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  1. The topic says it all, the error goes away when Bloom is disabled, otherwise it looks like this in the training mission for basically all items you can take:
  2. 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.
  3. The article https://en.wikipedia.org/wiki/The_Dark_Mod - also feel free to review the text. Also, I want to add a video to the article, but again - license
  4. On wikipage https://wiki.thedarkmod.com/index.php?title=Tdm_mapsequence.txt it states: and in the example code: It seems it's possible to define something like this: Mission 1: tunnel street prison Mission 2: lake warehouse1 Mission 3: warehouse2 ending where tunnel, street and prison are different map files and part of the first mission in a campaign of 3 missions. So since it's not fully supported, I wonder what is actually supported by tdm.
  5. Hi! Basically, I made these changes purely for myself, but suddenly someone will be interested in playing with them in the same way. 1) Tweaked Lightgem Cleaner Design: I've streamlined the Lightgem by removing those small side details. After all, you already know if you're crouched, right? In-Game Look: Check out how it appears in your game: Editor View: Here's a peek from the editor for good measure: Easy Install: Drop the 'x_newlightgem.pk4' file into your game's root directory to install. To remove, simply delete the file. 2) Tweaked HUD Vibrant Upgrade: I've boosted the color intensity of your health and air bars for better visibility. Sharper Look: Redesigned the 'staples' along the edges, cleaned up textures, and added a touch more definition. Installation Note: Unfortunately, .pk4 files weren't playing nicely for this tweak. Simply unzip the included 'dds.rar' archive into your game's root directory. 3) Health\Air Bar Relocation Streamlined HUD: Health bar repositions for easier monitoring. Zero Fuss: No extra settings to mess with. Plays Nice: Works seamlessly with my other mods. How its look: Installation: Download the zzz_ui_settings.pk4 file. Place the file in the game's root directory. Uninstallation: Delete the zzz_ui_settings.pk4 file from the game's root directory. Let me know if you'd like any other tweaks! x_newlightgem.pk4 dds.rar zzz_ui_settings.pk4
  6. 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)

       

  7. Would someone be willing to help adjusting some of the following mapping and model issues and suggestions? Mapping: * 0006364: Ladder cuts into the arch and the northern door when door is opened (https://bugs.thedarkmod.com/view.php?id=6364) * 0006365: Ladder in the wood shed cuts into a barrel (https://bugs.thedarkmod.com/view.php?id=6365) * 0006366: Clouds in the sky do not move in Tears of St. Lucia (https://bugs.thedarkmod.com/view.php?id=6366) * 0006374: Chandeliers in church hall (https://bugs.thedarkmod.com/view.php?id=6374) * 0006396: Return check is too sensitive (https://bugs.thedarkmod.com/view.php?id=6396) * 0006376: Wrong trigger for the hint about the hammer (https://bugs.thedarkmod.com/view.php?id=6376) * 0006395: Wall of church grounds unfinished (https://bugs.thedarkmod.com/view.php?id=6395) * 0006423: Graft map A New Job and map Tears of St. Lucia (https://bugs.thedarkmod.com/view.php?id=6423) * Training Mission, room Archery: Walking on the stone path outside the shooting range sounds like walking on grass. Floor in tower sounds OK. (-225.92 -807.79 240.29 32.6 -146.3 0.0) Models: * 0006373: Failure to pick lock of chest (https://bugs.thedarkmod.com/view.php?id=6373) * 0006375: Locked doors have no keyholes (https://bugs.thedarkmod.com/view.php?id=6375) * 0006381: Issues with model fence around the pulpit (https://bugs.thedarkmod.com/view.php?id=6381) * 0006382: The depth of the seats of the benches are too narrow (https://bugs.thedarkmod.com/view.php?id=6382) * 0006397: Some banners with builder symbol look sqashed narrow (https://bugs.thedarkmod.com/view.php?id=6397) The following are listed as authors of the mission: * Original map: Jdude * Story: Springheel * Additional mapping: Springheel, Fidcal, Bikerdude, Greebo, datiswous (not listed), JackFarmer (not listed)
  8. I've been having this issue in my own fms, where the first time I enter a new area, the ambient sound will start out loud for a second, and then go down to the intended volume, instead of transitioning properly. This only seems to happen in my own fms, so maybe it's some setting I overlooked. I made a small test map: test_area_sounds.map There are three areas in the test map. The second area has an ambient volume of -17 db, while the others have 0 db. The problem is noticeable to me right when the map loads and the first ambient starts playing, but it's even more noticeable when crossing to the second area, where the sound starts loud, and then goes way down and stays there. After I've entered all areas for the first time, then all is good, the sounds transition fine. As in, the volume goes down and then up to reveal the new ambient sound.
  9. I know this is a bit late for 2.12 Beta 3, was planning on asking earlier but other things kept me busy. Latest TDM version allows toggling not just crouching but also walking and sneaking, which is a great feature and I prefer it over having to keep the key pressed. There is however one problem I keep running into: There's no indication as to when crouching or walking is toggled, the same way there is a HUD element for crouching. This can be a problem when you're sneaking from a nearby AI or stuck in a tight space, as you need to test which modes are used by walking around. Think there would be a way to make the symbols on the sides of the lightgem also change shape based on those modes, or another good way of making them clear? Also noticed an additional problem: Sneak and run are mutually exclusive yet get enabled independently. I often find myself not knowing why I'm slow, noticing it's because creeping was on, but then I disable it to find myself running and making too much noise so I have to hit the run key as well but a guard may have already heard me... you basically need to tinker with two keys to switch between the 3 modes (creep, walk, run). When both creep and run are set to toggle, would it be better if pressing either key would also toggle the other mode? Yet another confusing though less problematic aspect is the toggles not persisting between saves: I have running turned on, do a save, run into trouble and reload, then I'm suddenly slow again. Since crouching is persistent in saves, can the toggles for creeping and running do the same?
  10. Back from a spontaneous 1-week trip to Lanzarote with wife and son. I hope beta testing has been going well...

    1. Daft Mugi

      Daft Mugi

      Lanzarote looks like a nice place. Hope you all had a great time!

  11. We (Greebo and myself) have been working on this ancient mission of ours for quite a few years. It is mostly finished (haha well at least mostly playable) but what we still don't have is a great story. We have had a few ideas but were not quite happy with them. It is a type of mission with Who would like to help us to come up with a badass story and objectives? We could also use some help with readables (I'm not that good with ye olde english) and maybe some input/feedback on the map. Here are a few screenshots:
  12. New western stealth FPS inspired by Thief, Stalker and Hunt: Showdown with Stephen Russell as the voice actor. Haven't tried it myself yet but reviews on Steam are very positive.
  13. If you find the new Beatles song "Now and Then", which was created with the help of AI, totally boring, then you should better play the mission of the same name by our esteemed mission maker friend joebarnin, because the latter is actually a creative milestone!

    1. Show previous comments  1 more
    2. JackFarmer

      JackFarmer

      @datiswous You are right, no doubt about that! 😆

    3. chakkman

      chakkman

      Whoever had the Schnapsidee to let A.I. write music should be crucified anyway. ;)

    4. Arcturus

      Arcturus

      The song was not written by AI. They simply separated piano and vocal in the Lennon's 1970s demo recording. The song is from the same demo tape as the two songs released in 1995.

      They already used the same "AI" tool in the "Get back" documentary to isolate conversations.

      Here's the original recording:

      And here's a comparison of the two versions:

      "Revolver" album was also remastered this way last year. Most Beatles records were made on a 4 track and thanks to machine learning instruments can be separated and remixed.

       

  14. I've just raised this: https://bugs.thedarkmod.com/view.php?id=6334 If you have lights randomly extinguishing on map start and you can't figure out why, it might be because the light is surrounded by a merged water entity and the engine thinks it's submerged. There are links to test maps I've made available in the bug report. Screenshot below illustrates the issue. The arrow is pointing to the water line, and the circled torches are below the water line. The walls are made of glass so it's easier to see what's going on. If you run into this, the workaround is to simply not merge your water entities!
  15. I'm trying to get DR to work with my Godot projects, to replace TrenchBroom, but my first attempts haven't been fruitful. I need DR to see my project's textures, 3D models and entity definitions. I told DR where to find my game in the Game Setup window, but I'm having some issues. As far as entities go, I think I'm probably fine. I unpacked a few of TDM's .pk4 files and found the folder def with many .def files. I tried placing misc.def and tdm_base.def in there, to see if DR would load those entities after restarting, and it does but only if the game type is TDM. I'm probably fine with that, as it makes no difference, as far as I can tell. The Godot importer only cares about the contents of the .map file, which I know I can export in a few formats, so that should be fine (Q3 at least should work fine). However, DR is not seeing my project's textures. I don't know if DR can work with .png files, but I brought in some .tga files from TDM for testing and DR doesn't see them either. So something is missing, but I don't know what it is. I tried placing the textures in a textures folder at the project's root, but nothing happened. Although ideally I'd like to have the textures in root/assets/textures. I haven't tried to use 3D models at all yet, so I'm in complete darkness about that. I wonder what formats DR supports, though. I usually work with .obj, which bypasses Godot's import weirdness.
  16. Not too sure where to report this, but found another mission which soft locks if "Open Doors on Unlock" is not set, namely "VFAT1: The Angel's Tear". To be precise: So a bug in this particular mission. I am running dev16818-10434, but I suspect this isn't relevant in this case ... the mission isn't worth replaying in another version to check, to be honest. I was lucky to have a save file from before opening the panel!
  17. The diffuse maps works as expected, but the shader just ignores vertexColor (and inverseVertexColor) for the bump maps and they still get applied across the whole model. For example: in this material, the grass bump appears everywhere so my dirt path has a grass bump pattern visible in it, which does not look good. textures/darkmod/map_specific/grass4_dirt_01_blend { qer_editorimage textures/darkmod/nature/grass/grass4_ed surftype15 description "grass" { blend diffusemap map textures/darkmod/nature/grass/grass4 vertexColor } { blend bumpmap map textures/darkmod/nature/grass/grass4_local vertexColor } { blend diffusemap map textures/darkmod/nature/dirt/dry_earth_muddy inverseVertexColor } { blend bumpmap map textures/darkmod/nature/dirt/dry_earth_muddy_local inverseVertexColor } } I've tried other textures with the same result. Note that this shader was made using the built in material editor in DR 3.8.
  18. I have been out of this for four years (cancer, diabetes,COVID) but am trying to RE-learn Dark Radiant, and going back to the mission I started to create back then. But no matter what I add, delete, change in DR it does not show when running the FM! I can see the map file in the map folder under the FM is updating. I have also tried loading it via console, but same problem. Another issue is the dang AAS files. No mater how many time I DMAP it still says out of date. No AAS files show up in the map folder either, which might be why. Can someone help this old guy out? GRRRR
  19. Every mission I play now, when I select M to show the map, the same one comes up, A Walker's Guide to Red Rook. I don't remember which mission it's from, (maybe IRIS?). Anyone know where to look to fix this and get the current mission maps working again?
  20. I modified the standard mainmenu_briefing.gui file to add an extra button in the center that directs to another page: Then If you click on button StartLocation, you get to another page, where I still have to add the starter locations and you have a Briefing button, to get back to the briefingtext: Code for only this part (might still have some unneeded code) : Question: How do I remove the up and down navigation-buttons that are still present on this page? I already tried: set "scrollDown::visible" "0"; set "scrollUp::visible" "0";
  21. I'm aware this might have been thought about before and there's probably a reason why it hasn't been improved. Since many good changes are happening including lifting of legacy limitations, I felt this is worth thinking about granted it's not too breaking. There are two technically independent yet related subjects I wanted to address here, both with the same goal of better unifying weapons with other inventory items: The internal weapon definition system, then how GUI and inventory could be improved so weapons are treated more closely to everything else. Technical limitations: TDM still uses an old and limited method built into the engine to define weapons, something idTech has done since its early days. This comes with a few problems: You can only have up to 16 weapons registered, weapons need be listed in the global definition of the player entity, and it's simply redundant. I was wondering if as a target for 2.12 or later, it would be possible to remove the legacy weapon slots from the engine and store weapons like other items; This would allow a FM to define any number of custom arrows / guns and do so without having to override the player def, just define your arrow like you would a custom lockpick as a derivative from its base class. It doesn't feel right to for the engine to designate two types of items ("weapon" and "literally anything else") with the former going through a special hardcoded registry while inventory items already do the same thing more simply. Only ability I know is unique to weapons is drawing the first person hands and animating them: Items would need a generic ability to define a md5mesh / md5anim set for hands when selected and operated, which would be awesome since other objects could use this as well. Everything else seems like it should fit into place: The arrows are just a projectile spawned at a given position angle and velocity, technically you could already create an inventory item that spawns a flying arrow when used (I think)... the ammo and projectile are already defined as standard items too, it's only the "shooter" that uses the legacy engine registration as an extra dependency. Inventory wise weapons presently have a special status, in that they can be selected and operated independently from items: I'm aware changing this may disrupt what players are used to so changes are questionable. I support having a single selector for cycling weapons and items together, even merging the "use item" and "fire weapon" keys to operate whichever is selected: If we did that we could technically implement a first-person hand displaying whatever you have selected... some things like the lockpicks may need a custom animation but imagine how good that would look when picking doors, heck you could even see the bag in your hand when "loot" is focused! Only real complaint I see is some players want to keep an item handy without having to deselect it when switching to a weapon, like being able to quickly use a health potion while drawing the sword to attack: We can solve this by having hotkeys for more essential items similar to the lantern and spyglass, like a "use health potion" button so if you have a potion you may instantly heal... we'd be freeing up three key-binds with an unified inventory anyway (prev item, next item, use item) which is also an advantage. Do share your thoughts and if you can think of a better way.
  22. What are the current missions with subtitles present? To my knowledge (I update them from your responses as well): A house of locked secrets A new Job A Night in Altham Braeden Church By Any Other Name Hazard Pay Mandrasola No Honour Among Thieves One Step Too Far Requiem Seeking Lady Leicester Sir Talbot's Collateral Sneak & Destroy (v2) Somewhere Above the City Tears of St. Lucia The black mage The Hare in the Snare, Part 1 Who watches the watcher Written in stone WS1: In the North WS2: Home Again WS3: Cleighmoor WS4: The Warrens WS5: Commerce Bank Eye on the Prize The Terrible Old Man I added the included in mission ones to the mission list on the wiki: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod Missions that have voice sound files in them, but don't have subtitles yet (I have looked in all the mission pk4 files for such voice soundfiles):
  23. No need to get yourself infected with malwarefor that good old Windows experience of ads and nag screens.

    https://www.neowin.net/news/microsoft-is-now-injecting-full-size-ads-on-chrome-website-to-make-you-stay-on-edge/

    1. datiswous

      datiswous

      To work around this issue, you could download Firefox first and then with Firefox, download Chrome.. 😜

      Or install an addblocker on Edge before visiting the Chrome download site.

    2. SeriousToni

      SeriousToni

      I seriously don't understand why this would make sense. Also the occasional update screen before you can use Windows. Where you must click carefully through 5 screens trying to avoid installing Office Demo or set Edge as your standard browser and all that shi...

    3. Xolvix

      Xolvix

      @SeriousToni Regarding the screen that appears after updates, the guaranteed fix is as follows:

      • Open Windows Settings -> System -> Notifications & actions
      • Uncheck these items:
        • Show me the Windows welcome experience after updates and occasionally when I sign in to highlight what's new and suggested
        • Suggest ways I can finish setting up my device to get the most out of Windows

      As for the issue kano mentioned, I have a directory on separate drive that I keep all my installers is whenever it's time to install/reinstall Windows. Saves having to hunt down the individual installers and also avoids dealing with this sort of crap. I'm sure someone will mention Linux but I've evaluated it for many years and it's still not suitable for my purposes... yet.

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