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  1. hmm according to reviews it seems to only have a positive affect if the card can allready do high framerates > 100 fps on entry level cards such as the 4060 and 4060 ti it actually causes quite a load of visual artifacting also affects the midrange 4070 and ti models though not as pronounced even the 4080 is not completely free from it only the 4090 seems to have the nessesary power to let it really shine. newer drivers might real in some of the artifacting though i suspect anything less than a 4080 might not cut it if you want flawless visuals.
  2. 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 :) ...

  3. We didn't make the holidays (such a busy time of year) so here's a New Year's gift, an unusual little mission. Window of Opportunity Recover an item for a regretful trader out in a wilderness setting, and discover more! Available within the in-game mission downloader or: Download: http://www.thedarkmo...ndetails/?id=79 Alternative: https://drive.google...WTMzQXZtMVFBSG8 Some unorthodox gameplay on regular/ghost difficulties. (Arachnophobes might prefer short mode...) Please expect to need your lantern in regular and ghost modes! Short ("easy") mode is a smaller map, so if you are looking for areas others reference below, or 100% of the loot, you'll need to play on another mode. I wanted to create my first mission before I became influenced by too many others' ideas, and limited myself to what has been done before. As such, this mission is not set in a city/town, and has some features that are likely to be provocative. There's a section some really like, which others don't, either way I kept it short to not last too long. That being said, I hope you do find it fun! :-) Special thanks to those who provided valuable testing and feedback: Goldwell, Kyyrma, plotzzz, 161803398874989, PPoe & Bikerdude (who also contributed a sound). (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] If you are having trouble finding the main objective, here's what to pay attention to in the mission for hints: There is a spot it's possible to get stuck on the ground in the corner by the cliff/rockfall where there's a rope laying on the ground, please take care if you poke around there!
  4. 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.

  5. I see you are trying to make subtitles system more complicated, but I don't understand what's the reason. And I prefer not to add complexity/normalization if not needed. If someone needs visual cues, he most likely needs them for all sounds. Why do you suggest adding another parameter about visual cues to subtitles definitions?
  6. 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
  7. The point of VSync is to reduce visual tearing caused by updating the frame halfway through a screen refresh while something is moving on screen, as well as reducing wasted GPU cycles rendering more frames than can be shown on screen (although some people like extremely high framerates for various other reasons). However as far as I can recall, I've never seen the VSync settings in the game have any effect on Linux (and I use AMD cards, so I don't think this is specific to nVidia).
  8. Now that we have a solution to give text a black outline, I don't think there is any pressing need to make the background cap it's brightness below the text brightness. That said, I think the background still helps reduce the visual noise ( for example, if the text were rendering over stripes or dots of dark and light, brightly lit vegetation, etc ). I think we should have both the black outline and darkened background... and the background alpha should be bumped to 0.6 so it's a smidge darker to handle the worse case areas. Example: tdm_subtitles_message.gui.txt tdm_subtitles_common.gui.txt
  9. Phew, it's almost exactly been 3 years since my first post about my VR modification for TDM. Three more versions of the game have been released in the meantime, and with them come performance improvements that I feel it's finally viable to continue my work on the VR adaptation So without further ado, head on over to https://github.com/fholger/thedarkmodvr and grab the latest release. It's based on the future 2.09 version, but is fully compatible with a 2.08 install. Although I've tried to make the VR version use its own set of resources (separate `darkmod_vr.cfg` and shader folders), I'd recommend you make a backup or copy of your TDM installation to be able to get back to the flat version cleanly without effort. Please heed the README in the repository, particularly about the choices of VR backends. Some noteworthy information for this new version: performance should be considerably improved from the old alphas. That doesn't mean it's perfect - although the CPU bottleneck is now completely gone, the game is now severely fill-rate limited. So if you have a current-gen headset with high resolution and/or a weaker video card, forget about any supersampling or AA. I also strongly recommend to stick to stencil shadows and disable soft shadows and ambient occlusion - the latter isn't that impressive in VR, anyway, and simply not worth the GPU cost. And even then, there will be some scenes in some missions where reprojection is just unavoidable, even with the beefiest GPU. That being said, I have tried a multitude of maps, and I think it's very playable. the UI is finally usable! Both the menu and ingame HUD elements are projected to a virtual screen in front of your sitting position. It's not the most elegant or immersive solution for the HUD, but it works vertical mouse movement is excluded from the VR view - this was suggested by some of you way back, and I think it makes the experience much more enjoyable. It can make it a little hard, though, to aim with the mouse for actions like frobbing items, because there's currently no visual indication to where the mouse is pointing. I'm planning to add one asap, but in the meantime, you can equip a weapon to get a vague sense of your mouse orientation. If you do want to re-enable vertical movement in the view, set 'vr_lockMousePitch' to 0 in the console. Other than that, I hope you enjoy this new version. Let me know which improvements you'd like me to work on first. Also, there are probably any number of render and other bugs still left in there somewhere. If you find one, please report them over at the Github tracker (https://github.com/fholger/thedarkmodvr/issues), so I can keep track of them. Latest Update:
  10. New script for mappers: my flavour of a fog density fading script. To add this to your FM, add the line "thread FogIntensityLoop();" to your map's void main() function (see the example in fogfade.script) and set "fog_fade" "1" on each foglight to enable script control of it. Set "fog_intensity_multiplier" on each info_location entity to change how thick the fog is in that location (practically speaking it's a multiplier for visibility distance). Lastly, "fog_fade_speed" on each foglight determines how quickly it will change its density. The speed scales with the current value of shaderParm3, using shaderParm3 = 1000 as a baseline. So i.e. if shaderParm is currently at 1/10th of 1000, then fade speed will be 1/10th as fast. Differences to Obsttorte's script: https://forums.thedarkmod.com/index.php?/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/&do=findComment&comment=310436 my script uses fog lights you created, rather than creating one for you. Obsttorte's script will delete the foglight if entering a fogfree zone and recreate it later more than one fog light can be controlled (however, no per-fog-light level of control) adding this to the map requires adding a line to your void main() script, rather than adding an info_locations_settings entity with a custom scriptobject spawnarg in my script, mappers set a multiplier of fog visibility distance (shaderParm3), while in Obsttorte's script a "fog_density" spawnarg is used as an alternative to shaderParm3 smaller and less compactly written script fogfade.scriptfogfade.map
  11. For the record, here is another version of tdm_subtitles_message.gui and the standard backing field, now improved with the right horizontal padding reduced to 7.5 px, and a new left padding to match, for better visual text centering. I also removed a comment about a possible CVar subtitle_narrowfield_nonstory, which seems less important than the other potential CVars. Beyond that, as you guys have noted, vertical dimensions could be adjusted to improve the appearance of the widgets. I'll try to come up with something concrete next, keeping conflicts with other adjustable-size HUD elements in mind. Another question for you: To cover a case where the backing field is suppressed, should the sector widget interior still be largely transparent, or would translucent or opaque be better?
  12. The devs didn't title this thread, and @datiswous said they're attempting to mislead people by using Russell's name and a retro style to make it resemble Thief, which is cynical. I grew up on forums like I'm sure anyone who likes a game from '98 did. I actually left the Discord immediately after joining it because it was more off-topic doom-posting than anything relevant to the mod. I thought the forums might be better, but it's mostly just grown men yelling at clouds and telling strangers how mature they are, and a few brave souls actually developing anything. Depressing place, I'll just stick to enjoying new missions every 6 months without an account.
  13. True, but, 1. this thread is called "Western stealth FPS with Stephen Russell", and, 2. nothing you said changes anything for me. The gameplay still doesn't look like something I'd enjoy. And, if you really think this forum is cynical, then you don't visit forums much. Actually, the majority of the users are are pretty mature, unlike in other forums.
  14. Thank you very much, Geep. Not in my samples but mind you: I consider this a visual exercise to evaluate what looks best and decide what works and what doesn't. No guarantees in the code. Gui values must be properly reviewed once you settle on something. Find attached to this post v3 "Yellorange". Text is centered and the font color is a yellow leaning to orange, that looks like yellow in the game but it actually is more orange than yellow (for me anyway). EDIT: Download removed. Check this post for the latest version.
  15. I was looking at this video about creating a gui in Godot and thought: OMG whould it be nice if TDM whould have something like this for GUI's... Although since this creates GUI's, I wonder if you could build a visual GUI editor for TDM GUI files in Godot.. People have already made other editors, like a pixel art sprite editor for example. It's a nice motivation point to get back to learning Godot at least.
  16. 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
  17. 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
  18. 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/
  19. 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.)
  20. Mandrasola is a small sized map in which aspiring thief Thomas Porter steals some herbal products from a smuggler. The mission was created by me, Sotha and I wish to thank Bikerdude, BrokenArts and Ocn for playtesting and voice acting. Thanks goes naturally to everyone contributing and making TDM possible. This mission occurs chronologically before the Knighton's Manor, making it the first mission in the Thomas Porter series. Events in chronological order are: Mandrasola, The Knighton's Manor, The Beleaguered Fence, The Glenham Tower and The Transaction. The winter came early and suddenly this year. Weeks of strong blizzards and extremely harsh cold weather hit Bridgeport hard. With the seas completely frozen, a rare occurence indeed, most of the City harbor commerce has stopped completely. Vessels are stuck in the ice and no ship can leave or enter the City, resulting in the availability imported goods declining and their prices skyrocketing. One of these imported items is Mandrasola, a rare herbal product, which is imported overseas from the far southern continents. Mandrasola has its uses in alchemical cures and poisons, but mostly this substance is used for its narcotic qualities by commoners and even the nobility. The problem with Mandrasola is that excessive use is extremely addicting and the withdrawal effects are most grievious. Many are utterly incapable of stopping using Mandrasola and are transformed into quivering human ruins if they do no get their daily dose. And now this expensive and rare substance is running out from the whole City. Me and my fence, Lark Butternose, would love to grab this monopoly to ourselves: selling the last few doses in the City would probably be worth a fortune. According to Lark's sources, there remains only one smuggling lord who still has Mandrasola in stock. The problem is that this individual maintains an exclusive clandestine operation and only supplies a few nobles. Despite our best information gathering efforts we couldn't learn who the smuggler is and where he or she operates. Luckily we have an alternate plan. While searching for Mandrasola related information, we learned that a noblewoman called Lady Ludmilla is addicted to the substance and has paid high prices for small amounts of it. We also know that she has visited frequently someone in the Tanner's Ward waterfront, and since she goes to the area personally we believe she is visiting the smuggler. The plan is simple: I must monitor Ludmilla's most likely entryway to the Waterfront and then follow her to the smugglers hideout. I'd better be very careful around Ludmilla. She must not realise I'm following her or she probably won't lead me to her dealer. Hurting her is also out of the question. After she leads me to the smuggler's hideout, I can take my time to break in carefully and steal all the Mandrasola I can find. While I'm there it wouldn't be a bad idea to grab some loose valuables as well. I've now waited in the blistering cold for a few hours already. Looks like there are a few city watch patrols in the area to complicate matters... I think I heard a womans voice beyond the north gate. That must be lady Ludmilla, I haven't seen many ladies in these parts. I'd better get ready.. Links: Use the ingame downloader to get it. WARNING! Someone always fails to use spoiler tags. I do not recommend reading any further until you've played the mission.
  21. The breakdown of the stim/response system is that entities can be set to emit stims around themselves, like a signal. If the stim reaches another entity that has a response to that type of stim, that entity will perform various response effects. For example a fire arrow emits a fire stim in a radius of x units every y milliseconds, so if an unlit candle with a fire response comes within that distance it'll perform the "relight self" response effect. The key part is that the stim is on one entity while the response is on a different entity. You can also create your own custom stims, for example the audiographs consist of stim-emitting tapes and machines that respond to that stim type. If you bring them close enough together a script is called to insert the tape and start playing the sound. Most stims are distance-based, but there are special cases such as frobbing and collision-based. Most of the stim types (fire, holy, visual etc.) only differ in name and ID #, and work the same way.
  22. 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.
  23. 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.
  24. I hope I'm not proposing some unfeasible idea that was already imagined before, this stuff is fun to discuss so no loss still. Riding the wave of recent optimizations, I keep thinking what more could be done to reach a round 144 FPS compatible with today's monitors. An intriguing optimization came to mind which I felt I have to share: Could we gain something if we had distance-based LOD for entity updates, encompassing everything visual from models to lights? How it would work: New settings allow you to set a start distance, end distance, and minimum rate. The further an entity gets the lower its individual update rate, slowly decreasing from updating each frame (start distance and closer) to updating at the minimum rate (end distance and further). This means any visual change is preformed with frame skips on any entity: For models such as characters animations are updated at the lower rate, for lights it means shadows are recalculated less often... even changes in the position and rotation of an entity may follow it for consistency, this would especially benefit lights with a moving origin like fireplaces or torches held by guards which recalculate per-frame. Reasoning: Light recalculation even animated models or individual particles can be significant contributors to performance drain. We know the further something is from the camera the less detail it requires, this is why we have a level-of-detail system with lower-polygon LOD models for characters and even mapmodels. Thus we can go even further and extend the concept to visual updates; Similar to how you don't care if a far away guard has a low-poly helmet you won't notice, you won't care if that guard is being animated at 30 FPS out of your maximum of 60, nor if the shadow of a small distant light is being updated at 15 FPS when an AI passes in front of it. This is especially useful if you own a 144 Hz monitor and expect 144 FPS: I want to see a character in front of me move at 144 FPS, but may not even notice if a guard far away is animating at 60 FPS... I want the shadows of the light from the nearby torch to animate smoothly, but can care less if a lamp meters away updates its shadows at 30 FPS instead. The question is if this is easy to implement in a way that offers the full benefit. If we use GPU skinning for instance, the graphics card should be told to animate the model at a lower FPS in order to actually preserve cycles... does OpenGL (and in the future Vulkan) let us do this per individual model? I know the engine has control over light recalculations which would probably yield the biggest benefit. Might add more points later as to not make the post too big, for now what are your thoughts?
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