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  1. It hasn't been properly tested, hence this very post asking for testers as for why it crashes on Linux, I have no idea, sorry. I'm not familiar with the linux environment
  2. Ok but it crashes to desktop, so I'm not sure if it was properly tested. (although I have no clue what the reason is)
  3. Yeah the reason you'd mention no illegal or infringing material is for us to be able to say we're acting in good faith, if somebody finds their IP in an FM, they can't or it's not as straightforward to want to sue us for it. In practice I think it's more of a formality. As for FMs that don't finish or have buggy elements, there are demo-like or novelty FMs that might have both of those. Somebody mentioned the Tutorial itself. I wouldn't want to discourage somebody being creative, and I'd probably word it differently. Something like FMs should be "complete" before being submitted, but leaving it technically open what "complete" means. I guess it might give some examples "... including but not necessarily in special cases ..." that it starts and ends, is not egregiously buggy, does not consistently crash, etc. But I think even here it should be an encouragement instead of a hard rule, like we encourage mappers to get their FMs beta-tested, confirm that it starts and finishes, doesn't consistently crash, before submitting, and we may ask that you work on an FM more before uploading it if it is manifestly broken "without justification" (to leave open the possibility of "broken" FMs with a justification, like a novelty FM). Some of you might remember that TTLG ran a "buggy FM" contest once where broken FMs was actually the theme, and it was an amazing contest. Some of those FMs were broken in very creating, fun, and interesting ways, and it might be good to have FMs like that sometimes. The intentionality part was important though; you could have something broken if that's part of the artistic intention, so language that could leave something like that open may be good, or again encouraging people to always betatest and avoid unintentional crashing or broken FMs, etc. Because of past experience, we might also have language to give expectations regarding possible changes after they submit. Like an alert that while we make every effort to make sure future changes to the game are backwards compatible, it's possible a change breaks an FM. Also other people may want to take assets or things from the FM for their own FM, so we should say that technically, when you submit, you agree to the license we have for our assets (I forget exactly, CC-nc something something). So under that license people can use those assets. If you don't want that, you might make a personal appeal in the readme... The other worry is when people just take big chunks of the map itself, or make their own levels in the same maps... I wonder if we could have people make explicit what they consent to having done to their maps post release, if they allow the translation file, other people to use their map work, etc. But make it clear that the map is under the CC license, which allows people to use anything from it, and they can make a personal appeal that isn't binding, but people may be moved by it. And then we might have our own internal standards what seems egregious enough not to allow, like if someone completely takes another person's map and basically tries to recycle it under their own name, or when it's a team made map and the team disagrees what happens to it. Anyway, whatever we think, it's good to have language about it here to help manage expectations about what might happen, so it's good to think about what we should say to minimize conflict later on.
  4. Moved this topic from development forums, since it covers a potentially important behavior change in 2.13. Luckily, its important is countered by the rarity of such complicated materials. I hope that this change has not broken existing materials. And even if it had broken any, we will be able to fix them manually...
  5. And for some pointers, read the following topic: https://forums.thedarkmod.com/index.php?/topic/22533-tdm-for-diii4a-support-topic/
  6. Cleaning Up the Neighborhood by some1stoleit, bikerdude Brief Description: A small-medium sized assassination mission, taking place in a bar and casino environment with streets surrounding the bar. Story: Crime is out of control in my neighbourhood, when thugs attacked my wife I decided I can no longer stand by idly. Unable to rely on the corruptible city watch and the aloof Builders, I must take matters into my own hands. My first target is a bar called the Scoundrel’s Rest which is not far from my home. It’s owned by a man named Godfrey and considered neutral ground to the various criminal factions inhabiting the city district. There is no doubt its presence attracts criminals towards my neighbourhood, contributing to the infestation of crime. Infiltrating the bar not only creates the opportunity to kill Godfrey and shut it down for good but also allows me to find information about the rest of criminal groups that inhabit my neighbourhood. I gave my thieving days when I met my wife, but for her sake I must take up the profession once more and prowl in the shadows again. Notes/Tips: Your lock picks are noticeably old, so you can’t rely on them to get you past every door. Examine the environment and keep an eye out for keys on pockets.If you see a pipe outside, chances are you can climb up it.On Rusty and Practiced difficulty settings there's a map available for the bar’s ground level and the street surrounding it.It should be possible to ghost the every area in the mission. A small amount of loot however may be difficult or impossible to acquire without knockouts.There are a few hidden optional objectives you can discover. Screenshots Download Mirrors: https://www.dropbox.com/s/rbiashq1c1k56ns/Cleaning%20Up%20the%20Neighbourhood%20v1.0.zip?dl=0 https://mega.nz/#!bMtgiSra!Y1KXGovfYfdtG1xxRkmPYndLxgq7wMNVr8oENnS2Qxg FAQ: I dislike when I get stuck on an FM and have to leave the game to scroll through forums to find out what to do. I think the mission should be straightforward enough to beat without answers, but I will provide a FAQ if it’s needed. Just be sure to give a good try working it out yourself before reading this. Thanks: I’ve found the TDM community very welcoming and helpful as a new member and would like to thank several people. Bikerdude, for allowing me to collobarate with him and showing me a different way to build maps from scratch in Dark Radiant, as well as many other mapping techniques.Resources:Springheel, for his Modules and his retroactive permission to use New Job street segments.Amadeus, for doing some proofreading of the briefing and readables.Obsttorte, for his objective checking script used for one of the optional objectives.Rsoul, for creating new internal version of architecture models.Beta Testers:Amadeus, Cambridge Spy, Abusimplea, Shadow, Boiler’s_hiss, nbohr1more, Springheel, JudithPeople who helped Answer my Questions:Destined, JackFarmerSpecial thanks to Sotha and Springheel whose video tutorial series give me the guidance and confidence to start using Dark Radiant.I apologise if I missed anyone, if I missed you please do contact me and I’ll credit you appropriately. About the Development: Initially this was a solo developed mission made by myself, upon some beta testing I agreed to make the mission collaboration with Bikerdude, with the intention to learn good mapping practices from the collaboration. The mission was redesigning using the same layout as the original but using Springheel’s modules instead of my very simple brushwork, and expanded in scope to include a more detailed street, a canal, a sewer and a rooftop segments. Bikerdude’s use of springheel modules and custom skins is mostly responsible for the beautiful visuals, with my contribution being the layout of areas and the writing. Known Issues: None at the moment.
  7. I'm the developer of AngelLoader, a fan mission loader/manager for Thief 1/2/3/SS2. I recently decided to try adding Dark Mod support. The latest release is here: https://github.com/FenPhoenix/AngelLoader/releases I'm going to keep a log of issues, ideas, notes, etc. here and we can discuss them or whatnot. If anyone has ideas or suggestions, feel free to post them here. TDM version requirement: I've only tested it with TDM 2.11. I'm not sure but I dimly remember FMs used to be stored differently at some point in the past? If so, it wouldn't work with those older versions. I assume people would normally keep their TDM install up to date, but just a heads up. How it works: In the Settings window -> Paths tab, choose your Dark Mod executable. Click OK. Now your TDM FMs will be detected, scanned, and added to the list. For the other supported games, there is the concept of "installed" vs "not installed", this is because they normally come in archive files and then the loader can "install" them (extract the file into the "installed FMs" folder). For TDM there is no such concept (FMs are always installed), so the green checkmark "installed" indicator means that that FM is the currently selected one (the one that is loaded up when you start TDM), and only one TDM FM can be "selected" at a time. This indicator is kept in sync with the game, so if you change your selected FM inside TDM, AngelLoader will update its "selected" indicator in-app. Notes & Issues: Deleting FMs: Deleting TDM FMs is not supported yet. I notice TDM itself doesn't allow you to delete FMs either; it has been noted that people have accidentally lost their data and so the option was removed. AngelLoader puts files into the recycle bin when it deletes them, and I could add the option, but figured it was okay to leave it out initially since the game doesn't let you do it either. Note, though, that you can still delete TDM FMs from AngelLoader's database if you've manually deleted the actual FM from disk first. To do this, first click the "Show only unavailable FMs" button (red X page icon on the top bar). Last Played and Finished-On-Difficulty: Finished-on difficulty is now autodetected. Last played date is taken from the game's database only if AngelLoader doesn't have one in its own (its own is more granular). In the FMs folder, there is a file missions.tdminfo which stores certain pieces of data about FMs. Included among this data is which difficulty the mission has been finished on, and the last played date (down to the day only). AngelLoader also stores this information, but it doesn't get these values from this file at the moment. Instead, the last played date (down to the instant, not just the day) is set whenever an FM is started, and the finished-on state must be set manually. I could have it watch the file for changes and update the finished-on-difficulty automatically for the current FM. This would override the user setting, but in theory should be accurate anyway. I could also auto-update the last played date, but because it's only down to the day, that would be less optimal than just setting it on FM start, which would give a more granular date and would have sorting working better. So if you played two FMs in one day, the latest played one would sort at the top. Mods tab is disabled: For NewDark games, there is built-in support for mods, and they can be enabled or disabled per-FM in an official capacity. I've disabled the Mods tab for TDM because - from a cursory look anyway - I don't think there's such a per-FM method of mod management. Language selection is disabled: In the Edit FM tab, there's an option to choose which language to play an FM with. I've disabled it for TDM because there's a language option in-game (not the case with NewDark) and I haven't looked into how I would scan a TDM FM for supported languages anyway. "Play Without FM" Option: For the other games, there is the option (in the bottom bar) to play them with no FM. For TDM there is no such thing as "no FM", but the option is still there currently. It will simply start TDM without passing it anything, and whatever FM it has selected will be there. I might remove the option since it doesn't really make sense. This might make people wonder "where's the button for TDM" but on the other hand having it isn't really useful. Not sure. Mission downloading and updating: An in-app mission downloader is in progress. There is no mission downloader or anything like that currently. It simply lists what you've got on disk. This means that to get new FMs or check for updates to existing ones, you still have to go in-game. I don't know how people feel about the convenience factor of this, having to go in-game to get your FMs and then back out to AngelLoader. However, duplicating the TDM download functionality would mean it might well break if TDM ever changes anything about its downloader. Custom resource stats: In the Statistics tab, custom resource display is disabled for TDM. I haven't looked into what sort of "custom" things a TDM FM can have and how I can detect them. I may do this in the future.
  8. If you are interested in the AgX display view transform, i have cobbled up the full round trip from various sources a while ago, the main one being https://github.com/bWFuanVzYWth/AgX (uses MIT license). Huge thanks go to bWFuanVzYWth aka linlin for creating an optimized exact version perfectly suited for realtime usage. Before that, i used an approximation from shadertoy, which was fine except for some erratic pixels on the lightgem, so i am happy to say this is no longer the case with the exact version. Also included are Blender AgX matrices. You can switch between original and Blender AgX by commenting/uncommenting the matrices lines in the file. Additionally there are Looks to choose from by setting #define AGX_LOOK 0 to 1 or 2. Or you can edit a look to your liking by playing with the CDL settings in the Look section. One important thing to note is that AgX is meant for realistic rendering, there is no creative intent and you get a very neutral image by default. Typically color grading needs to be applied in addition to the display transform to create an effect, which can be achieved to a certain extent with the Looks, but that might not be enough depending on ones needs. For non-photorealistic games other display transforms might be a better choice, like Tony McMapface for example. But i don't know how to implement that. Having played a few missions with AgX and a sensible custom look, i can say seeing no more burnt out highlights and no more clipping are a huge improvement. Other than that, it's perceptually not much different from standard darkmod 64bit. Proper image formation is so important, as this article describes very well: https://alextardif.com/Tonemapping.html Screenshots: Attributions and Licenses are in the file (MIT-licenses for AgX and Looks). If that needs correction, please tell me. Performance: On my old and trusty GTX1080 there is basically no difference compared with standard darkmod 64bit, tested in 4k resolution. And that is even with an added more precise srgb conversion when gamma is at 2.2 instead of the standard gamma conversion. How to use: Drop the attached modified tonemap.frag.glsl in the darkmod/glprogs/stages/tonemap folder and you are good to go. Happy testing! tonemap.frag.glsl
  9. Announcing the Release of 'Requiem' for The Dark Mod! Download Download the latest version of the Dark Mod here: http://www.thedarkmo...wnload-the-mod/ Download the mission here: Mediafire: http://www.mediafire...u89/requiem.pk4 Southquarter: http://www.southquar...ons/requiem.pk4 Fidcal.com: http://www.fidcal.co...ons/requiem.pk4 Create a folder in your Dark Mod install with the path "darkmod/fms/requiem" and place the downloaded .pk4 file inside. When you load up The Dark Mod, the mission will appear on the "New Mission" page. Requiem can also be found directly using the in-game loader. Gameplay Notes While this mission is playable in TDM 1.8, for an optimal experience please download and play in TDM 2.0 (or higher). Most inventory items in the game can be dropped, so no need to carry them around after they are no longer of any use. Note that If you use noclip or other console commands while playing, there is a good chance that you will break the intended flow of gameplay. Credits Mapping and Readables: Gelo R. Fleisher Voice Acting: Goldwell Additional scripting: Obsttorte Additional textures and assets: Flanders, Sotha, Grayman, Springheel, Bikerdude, Obsttorte Additional map optimizations: Bikerdude Testers: Bikerdude, Obsttorte, Gnartsch, AluminumHaste, Baal, nbohr1more, PPoe Custom Soundtrack: Leonardo Badinella - http://leonardobadinella.com/ Additional Music: Lee Rosevere - http://freemusicarch...c/Lee_Rosevere/ Marianne Lihannah - http://www.funeralsinger.net/ Vox Vulgaris - http://www.last.fm/music/Vox+Vulgaris/ A note from the author Hi all. While I've been involved in indie game development for a while now, I'm first and foremost a writer. My most recent project has been a novella that tries to capture the visual feel and tone of the Thief series (you can find the link below). As I was writing, I found myself playing a lot of Thief and Dark Mod fan missions, and got to thinking that maybe I wanted to make one myself, as a companion piece to the book. When I finished up writing, I had a bit of down time and decided to take the plunge. Having never done any serious mapping before, my plan was to make a small mission that I could bang out in a month or two and call it a day. Well, as sometimes happens, the project got a little bit bigger than I had planned. Ten months, and lots of elbow grease later, Requiem is finally ready for you to play. I'd like to thank everyone who helped pitch in to help make Requiem come alive, from those who took the time to answer my many questions on the forums to those who actively contributed to the FM. I especially want to thank Bikerdude who served as my mapping mentor, and Obsttorte whose clever scripts really turned what was in my head into the game that you are playing. Above all, I want to thank you for downloading and playing Requiem; I hope you enjoy it. Links of Interest Author's Blog: http://gfleisher.blogspot.com/ Companion Novella (Amazon): http://www.amazon.co...k/dp/B00BYEW02M Companion Novella (Smashwords): http://www.smashword...oks/view/298956
  10. @Marbrien please use spoiler tags As to your questions:
  11. I've noticed that the player's light level becomes inconsistent when leaning in any direction. Standing directly under a light and leaning will change the level to anything ranging from complete darkness to dimming slightly, while leaning into a dark area may make the player more lit up. I've tested this on the latest stable release(2.12) with shadow maps, stencils, with weak light gem and without. Also, across a random selection of about 5 maps - the behavior is the same. It should be easy to replicate assuming it's a code bug, because once I saw it, I couldn't not notice it. Here's a video showing it in action:
  12. Because it's super useful not having to browse through the whole thread, and probably not even finding what you're looking for, because people put it in spoiler tags, which are excluded from the search. You don't have to click on the spoiler tag in the original post.
  13. Basically someone always asks. We're all grownups here and it's in spoiler tags so...
  14. https://sourceforge.net/projects/cbadvanced/files/Game Projects/dhewm3.7z/download try it out tested it with sikkmod classic doom sikkmodd3xp lost mission so far it runs quite fine on my machine but lets be sure before i start pestering Daniel hehe. omg just ran the built in benchmark and i get 3199 fps in ultra with the HD texture pack
  15. The cvar offset values were tested and working at some juncture. Can you please bisect to the version that broke it? Was it 2.12? ( if so we may need to ask that you bisect 2.12 dev builds ) ( I would do this myself but I fear that I don't have a good enough eye for this type of thing. ) Setting a hard-coded value that works for you, in your environment, for missions that you prefer to play may not be a viable solution. The values in the offset cvars were fought over extensively in TDM QA tests as well as with beta tests by players so it would probably be a hard sell to convert to a hard-coded value regardless of how optimal it may be.
  16. Those hand animations are very nice to see, especially the compass animation. Can you make animation for holding / showing the map, like in sea of thieves? (Also asked for in https://forums.thedarkmod.com/index.php?/topic/21038-lets-talk-about-minimap-support/#findComment-463678
  17. The issue doesn't seem to happen at all for me on version 2.03. Leaning towards a nearby light usually brightens the light gem as expected and never darkens it the way it does in 2.12. Tested several lights in both the Training Mission and St. Lucia.
  18. I set up a .blend file that outputs environment cubemap in Darkmod's format - 6 files with proper names and rotated / flipped accordingly. Tested with Blender 4.2. https://drive.google.com/file/d/1KQuWqzzmwX3_N8NFA7nCGPRBdHF510ej/view?usp=sharing There are 6 scenes, one for each camera. nx_default scene has compositor nodes that output each scene to a separate image, properly rotated, flipped and named. You can set up your scene inside the linked_collection or you can load some environment map from polyhaven.com for example. Render settings are not linked, but there's a Blender extension called "Copy Render Settings": It may display an error on some of the settings, but I was able to copy max samples from nx_default to other scenes. I wasn't able to get rid of the "0001" from the file names (there's probably a way), so I asked a chatbot to write me a .bat script that simply deletes "0001" from all the file names in the folder the script runs from. https://drive.google.com/file/d/1kpkawT-BiatVAQlVfRZkkY2dLfovhB8T/view?usp=sharing
  19. First, the specs: Windows 10 Professional 64-bit Intel Core i7-10700k Geforce RTX 4060 on driver version 565.90 (slightly outdated) Just in case, I updated the drivers to the latest version(566.03), but didn't seem to change anything. Also, to make it clear, I just tested the weak light gem to see if it would affect the problem - I don't normally play with it. Video and screenshots were made with the normal/strong light gem. I've made a small map with a player start and a single light source to test, screenshots: The light gem in this map seems to dim more consistently (or more linearly, so to speak) than out in the wild, but it still doesn't make sense. If I'm standing in a dark area and leaning towards a light, I wouldn't expect for the light gem to go completely dark. By that same token, I wouldn't expect to be standing under a dim light and leaning into darkness to have the gem brighten even more, which I couldn't replicate in the test map but have captured in the video above when rotating around 12 seconds in (there's a glitch in the footage which I assume to be because of the map's portalling, so pay it no mind). Couple that with the most common use case: dimly-lit torches that flicker and have low radius, and it becomes a lot more prominent. There are missions that allowed me to exploit this. The best example is Away 0's casino, where two guards are playing cards next to a candle. Normally, it should be impossible for me to approach the table and snuff out the flame, but by leaning I can go right up to it and extinguish the candle without being noticed, all while being inches away from the light source. In some cases I can just lean+W directly under a torch without being noticed.
  20. Okidoki, I finally bit the bullet & went with a Recoil 17 from PC Specialist Specs I went for are Chassis & Display: Recoil Series: 17" Matte QHD+ 240Hz sRGB 100% LED Widescreen (2560x1600) Processor (CPU): Intel® Core™ i9 24 Core Processor 14900HX (5.8GHz Turbo) Memory (RAM): 32GB PCS PRO SODIMM DDR5 4800MHz (1 x 32GB) Graphics Card: NVIDIA® GeForce® RTX 4080 - 12.0GB GDDR6 Video RAM - DirectX® 12.1 External DVD/BLU-RAY Drive 1TB PCS PCIe M.2 SSD (3500 MB/R, 3200 MB/W) Operating System: NO OPERATING SYSTEM REQUIRED The case seems to be made of metal not plastic & there's an optional water cooling unit, which I didn't get For the OS I disabled fast boot & secure boot, loaded Zorin 17.2, used the entire disk, without any installation issues Zorin is a Ubuntu fork so Ubuntu & it's other forks shouldn't have an issue if anyone else gets one of these The only minor issue is the keyboard backlight isn't recognized by default, but the forums are full of info on sorting that out, not that I'm too bothered I've installed TDM & it runs beautifully I also copied my thief 1 & 2 installations from my desktop, I had to uncomment "d3d_disp_sw_cc" in cam_ext.cfg to get the gamma processing working but they run happily too The fans switch on when booting & switch off again after a few seconds, the machine isn't stressed enough to turn them on running TDM so far - this is not a challenge btw On the whole, I'm extremely pleased So thanks for all the advice
  21. I tested this addon for importing and exporting md5.mesh and md5.anim in Blender: https://github.com/KozGit/Blender-2.8-MD5-import-export-addon It works with Blender 3.6.15 which is the latest version in the 3.0 series. It doesn't work with Blender 4.2. It seems that the culprit is the change in the 4.0 series from bone layers to bone collections. Here's an updated .blend file with male NPC animations. .blend file with a female model Like before: use armature_control to animate the model when you're done, select the tdm_ai_proguard armature object and Bake Action to Pose; select Visual Keying for the exporter to work you need to select both the tdm_ai_proguard and a mesh object that's being animated, e.g. proguard_armor
  22. Damn this looks absolutely incredible! Have you tested this with the stormy clouds yet? would be curious to see if it has the same effect on the stormclouds skybox.
  23. Creating a new thread for this as it was being discussed in an old beta-testing thread starting here: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/&do=findComment&comment=490751 I suppose the main questions are: when should this spawnarg be used, if at all? why was it introduced in the first place? Can we get it documented properly on the Wiki so misuse isn't propagated? @stgatilov @Dragofer
  24. I think we should first decide what do we want TOS for: To protect TDM from legal issues? To protect TDM team from angry mappers in case of conflicts? To guide mission authors in their work? In my opinion TOS should only cover legal issues, and wiki articles about making/releasing missions should cover author guidance. The chance of getting malware in a mission only increases after we write this publicly. Better don't even mention it, we are completely unprotected against this case. By the way, isn't it covered by "illegal" clause? I'm not sure this is worth mentioning, but I guess @demagogue knows better. By the way, which jurisdiction defines what is legal and what is not? Isn't it enough to mention that we will remove a mission from the database if legal issues are discovered? I think this is worth mentioning simply because mappers can easily do it without any malicious intent. We already had cases of problematic assets, so better include a point on license compatibility. It is a good idea to remind every mapper that this is a serious issue. I also recall some rule like "a mission of too low quality might be rejected". In my opinion, it is enough. You will never be able to pinpoint all possible cases why you might consider a mission too bad in terms of quality. And even the specifics mentioned here already raise questions. Having such a rule is already politics. I feel it does not save us from political issues but entangles us into them. If there is a mission which contains something really nasty, it will cause outrage among the community (I believe our most of active forum members are good people). If people are angry, they will tell the mission author all they think about it. And if the author won't change his mind, he will eventually leave TDM community. Then the mission can be removed from the database, perhaps with a poll about the removal. But it sounds like an exceptional case, it is hard to predict exceptional cases in advance. This is not even terms of service, but a technical detail about submissions. The mission should be accompanied by 800 x 600 screenshots. Or we can make them ourselves if you are OK with it. This is again purely technical, and I'm not even sure why it is needed. Isn't it how TDM works? If mapper does not override loading gui file, then default one is taken from core? Is it even worth mentioning? I think we should discuss mission updates by other people in general. This is worth mentioning so that mappers don't feel deceived. The generic rule is that we don't change missions without author's consent. But it is unclear how exactly we should try to reach the author if we need his consent. PM on TDM forums? Some email address? However, sometimes I do technical changes to ensure compatibility of missions with new versions of TDM. Especially since the new missions database has made it rather easy to do. Luckily, I'm not a mapper/artist, so I never fell an urge to replace model/texture or remap something. But still, it is gray zone. On the other hand, I think the truth is: we can remove a mission from database without anyone's consent. I hope it has never happened and will not happen, but I think this is the ultimate truth, and mentioning this sad fact might cover a lot of the other points automatically.
  25. Yeah I'm aware of the use cases - I mainly used it for particles and preventing models from showing up through walls. The point of the thread was to reveal why it was even created, as the thread I linked contains advice from @stgatilov to NOT use it at all: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/page/10/#findComment-490707 If that's the advice, an explanation is needed and the Wiki updated.
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