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  1. TDM really suffers from linear perspective deformation (see the moon in the sky when turning ), even lowering the FOV. image hosting site Isn't worthing some efforts to implement this shader as an engine part with the possibility for the player to choose between the classic - linear - perspective a more "shape-preserving" variant? https://reshade.me/forum/shader-presentation/3916-distortion-correction-conformal-perspective -> https://github.com/crosire/reshade-shaders/blob/master/Shaders/PerfectPerspective.fx
  2. Hello, Since this track is originally from TDM,i think it's better to ask here than TTLG. Do you guys have the full version of this ambient track?

    https://sndup.net/z4ty/

    https://sndup.net/qwhy/

    1. Show previous comments  1 more
    2. MayheM

      MayheM

      Thanks, could you send me the actual pk4 or the files, if possible? Because i don't have tdm right now and i'm on limited internet connection

    3. JackFarmer

      JackFarmer

      Sorry, did not read this till now. Help still needed?

    4. MayheM

      MayheM

      it's ok, I'll redownload tdm soon anyway, will do what you said. thanks

  3. TDM Modpack v2.8 released!

  4. IMPORTANT It is highly recommended that you play with shadow maps turned on to get full use of the new volumetric lights in 2.10. Go into Settings -> Video -> Advanced -> "Shadows Implementation" set to "Maps". Additionally it is recommended that you play with EFX and HRTF turned on. Go into Settings -> Audio -> Turn "OpenAL EFX" & "OpenAL HRTF" set both to "On". Author note Noble Affairs features a brand new female protagonist named Clara who comes with a new female voice set. Originally this mission was meant for the connection contest which is why you will notice a lot of references to Kingsal's Volta universe. Due to time constraints this mission was not entered into the contest and instead I decided to release this as a standalone mission. This mission takes place after the events of Volta 1: The Stone but before the events of Shadows of Northdale Act 1. This mission is dedicated to Grayman, may he rest in peace! - Goldwell. A big thank you first up to Epifire for his very helpful advice and putting in some really hard effort and creating some amazing custom models! Please check out his art station page: https://www.artstation.com/epifire I wanted to thank Amadeus, Dragofer, Epifire, Kingsal & Skacky for helping out by providing custom models, readable/text improvements and also general mapping advice. You guys have been incredibly helpful, thank you! I also want to thank my A-Star beta team who helped to squash many bugs: Amadeus, Epifire, Kingsal, Moonbo, Nbohr1more, Random_Taffer & Skacky. And I wanted to thank the fantastic vocal cast: Clara - Joy Hayward Shop keeper - Andrew Bartmess Produce Merchant - Epifire Citywatch guard - Random_Taffer I wanted to thank someone who often doesn't get enough love and that's Greebo who works very hard to create the tools that myself and all other mappers use. Dark Radiant is a fantastic application which is always finding new ways to innovate and improve the mapping experience. Without the work you put in Greebo there would be a lot less missions made, so thank you! Thank you to the Cryo Chamber label for granting permission to use their music throughout the mission. Please check them out at: https://cryochamber.bandcamp.com Thank you to Michael Ghelfi for his audio ambient tracks. You can find more of his work at: https://www.youtube.com/user/MichaelGhelfi And if you wish to support him he also has a patreon page: https://www.patreon.com/MichaelGhelfi And finally thank you to you, the player for playing my missions and providing all the wonderful support and feedback over the years! DOWNLOAD HERE (Requires 2.10) Version 1.2 File Size: 465mb
  5. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  6. I've spent a lot of time recently submitting patches to fix some bugs and working on a few things that I think would really improve the feel of TDM for 2.11. They are very small changes, and they are meant to polish what's already there without changing or breaking anything for anyone. (Available 2.11 beta 7) Added player "tdm_toggle_sheathe" cvar and "Toggle Sheathe" setting (6232) (thread). Renamed "New Missions" to "Missions List" in main menu (6230). @nbohr1more cleaned up my original patch. Originally, proposed by @snatcher (post). Fixed initial difficulty highlight on Objectives screen (6229). @stgatilov cleaned up my original patch. Fixed Objectives title slightly cut off on low text scale (6234). @stgatilov cleaned up my original patch. Made it possible for the player to change "pm_noclipspeed", so noclip speed can be set (6237). (Available in next beta) Make "tdm_toggle_creep" work like other toggle cvars, and add "Toggle Creep" to the settings menu (6242) (thread). (Not available) Make the inventory parchment background (dds file) separate from the "Missions List" parchment background (dds file). Without the patch, if you change the inventory background, it will also change the main menu. Patch submitted (6241) to decouple the inventory background from the main menu. This is meant for players who want to edit the inventory background (dds file) themselves (e.g. reduce its brightness without affecting the main menu). When you drop a long distance and land in a mantle, damage is shown after the mantle animation is complete. Partial fix submitted (6231). I think I'll need @stgatilov's help on this one. Bikerdude was very kind and provided a test map for this, which helped to expose an issue with my original patch. ("pm_mantle_while_shouldering" cvar available in 2.11 beta 7) It was requested by Bikerdude one year ago to allow mantling while carrying a body. Due to feedback, I've submitted three patches each with a different behavior, starting in August 2022 (5892) (thread) : (Patch v1) Always enable mantling while carrying a body. (Patch v2) Only enable mantling while carrying a body if "pm_mantle_while_shouldering" cvar is set. This is already available in 2.11 beta 7. (Patch v3) Restrict mantling at the waist. There is no agreement about how this should work yet. I've spent over 12 hours of work and testing on (v3) so far, so it would be incredibly discouraging if a final decision is not made between versions (v1), (v2), or (v3) for 2.11. Personally, I think patch (v1) always enable mantling while carry a body is best. This matches Thief 1 & 2 and does not require a cvar. If (v3) is chosen, the rules need to be decided. These are the final issues / bug trackers I have for 2.11. I hope they can make it into the final release of 2.11, because I think it would make TDM feel more polished and give a better first impression for newcomers. And, Thief players would have a better first time.
  7. I just figured out how to make subtitles work in TDM (srt) for ingame cutscenes and how to automatically generate the srt file in Kdenlive's speech recognition (I just had to edit it a bit).

    Kdenlive is a free and open source multiplatform pretty advanced video editor.

    Test case is the first builder gost scene in Requiem saying:

    1
    00:00:00,180 --> 00:00:02,140
    the builder be with you this night
    
    2
    00:00:02,600 --> 00:00:04,840
    there will be secrets all around you
    
    3
    00:00:05,040 --> 00:00:06,439
    so have a keen eye

    The following page gives you the basic info:

    https://wiki.thedarkmod.com/index.php?title=Subtitles

    These 2 tutorials give you the info for creating the srt files:

    If you run into the problem the Kdenlive cannot find your Python PATH, then here is a solution:

    https://www.mail-archive.com/kde-bugs-dist@kde.org/msg672183.html

    Edit: During the installation of Python, in the installer, if you select more options, you can specify to set the PATH. I tried this on another Windows computer and this fixed the issue. Much easier solution.

     

    This is all the code for the testcase:

    Spoiler

    fm_root.subs file in subtitles folder in fm's root:

    // Requiem subtitles
    
    subtitles fm_root {
        verbosity story
        srt "sound/voices/Hanno1.ogg" "subtitles/hanno1.srt"
    }

    hanno.srt file in same folder:

    1
    00:00:00,180 --> 00:00:02,140
    the builder be with you this night
    
    2
    00:00:02,600 --> 00:00:04,840
    there will be secrets all around you
    
    3
    00:00:05,040 --> 00:00:06,439
    so have a keen eye

     

     

    Maybe I will create a seperate (text,images based) tutorial on the wiki.

    1. Show previous comments  5 more
    2. Geep

      Geep

      I've tried "On" and have seen a guard bark with some subtitling in Away 0. In my newly-added intro to the stgatilov's Subtitles wiki page, I mention that a dozen barks for the Cynic voice are available so far to existing games.

      @nbohr1more, @stgatilov, I've noted the following in the bugtracker but let me call this to your attention here: the standard overlay .gui for subtitles offers 3 non-overlapping fields in the lower screen for subtitles, but my copy of 2.11dev source code (not the latest) seems to provide 4. I think these numbers should agree. In my update to the Subtitle wiki article, I revised the number from 4 to 3.

    3. stgatilov

      stgatilov

      Obviously, you'll see the minimum of these two numbers on screen...

      Otherwise, it's not a problem.

    4. Geep

      Geep

      OK. I was thinking that it's better for the code to correctly know it can't display a subtitle at the moment because of it's out of slots, rather than think the fourth slot is showing when its not. Because in the first case, maybe it can eventually/belatedly show the subtitle if/when a real slot becomes free. Unless the code's not meant to be that sophisticated.

      Is there some special .gui (now or planned) that uses 4 slots?

      @stgatilov, I can tweak the wiki page further based on your responses.

  8. Perhaps an unpopular opinion: TDM team might benefit from someone with actual QA experience; someone with naturally and professionally developed curiosity, who is interested in how and why things work, how they break :D At least to me it's kind of mind-boggling how untested some rather important features are (first the absence alert feature for items, now the rope +body carry behavior).

    1. Show previous comments  1 more
    2. peter_spy

      peter_spy

      Yup, that's why I was thinking of someone who isn't a developer, but still a part of the team? Hope that makes sense somehow. We (community members) are not that reliable, because our spare time is usually limited.

    3. datiswous

      datiswous

      Maybe it's not so necessary anymore to have as part of the team, now that fixes from outside the team are more common. Not sure if comunity members are less reliable time-wise.

    4. STiFU

      STiFU

      Well, we do have non-coder team members. 

  9. Tried to make a tdm advertisement commentpost at one of civvie11 youtube videos about T2. Post got marked as spam. His problem (to not discover TDM for himself),..not my problem.

    But some help of some fellow TDM yt-videocomment posters would be nice. To ask him and others, to play TDM. To get more players/creators. 

    1. Show previous comments  2 more
    2. SeriousToni

      SeriousToni

      I don't understand why this was considered spam at all.

    3. jaxa

      jaxa

      It's beyond human understanding, Toni. It's the result of a system of faceless algorithms that are always changing, or a combination of algorithms and editorial control for the most controversial content.

    4. AluminumHaste

      AluminumHaste

      Youtube automatically removes comments with certain words in them, so no swearing.

      Some comments that include words that could trigger or cause harm like suicide, rape etc, can also be removed automatically.

      No warning is given, you see the comment posted then when you go back, it's gone.

  10. TDM currently uses Scons as the build system to build the execuables from the source code for Linux and Mac. (I guess the Windows side uses whatever MS uses). This has been working more or less for a few years, and one shouldn't "fix" a working system. However, the merging of the D3 source code and the TDM source also brougth along a change to try to use pre-compiled headers. This, however, does somehow not work in the combination of scons, and gcc. Everytime a single line is changed anywhere (in fact, even if 0 lines are changed), the entire source code is recompiled from scratch. Due to the precompiled header, this goes a bit faster than before (16 mins vs 22 mins on my old PC), but it is still annoying having to wait that long, not to mention not being able to use the system during that time. So, it is highly desirable to fix this problem. Here is your chance to fame. Go fix it! Related thoughts: * the minimal invasive solution is prefered - if it can be made with scons, the better! There is no real need to rip out out and replace scons with another build system, unless this brings massive advantages (frankly, the only one I can see is "make it work with precompiled headers"). However, if you do so, prepare to get swear words thrown at because a new build system is likely to bring other, yet unknown problems Nobody will complain, tho, if you make the change to whatever, and it just works, tho Bonus points for: * Creating an automated build system. Something living on the greater internet, syncing SVN every minute, and when detecting a new checkin, re-compiling the source automatically, then publishing the build log on the web, and make the result downloadable.
  11. 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 :) ...

  12. Ran TDM on a 5950x in pure software rendered OpenGL mode. lol Shows you just how powerful modern CPUs actually are. Also, anyone on the dev team or any mappers need a Ryzen 3700x? I've got a spare; and since you gave me a free game, might as well give you some free hardware.

    1. Show previous comments  2 more
    2. lowenz

      lowenz

      MESA LLVMPipe 22.3? Remember to NOT add dxil.dll or explicit the llvmpipe path for gallium.

      Otherwise it will use the D3D12 backend (so of course it runs well)

    3. lowenz

      lowenz

      batch file with:

       

      SET GALLIUM_DRIVER=llvmpipe

      .\TheDarkModx64.exe

       

      remember to disable the AF

    4. lowenz

      lowenz

      Six core (no HT) i5 11600, normal detail, stencil, no soft shadows/no SSAO, no AF

      1280x720

      image.jpeg

  13. TDM 2.11 beta 03 is out ! 

     

  14. 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.

  15. Same thing is happening to my rendering. Although I can't seem to find any glprog files or folders anywhere. A little help would be greatly appreciated. Been a fan of TDM for a long time and I don't want it to stop here!
  16. Decided to start dedicated thread about this problem. Right now at least @Jedi_Wannabe and @id3839315 have it. Let's continue the discussion here.
  17. Hey guys, relatively new to the community here but I've been enjoying TDM for a few years now. I'm making my way through the backlog but it seems like you beautiful geniuses never quit! There's so many missions, and many of them are exceptional. I don't have time to go through them all and searching "Best Dark Mod missions" in google shows me results from 5 to 10 years ago. A lot of good stuff has come out since then so I was wondering - what are the best missions of the last 10 years? I'll give my favorites thus far. I'm a sucker for classic mission design and visual polish keep in mind - Sir Talbot's Collateral The Painter's Wife Iris Behind Closed Doors Written In Stone What are your favs of the last decade? The more replies the better, could use some solid data.
  18. Are there any missions that everyone agrees are simply unmissable, and if so, what would they be?
  19. CPU benchmark time - compiling DarkRadiant (2nd run)

    i5 8600K 6C/6T@4.4GHz DDR4 2x2133MHz 9MB cache

    • Parallel builds: 1. 3:57
    • Parallel builds: 6 (default). 2:28

    r5 1600AF 6C/12T@3.3GHz DDR4 1x2666MHz 16 MB cache, temp folder on HDD

    • Parallel builds: 1. 5:05
    • Parallel builds: 4. 2:47
    • Parallel builds: 6. 2:55
    • Parallel builds: 12 (default). 2:57
    1. Show previous comments  3 more
    2. jaxa

      jaxa

      You changed the RAM speed and now I must REEEEEE

      Well, you're probably not going to squeeze much more out of a Gen 1.5 Ryzen.

    3. AluminumHaste

      AluminumHaste

      Try your memory (if it can) at 2666Mhz, which should match the infinity fabric and get the best performance.

    4. duzenko

      duzenko

      My ram is mixed xmp and non-xmp and tends to hang the pc on high speeds

  20. I just wanted to share the sad news that grayman, long time developer and the author of the William Steele series, passed away recently after a battle with cancer. He was a pleasure to work with and did more for this mod than most people will ever realize. I am glad that his missions will live on.
  21. I'm trying to compile TDM from source, to explore the engine for total conversion projects. But my hardware is a bit old, and the versions 2.08+ run into this black-menu issue (my gfx card is an ATI Radeon HD 4870, and the proposed solutions don't work), so I have to stick with older versions. So I tried compiling version 2.07, but it failed to compile. I'm not experienced with Visual Studio, so I'm not sure what to do. I get errors like this one: I tried right-clicking the solution and selecting "retarget solution", but it didn't fix it. I'm still getting the same errors. I'm not sure how to install the build tools says it requires. I'm on Windows 7 (x64), using VS 2017, so I'm not even sure I could use these build tools. Version 2.10 compiles fine, though, but I don't suppose there's something in the code I could easily switch off to make it run on my hardware.
  22. Every now and then people post silly screenshots they've taken from TDM. Why not start an own thread for it? Recently, I've experimented with adding props to AI's. The wiki says "Attaching things to AI is an important way to make your AI unique," and indeed really unique AI's can be created this way. It is summertime. Even the crypt's residents need to do something about that awful pallor...
  23. TDM has come a long way since its standalone release, and I've been enjoying 2.10 quite a bit on my legacy machine, which finally is no longer prey to slow loading times! Because of all technical achievements in the past 3 or so releases I wonder if perhaps it could be a good time for the team to show some love to some more outwardly aspects of TDM. This is because I still think the TDM default package is a bit too bare-bones to incentivize new players to invest time into it, and there are some simple yet significant changes that I believe that could change that. I will try to make a short list of suggestions in no particular order for your consideration and for community discussion. Finish St. Lucia campaign - I think that one of the most disappointing aspects of the core TDM package is the lack of a full official campaign. I remember Springheel mentioning many aspects for the 3rd final mission were underway but left incomplete, and that these resources could be ceded to any interested FM creator who was interested in finishing the mission. Why not taking the initiative and do a public announcement? A better training mission - The current TDM training mission is a strange sandbox that doesn't blend too well with the rest of the package. I think something similar to Goldwell's Thief training mission remake would be a more suitable and shorter solution to teach the basics of the game while keeping it within the narrative. It could even be included in the St. Lucia campaign as Mission 0. Better, clearer main menu - even with the most recent changes, I still feel the TDM menu needs a redesign. I'm not quite sure what would be the best approach, so the only suggestion I have at the moment is to have the Mission Downloader available straight from the main menu, instead of being somewhat hidden on the corner of the New Mission section. This is mainly because the game focuses heavily on downloadable, content and thus should immediately point new players towards it. Two-mission community FM sample - one easy way to make the TDM package more complete is by adding a sample of two FMs to the main package - one short, and one long - so that new players can enjoy a small curated selection of what the game offers without having to browse the forums for mission descriptions. These missions could be selected by community vote and then tweaked before inclusion in the package, with the consent of their authors of course. A better intro sequence - The old glowing TDM logo video is really starting to show its age. I wonder if it could be replaced with a better hi-res version, or even with a simple logo texture with an after effect applied, discarding the need for an FMV sequence. Let me know what are your thoughts. I would like also ask the TDM team members if anything similar to these suggestions is already in development.
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