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  1. TDM Modpack v3.4 released!

    Check out the new Blinking Items Mod...

    1. demagogue

      demagogue

      Do you want to put up a link to it?

    2. snatcher

      snatcher

      Thanks, done.

  2. Haven't run TDM for a month or so, just tried running it and get a repeatable segmentation fault: This is version 2.11a, I've just re-run tdm_installer to double check, on Fedora 38 with an AMD HD6950 graphics card. Have also tried after deleting currentfm.txt, makes no difference. Don't know what's changed.
  3. Hope I'm not being too off-topic for this thread, but I was playing a lovely new FM and something I saw reminded me of another reason why I hate MSAA apart from bad performance: It doesn't even always do the job right, including (but not limited to) to fixing pixel-sharp patterns on textures. Zoomed in for a close look and to catch a good example, see at full res. Seems to be the bumpmap in this case. Possibly caused by the texture being so high-res it surpasses the screen resolution so there's no blurring any more? I set MSAA to 4x and it didn't affect it. Which makes sense since I'm sure it only handles geometry and has no concept of textures. It would further be great if we had an alternative form of AA, which weren't just cheaper than MSAA but also handled sharp pixels on textures including alpha edges alongside geometry edges: Right now I think we have no fix to that grain.
  4. TDM Modpack v3.2 released! Introducing the Stealth Alert Mod... Check it out.

  5. And what kind of computer is inside them, anyway? Is it some 8-bit thing, or something more advanced like an ARM architecture? The place I visited recently had an elevator with five full color LCD screens; one on every floor, and one in the elevator itself. I don't imagine an 8-bit computer driving them all at the same time... Note that it is presumably the computer's job to determine if the elevator is overloaded with too much weight, whether the doors are fully closed or not, etc.
  6. TDM missions are eligible to enter the TDS Anniversary Contest: 

     

  7. TDM Modpack v3.0 released!

  8. so I just downloaded the game but every time i boot it up it doesn't work my device is the ASUS x550c it only shows a grey screen i have the intel(R) Core I3 Inside and the Intel (R) HD Graphics 4000
  9. 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

  10. TDM Modpack v2.8 released!

  11. Might not be the right forum but, As a recovering TDM addict, I thought it'd be useful to call attention to some games that have helped me get past my withdrawal symptoms, at least until the next release! 1.) STALKER Anomaly, Wind of Time, Spatial Anomaly...etc 2.) Enderal 3.) Aliens Colonial Marines TemplarGFX - still too short! 4.) Prey 5.) Ruiner - arcadey, but works 6.) Thief 2 - Shadows of the metal age 7.) Deus Ex - GMDX, Nihilum, etc
  12. 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. 

  13. 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.
  14. 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.

  15. 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

  16. TDM 2.11 beta 03 is out ! 

     

  17. 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.

  18. 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!
  19. 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.
  20. Hi guys, I’m going out desktop shopping today. Not building my own no more. What should I be looking for with processor & ghz? Sdd &/or hdd & what size(s)? Ram? Nvidia is obvious, but ram for that? Thanks for any suggestions?
  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. 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.

  23. Are there any missions that everyone agrees are simply unmissable, and if so, what would they be?
  24. I've just updated my TDM installation to 2.10 with a new darkmod.cfg on my laptop (Intel UHD 630) and found the ingame graphics to be broken: lights seem to be shown as red, yellow or green. Looking at the console log for Caduceus of St. Alban (render.txt), I noticed that it complains about the volumetric shader, GL_EXT_depth_bounds_test and GL_ARB_compatibility. Any ideas? I quite like the very speedy loading times of 2.10.
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