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  1. Great little mission , what sets it apart from my point of view was the atmosphere, city design and the nice touch at the start of the mission. The only thing I miss (which I realize is a personal preference) is a bit of fog/mist in the city / garden, but other than that it was for me a near perfect mission albeit a bit limited. Played on 64bit Debian 'Trixie' with the 'darkmod' directory on NFS. (For some reason the first time i tried this mission darkmod failed to load the savegame. Only happened once, but still worth mentioning I think). Perhaps a bit off topic, but I wish the amazing city is being reused and made larger in another mission. Roaming the city (and it's roof tops) in another mission with a werewolf lurking around somewhere in the city would be a great second mission. Perhaps a second mission could be inspired by H.P. Lovecraft's 'the lurking fear' or 'the hound' if I may be so bold (and bald) as to say so.
  2. Regarding worldspawn "forceAllShadowsBehindOpaque" set to "1", it doesn't seem to get restored on game load. To reproduce (works with any fixed mission using "forceAllShadowsBehindOpaque"): Add "forceAllShadowsBehindOpaque" "1" to the worldspawn in the map file. From main menu, "Start this Mission" or "Restart Mission". setviewpos Notice that the light leak is fixed (not present). Save game. Load game. Notice that the light leak is present (not fixed). Example 1. From main menu, "Start this Mission" or "Restart Mission". 2. Run setviewpos. 3. Save game. 4. Load game.
  3. Another leak in Written in Stone near start (230 -1820 65): This case is more interesting because it is not just light leaking vs not leaking through a wall. Here we see view-dependent scissoring rectangle which limits the light effect. The light source is in the farthest area behind a wall (on the middle of the two far visportals). There is no way to cast a ray from the light source through visportals that would reach the viewer area: if you hit one of the far portals, then you surely don't hit the near portals. So the frontend decides that the light is not active in the viewer's area. Then the light scissor is bounding rectangle around all the visportals. Normally, the wall in between should occlude the light, but apparently it was set to noshadows. This wall seals the areas, so this is the same kind of bad input as usual. But the resulting behavior is indeed interesting. So I wonder how should we fix it @Amadeus @Dragofer
  4. Which gui defenition did you use? Is it book_hand_jd_hand.gui ? Edit, yeah that seems to cut of width and height. Testcase: fm Mandrosella Start mission In console type notarget and teleport atdm_readable_mobile_book01_01 Book is locked away though, so maybe not the best testcase. Is this bugged in Darkradiant or TDM though?
  5. This is a great first mission and a neat adaptation of Lovecraft's short story. I especially loved the start - the streets after dark, the door that slams shut as you approach, and the house's silhouette against the starry sky as you walk up the road. The atmosphere was so thick one could practically cut it! Once inside the house, I kept expecting the inevitable, and my enjoyment of finding loot was matched by my paranoid dread of encountering the terrible old man. The end was not unexpected but definitely well done.
  6. It's easy to imagine how #1 can be solved fairly: When the player or an enemy AI shoot an armed AI, the AI that was hit should be given a random destination near the attacker to run to. The further the player is from the target, the larger the radius around the player in which a random node may be picked; If you're far away the virtual sphere should be large, meaning AI may run to a room or passage near you but still in your general direction . This new behavior should be influenced by AI acuity and difficulty settings though I'm not sure which ones... also toggled by one, for those who prefer the old way and abusing clueless guards as they wonder what force of the universe must be hitting them. By the way, and I just realized this now: The problem doesn't only affect attacks, but also spotting the player before attacking. Think of the last time a guard standing outside spotted you on a balcony before you hid, enough to draw their swords and start searching but not attack you outright; The guard was alerted by something in a building, yet he draws his sword to search the area near him. If I'm standing outside and think I see a burglar in my house through the window, I'm going to go near my home if I plan to confront the possible intruder, not start looking around the road next to me and say "I know you're here somewhere" which would imply I have a serious problem Main reason I mention #2 is when I helped with transcribing the subtitles for the drunk voice, I noticed there are voice lines for AI returning with an ally. Two in fact: If the player is still there the AI has a voice line for telling the other person "that's the one let's get him", if the player hid there are lines such as "you were too slow now he got away". Those voices in particular are never played, or at least I don't remember ever hearing them in all those years: It occurred to me while I wrote this post that they're likely designed for a mechanic that was never implemented... or was but broke very long ago? Curious what its history is.
  7. 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 :) ...

  8. Thanks! I guess that was a red herring. The problem happens due to a change made in source rev 10498: May I kindly ask that you nudge the player start position? It seems the current start position relies on incorrect physics and stgatilov does not want to revert to the incorrect behavior. Edit: Looks there may be a "code side" fix after all.
  9. Hello yesterday i realised that the saving system as used now leads to loot losses i realized that when i found a small golden can for the 3rd time... I use Quick Save and Quick Load a lot, but if you save with a name you have to go to the save menu. reversed that is unfortunately equal. the saves with a name are NOT loaded with quick load... meaning that if i continue after a names save, fail a task, press quick load then my golden can WONT be loaded even while i EXPLICITLY saved that after the second find ...... could you PLEASE stop this annoying process of makeing double effort ?? its nice to have the Quick save, but it breaks the game for real that the quick load cannot load the LAST SAVE .... very annoying and very pitty and not needed at all. hope its very simple to implement. cheers.
  10. I don't notice an issue with moving at map start. Do you mean you can't move at all? There are a few small furniture pieces around the player that might cause you to be unable to move further in certain directions. The only time I immobilise the player in that FM is when a cutscene camera is activated, long after map start. I didn't know about immobilisation flags back then. Thanks for the subtitles!
  11. Cheers! I've been wondering for some time now if it would be possible to compile the source code of TDM to the Raspberry Pi, especially the models 3 and 4. I've seen some videos online of people running Doom3 on it, so how hard would it be to compile the source of TDM for the raspberry pi? Would it need a major rewrite of some parts of the code? I've been "tinkering" with the source for some days, and as I was expecting, all the configuration files are made for x86 architectures (Linux and Windows). I've been searching online for some info about the toolchains needed to even start compiling the source for these arm machines, but the information has been quite lackluster and outdated. I've managed to track down a toolchain to compile c++ code for the raspberry pi, made by the pi foundation but I'm not quite sure how to use it and I guess the support for it has been dropped for quite some time now. Anyway, I figured that instead of wasting more of my time, it would be best to ask here what you guys think. Is it possible to even think about this, or does TDM use some kind of libraries or other external code which makes it impossible to compile for the pi? Is there anything related to the game that makes almost impossible or too much of a hassle to try to port the game for the raspberry pi? Performance isn't an issue for me. I just want to know if it can be run in that machine. If it is possible to do this without a major code rewrite of the game, where should I start? I have no experience on compiling anything for arm, only some experience in x86, so this might be a fool's errand, but I would like to give it a try nonetheless. If it is possible to do this and if some of you could help me in any way, that would be appreciated. On the other hand, if you think this is a really hard thing to even try to do, please feel free to tell me so I don't waste more of my time. Thanks in advance
  12. 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
  13. The Alchemist is a full-size city and mansion Dark Mod FM, the fourth in the Thief's Den series in which you play Farrell. It follows on from Heart of Lone Salvation so you should play that first. The main build of this FM was by Sotha who was unable to continue work on it. I (Fidcal) could see the potential so completed it, somewhat roughly and quickly, so it could be enjoyed rather than abandoned. Even so, it exceeded my original estimate! Read the notes below while you ... DOWNLOAD HERE. (27MB) Sam's death hit me hard and I've not been feeling so good. I'm worried I didn't get rid of the Heart of Lone Salvation quickly enough. I don't want to end my days like Martha Edridge. A health potion is too weak; I need something stronger. Only a holy healing potion will lift a curse so I need to find a good alchemist. But the city watch have been tipped off and the district is alive with guards searching for any intruder they find on the streets. I have no choice: I must get that potion... This FM needs Dark Mod Update 1.02 or later. TIP: You cannot drink the holy healing potion if you are perfectly fit! As said in the briefing, the city watch are already ALERT right from the start and much more likely to notice you in the dark. You'd better be ready to move! ALLOW 2 TO 4 HOURS PLAY FIRST TIME AROUND Players with low end machines will find this slow in some places especially when there is an alert. Hide. Let things calm down. Closing doors behind you may help. In Dark Mod some glass is breakable using any weapon. It may require several hits. But there is also toughened glass which cannot be broken. Only one way to find out which is which! Do not use Esc during the briefing or the cursor becomes invisible. (You can still select blind though looking for highlights.) You can skip the briefing with the left mouse button. If you miss anything you can use the back button to show it again. Above all, Enjoy! [EDIT] updated with debugged combination lock script 5 June 2010. If you had a previous version installed make sure it is totally removed first, ie, doom3/alchemist and darkmod/fms/alchemist. [EDIT] If you get strange crashes there is a known bug caused by the spiky balls. This is fixed in Dark Mod but I think not released until 1.03. Try my patch from http://www.fidcal.com/TEMP/alchemist_patch2.zip It makes the spiky balls passive - they don't do damage - but apart from that no difference. Close Dark Mod Unzip the patch into your game folder doom3\alchemist Start the FM afresh, don't use earlier gamesaves.
  14. 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.
  15. 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.
  16. Not to start a discussion on this but just for correctness, that is not true at all, unless you are using a really low polygon shadow mesh, if you see a pixelated shadow with stencil, then that is a shadow map or a mix of both stencil and shadow maps. Stencil shadows are crisp and well defined, they have no resolution setting or quality setting (besides turning off shadows), because they are literally geometry (triangles) being projected unto surfaces, while shadow maps are pixels (textures) so you can control how sharp they are. TDM has a mix shadow system, where some effects even in stencil shadow mode, will use shadow maps, for example volumetric lights shadows, are shadow maps. Stencil shadows Shadow maps
  17. 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!
  18. I am very curious at the average age of our little community. Thief came out a long time ago when we were young, and I was wondering if we're attracting a younger crowd or if we're all just drifting towards senility. I'll start, I'm between 31-40
  19. As a mere player, I have modified Far Cry 2 and Splinter Cell games. Of course it makes me happy to see folks documenting their methods, because I would not have known where to start without them. I don't have any coding knowledge, but simply follow instructions, and merely experiment a little. As for most of your questions - the more flexibility the better, for sure. Who wouldn't be happy? Always exciting to check in on what new possibilities modders have discovered, even if these features do not interest me, so yeah I have been regularly visiting certain mod pages (including yours). Idk what anyone gets out of flame wars. There was some drama around Far Cry 2 modders some years ago that was such a bummer to see, as the plagiarizing a-hole was the same guy who also actively introduced never-before-seen possibilities. TDM has left me content so far, so I haven't really cared about learning how to mod it, but now that 2.12 introduced a faster mantling which I do not like at all - I'd give it a go if it is not too demanding.
  20. Open questions for all. As a mere player, have you ever modified other games? Have you installed unofficial fixes, patches, updates, upgrades, expansions, mods? Were you happy it all was well documented? Were you happy that you could control what was being installed? Were you happy that it worked? Were you happy that you could install other stuff alongside without problems? Were you happy that you could uninstall it? Did you care about the authors or flame wars going on in obscure places of the internet? Players download stuff, sometimes read the instructions, install it and judge it. ---------------------------------- My friend Wesp5, Listen to the feedback. As a start, I would like to see the patch, or parts of it, in pk4 format. If you were to split your patch into standalone mods, which mods would you produce?
  21. OK. To confirm Libreoffice compatibility, please download one of the recent completed spreadsheets, e.g., for Critic or Manbeast (links in OP of this thread). Also, you will likely find it helpful to have such a worked example while reviewing the "Explained" doc discussed below. Assuming compatibility, I'll programmatically pre-populate a fresh spreadsheet with .ogg filenames and clip durations for "The Drunk" vocal set (in the vocals04 pk4), and DM a link for that for you. While waiting, please review these two Word docs (see links in OP): "Subtitle Style Guide - Part 1". There's a 1-page summary of main points at start. Skim the rest. "Dec 7 Update of the "Explained" Doc for Spreadsheet Template v5". This details what the two worksheets and the columns within each mean. You will start with the "Compose" worksheet; I will have already filled columns A & B, and C is auto-calculated. Since we have no pre-existing vocal text script for The Drunk, column D will be left blank (TIP: hide it), and column F will be useless. You will start filling in column E, "Tweaked Subtitle". There's lots more to say, but that's enough for now. The spreadsheet I send you will based on Barks Template v6, but it's only trivially different from v5, so the Dec 7 doc should be fine. BTW, there's more workflow that is done before/after your part. If curious or need more context, see: "June 10 Documents Explaining Workflow and Excel Spreadsheet/Template (for AverageJack)"
  22. 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.

  23. 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
  24. What a great start to 2.12! I can't commit to beta testing right at this moment, but perhaps I might hop in in the next week or so
  25. TDM Latch Pack (Beta) By Frost_Salamander and wellingtoncrab with special thanks to Dragofer Tired of picking another lock or hunting for that missing key? Imagine The City is itself an elaborate lock, and you are the key. Embrace progression through careful exploration and navigation of the environment. Embrace the latch pill: Included is a new entity type and scripting for a door mounted toggle lock, or "latch", as well as new CC0 assets and prefabs. https://github.com/thedarkmodcommunity/test-latch/wiki Example Video Asset Pictures All models and textures in this pack are released under CC0 license and may be used freely without need of attribution. We waive copyright to the extent that possible, but aren’t lawyers. Latch Lock Features Supports single and double doors across all cardinal directions, as well as trap doors Uses the location system to handle context sensitive frob highlighting of the latch and the doors Automatically determines the correct latch state on map start based on the targeted door's "locked" spawnarg Options for rotate, translate, or both with unique sound slots for each Supports any model or func_static To get started head over and grab the latest release (available with or without demo content) and read the getting started guide. This is a beta release - so your feedback is appreciated!
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