian would counter that there are a few fully Libre games on Steam. I think Debian, Ubuntu, or Linux Mint need to consider a repo that allows for games (etc) that include non-libre content but intentionally offer this content for free to the community with no stipulations other than "don't try to sell it as a product".
  22. The gamepad implementation allows for a great degree of flexibility to personalize settings, aside from a few minor issues that I mentioned here: https://forums.thedarkmod.com/index.php?/topic/22337-gamepad-bindings/ I would say that playing TDM with a gamepad works very well, especially considering that it was implemented as experimental and hasn't been changed since then. If I could, I'd go back to 2021-you and congratulate you on buying that gamepad. I notice that your DarkmodPadbinds.cfg looks very different from mine...
  23. It seems like more and more "thief" and "thief players" is becoming a short hand to dismiss community members earnest desire to improve the game - which happens to be a barely legally distinct "thief style" game which was made by thief fans for thief fans and is "designed to simulate the stealth gameplay of Thief". Who is the predominant player base of the game supposed to be beyond fans of the thief games? Is there some better avenue to find feedback for the game beyond this forum? FOSS and linux forums? I have seen maybe half a dozen posts from that segment. I am a thief fan, I play thief fms, my association with those games is what drives me to play and make things for this game. Are we supposed to pretend the original games are not a huge reason why most of us are here at all? TL;DR version:
  24. I dom't use it, i found it here with the filter set to OpenSource. the TOS and PP isn't excluding for an OpenSource app, if they use ads mean that they also need to pay an server for this online service. OpenSource is not synonymous with free either, perhaps after the beta phase it is no longer free, so perhaps you can take advantage of the fact that it is still free to create a series of textures that can be used or search another one in Futuretools. AI generated textures and assets, by definition, don't have any copyright, so you can use them as you want. https://www.futuretools.io/?pricing-model=free|open-source&tags-n5zn=gaming
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