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  1. Congratulations on the release! You've put a lot of work into this, and I'm going to enjoy every minute of it.
  2. If by this you mean a series of missions in one pack, like the recent Thief Gold Black Parade campaign I'm a billion percent for this!! No offence to DM FM creators, I know one mission takes a lot of hard work, but I'm fed up of the 'one mission and out' type of missions to be honest. I crave a proper story for once with a series of missions and stuff, not just random associate says steal thing because reasons, oh and you have to steal all this loot but you can't spend it.
  3. Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/
  4. I think only in your last mission it could be useful though. In Plain Sight doesn't have a map I think. It's interesting, I might give it a try. It's not actually so hard it seems. You just have to create a layer for every location that you paint over the map, making it semi-transparant in a specific color (in fm A House Of Locked Secrets it's light-blue), or maybe that isn't need, because it could be specified in the gui file I think. Then you have to export all layers as seperate files. Krita has an export command for this and Paintdotnet a plugin. Then you have to specify all the files with the correct (info-)locations in a gui file. I wonder if this could be scripted.. Edit: So it's not very difficult, but just a lot of work.
  5. Relax @Näkki, it's great to hear you enjoyed the game. My personal expectations were just a bit different when I read the Steam page, although the various trailers should have been a warning that stealth maybe wasn't the biggest priority of the devs. From the Steam page: "Weird west legends meet eldritch horror in BLOOD WEST, an immersive stealth FPS." Also "Blood West is a stealth FPS inspired by the genre classics such as the Thief series (whose fans will be happy to hear the voice of Stephen Russell, the actor voicing the master-thief Garrett, returning here as the protagonist), S.T.A.L.K.E.R. games, or - from the contemporary catalog - Hunt: Showdown. The gameplay rewards the careful approach: scouting the area, stalking your enemies, and striking from the shadows. Can you figure out a way to clear a fort full of ghouls and monsters without raising an alarm?" From my personal experience I think the game is predominantly Hunt: Showdown, a bit of S.T.A.L.K.E.R. and a very small portion Thief. Stealth is very unforgiving and makes it almost impossible early game when there are various enemies around, but hey maybe I just suck at it. I don't see Deus Ex in it, unless the skill leveling is the Deus Ex part for you and then I have to disagree with you, as that seems like the trait system in Hunt: Showdown. Edit: What I also understood from the Steam forums is that the original VA was dropped close before the release of the full version and replaced by Russell with no real explanation from the devs why this was done.
  6. To follow on. While the TDM distribution does have a DDS file for Stone 12pt: tdm_fonts01\dds\fonts\english\stone\stone_0_12.dds it is missing the corresponding DAT file: tdm_fonts01\fonts\english\stone\fontimage_12.dat so the system uses Stone 24pt as a basis instead. BTW, the Russian version has both files for Stone 12pt. If you try to use the Russian DAT (renamed) with the English DDS, pixel nightmare. I asked around in TDM a year ago if anyone had the missing dat file. No luck. Hmmm, didn't mean to highjack this thread. I'll shut up now.
  7. No I can't see the videos. Put them up on Youtube as non-listed videos. Also, what's your system? Is it a relatively slow or older system? The first time one enters a location, there's some work being done that might be pre-churned from then on, so I think it might have something to do with the work load slowing all kinds of things down, including the ambient going online. If you know your way around DR (or editing the map file directly), you could test things like setting the native volume of the location entity to zero from the start, and see if it happens when other speakers turn on for other reasons the first time, like a trigger. It may be an issue that all speakers face that this system inherits.
  8. Interesting. Probably user error then. Possibly I grabbed the loot through the chest while trying to open it? I can reload to an earlier slot from before entering the building and have another look - otherwise it's possible that I wasn't able to highlight it. Either way, if it's just loot that's less of a concern. I was more worried it was part of a puzzle I had missed. EDIT: Okay, with the stuff in the chest, I cannot frob the contents in my main savegame, it simply doesn't work. However, if I wind back to an earlier point from before I entered the building, it will work. Strange. I still can't find that key, though.
  9. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  10. IIUC, fresnel uses view direction and surface normal vectors. This is a comparison between simple brush cube and one with chamfered edges on geometry, both using the same tiling material: Brush cube is on the right; in the background you see a cube with chamfered edges. There is a thin line on the bottom of the brush cube, because it matches the normalmap, the mortar part of the bricks. But as soon as I change texture coordinates of the brush: While the chamfered cube has enough geometry to work with fresnel shader, even if I change texture coordinates: So it seems to work as described, it needs either geometry normals or details faked on normalmap. I think fresnel in other pre-pbr engines, like UE3, works the same or similar way.
  11. revelator

    solus

    sadly for my part even the most ellaborate workarounds were a nogo at the time, and believe me i tried... select packages might be avaliable if they behave but as a general rule no as far as i can see. isolation might have a grating sound to some who likes to have all software availiable (even if it is not built for say this kinda gui GTK/KDE) but for the most part the flatpak versions work just fine without messing up system libraries, hell i can even autostart packages like greenwithenvy (GTK) on the plasma version (KDE) with a trip into system settings. where it mostly fails is with themes if you use say the dark theme it might not work in that particular app atm, but they are working on it. XFCE is a personal favorite here to, it is lean fast and looks quite good, the Solus version is currently in beta so not sure how well it runs ?. Im using the plasma desktop version myself . I also quite like OpenBox despite not being used in many distros, like XFCE it is lean and fast but lacks a bit of options for controlling things from the desktop by itself requiering knowledge most users dont have to setup the juicy parts.
  12. We used to have a more open policy about wiki access but got burned by spammers who acted in bad faith. If you have a wiki idea, please post a document and other members with wiki access can vet it and add it. Once you have proven your long-term viability, you will likely gain access to self-edit. Nothing guarantees that a spammer isn't "playing the long game" and waiting for such access but it increases the barrier of entry and makes the endeavor less enticing. I refrained from commenting on this thread because I do not have privileges to add users to the wiki and therefore generally do not feel comfortable speaking on behalf of those who do have such privileges.
  13. And btw I'm not against using both shadow systems, I just think that supporting two systems, is more work, but if the TDM engine team is okay with that, then go for it they have my full support, for what is worth. I just personally don't like that shadow maps are being pushed back is all. But you guys do what you want, this should be a mission makers decision, I'm just a "customer" I will have no choice but accept what you guys decide.
  14. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
  15. I think this will always be a divide. Engine coders will want a universal behavior that acts the same way across all missions. So if we want to offer the additional benefits of Shadow Maps, we will need to break lots of missions and then work to fix them. Mappers will probably want material or entity flags that force these behaviors so that they can force usage where they prefer. I think defaulting to consistent with Stencil rules is a good idea. Maybe this is a good case for using mission.cfg and have it force the cvars to enable the features?
  16. As much as I'm a big fan of FOSS, it gets messy when it involves assets with a whole mix of licenses. The engine? Sure that'll work, but TDM is useless with just the engine. Even if you have a separate libre version with verified assets, you've now split the project into a full version and a libre-only version and for what? Some entry in a niche wiki and the Debian repo? Once people want actual full missions to play you begin to drift away from the restricted licenses imposed on the libre version and have to code and accommodate for that. If TDM was developed with the day-one intention of only allowed libre licensed assets then there'd be no problem, but it hasn't and what your asking is probably too much work and effort for little benefit.
  17. It’s my first FM I’ve ever created for any game. I’ve essentially finished the map but I’d like to have some feedback. I’m still open to changing things depending on feedback, so it hasn’t officially hit the beta stage yet. The mission is quite different than the standard thief/dark mod mission (more story driven and atmospheric) so I’ve got no idea how well it will be received. Due to the nature of the mission it will have lower replayability so keep that in mind if you wanted to test it before its official release. When there’s a few people interested I will post it in the beta testing forum. Thanks. Type of mission: Mansion/Estate/Horror Some screenshots attached.
  18. I'm fairly sure they would accept this, if such a package could be produced. They might accept this, but I'm not sure. If it's an installer that allows users to pick and choose optional packages, some of which may be non-free, this would probably be OK — in fact this is pretty much how the in-game mission downloader works. If it's a single installer that just "makes the rest of the game work", this might be seen as trying to evade the free software guidelines by indirectly packaging non-free content in an otherwise-free package. It might be necessary instead to package all of the non-free content in a separate DEB and put it into the non-free repository as an optional (Suggested/Recommended) extra. Yes, this is the correct way to do things on Linux, and indeed how vanilla Doom 3 worked. In my opinion it would be much better if the Linux build of TDM worked like this, but I don't know how much work would be required to move away from the "everything in one writable directory" model that has been fairly solidly baked into the game implementation for many years.
  19. They don't work with stencil shadows. If a player has stencil shadows enabled, the volumetric lights have forced shadow maps enabled, while other lights have still stencil shadows. So it will just work. I think it will have a performance hit (also because the mentioned forced shadow maps I assume), but the mission overal is not very demanding? Afaik volumetric lights is enabled with a spawnarg. So via a trigger/script this setting can be changed? Not sure.
  20. Does that work with reloadXData as well? I didn't test with core files. I tested with fm's subtitles. I tested with a subtitle I made (and is now included in fm) for WS5. At the start of the mission you walk for a bit and you get a monologue of some drunk guy containing multiple (sound+)srt files. Later I tested inline on Braeden Church. Btw. do you think these sound files might be used by other missions? Otherwise I would move them to the fm folder including the subtitles. //Note: These sounds are mostly specific to Saint Lucia mission. //But for some reason, they are located in core, so better define their subtitles here. subtitles tdm_stlucia { verbosity story inline "sound/voices/builders/builder1/conversations/builder1_conv_4.ogg" "It is not for me to question Brother Renald, but it does seem that there is naught but rats and beggars to guard against." inline "sound/voices/builders/builder1/conversations/builder1_conv_3.ogg" "As you say. Though the Lord Builder is known to work in ways most mysterious." inline "sound/voices/builders/builder2/conversations/builder2_conv_3.ogg" "Indeed. It is not our place to question. Our obedience doth honor Him." inline "sound/voices/builders/builder1/conversations/builder1_conv_1.ogg" "How much longer must we guard this accursed place?" inline "sound/voices/builders/builder2/conversations/builder2_conv_1.ogg" "The archbishop doth come two days hence." inline "sound/voices/builders/builder1/conversations/builder1_conv_2.ogg" "I should be ashamed to have His Eminence in such a place as this." inline "sound/voices/builders/builder2/conversations/builder2_conv_2.ogg" "It is hard to imagine a true miracle doth take place here." } Edit: I think it's simply possible to do a search in all fm's to see if these files are used outside of Saint Lucia.
  21. OK I think I've got to the bottom of this. I've created this forum thread (with bug report): https://forums.thedarkmod.com/index.php?/topic/22221-bug-drowning-ai-in-shallow-water/ I can apply a workaround, although it won't be perfect and the bug itself needs fixing in the engine. There are a few other things that need fixing so will put an update together soonish.
  22. I get the feeling antialiasing does not wish to work for me, even when I use the 4x or 16x option in the main menu. I remember getting the impression that it worked sometimes in the past, but yesterday I looked at the edges of some objects and could clearly see the jagged edges of the geometry. I wonder if this is specific to the Linux version: I have an AMD card and use the free amdgpu driver... there was talk about Mesa having issues handling AA properly depending on how the engine calls it. What do you suggest I check?
  23. This above. It is easy to give but difficult to take away. I suggested @Daft Mugi to initially stick to a single hold-frob value of 0.2ms, 0.5ms... whatever he thinks it's best for the average player. If this value doesn't work, it can be changed in the future. If the new single value does not work either, we then can think of alternatives. By following this we are left with two options: New frob and old frob, instead of four options, one of which reads alien for new players. The new hold-frob is built on top of everything and it is out of the way. This whole change feels like an improvement and the point of controversy has to do with the default action for bodies. I suggested @Daft Mugi that all changes stay but the setting focuses on bodies only. This way we could have "Frob body action": a) Shoulder b) Grab & Drag.
  24. I figured this was only done to avoid missions breaking if they add their own stuff. Checking out the link above it doesn't seem to work with init scripts where most of the changes of the patch are. If I rename the tdm_user_addons file I get an redeclaring user_addon_init error and if I rename that, all the patch scripts are gone. So what am I doing wrong here?
  25. Switching systems is a longer term time and effort investment than a way to compile a program. Especially because I am willing to invest some time learning linux. Mint, probably. I don't have any strong preferences, I just want something reliable and low maintenance, where I can focus on work.
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