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Found 12299 results

  1. Flakebridge Monastery In this mission you will visit a Builder outpost to steal some valuable books. It is the first in what I hope will be a series about Selis Woderose. I would like to take the opportunity to thank my beta testers: Aprilsister, Bikerdude, Chiron, lost_soul, and prjames. As well as Fidcal for his starting map, and Melan for his texture pack. Known bugs: A small number may appear at the bottom left corner of your screen when the mission loads. Press sheath weapon to make it disappear. As already mentioned this is the first mission in a series. When you have completed it you may know what you'll be going after in the next mission. You may even know where! Enjoy! And please use spoiler tags where appropriate. A couple of screens: (thanks lowenz) http://2.bp.blogspot...0/shot00001.jpg http://3.bp.blogspot...0/shot00003.jpg
  2. I will update this list as we go, re-arranging info based on severity - Ongoing privacy concerns The trade-offs between privacy and features is not a simple black-and-white decision, even Windows 8 has an “Advertising ID” that follows you around. Ars Technica revealed that, even with all of the Win10 security settings on Off, Win10 still sends some data to the Micro$oft Mothership. The simple fact is that Microsoft hasn’t told us what data it’s collecting. With the release of Windows 10, Micro$oft have stepped up there 'illegal' data capture of private user data - http://forums.thedarkmod.com/topic/17379-microoft-data-slurp-now-not-just-limited-to-win10/?hl=windows M$ is now via the latest update, monitoring how long your Win10 session's are and how long you use various apps - http://betanews.com/2016/01/04/why-is-microsoft-monitoring-how-long-you-use-windows-10. At release ALL Win10 (home-to-enterprise) users could not disable telemetry, but as of the latest update now enterprise user's only now have that option - http://www.zdnet.com/article/windows-10-telemetry-time-for-level-playing-field/ But it seems some enterprising user has created a tool for home/pro users - http://winaero.com/blog/how-to-disable-telemetry-and-data-collection-in-windows-10/. But the article points out that tere is some telemetry being sent back to M$ in Win7/8 - http://forums.thedarkmod.com/topic/17379-microoft-data-slurp-now-not-just-limited-to-win10/?hl=windows Another renamed service that needs to be disabled - http://www.forbes.com/sites/gordonkelly/2015/11/24/windows-10-automatic-spying-begins-again/ Another example of fresh install, on a PC that wasn't used for 8hrs - http://betanews.com/2016/02/06/windows-10-phones-home-a-lot-even-with-all-reporting-and-telemetry-disabled/ More and more tools are coming out for Win 10 to try and block all or most of the telemetry traffic, here one I have come across - DisableWinTracking Advertising it wasn't in at launch but there are reports of 'recommended' apps appearing in the start menu, WTF! -http://www.digitaltrends.com/computing/windows-10-start-menu-advert/ Stability and Compatibility I tested the retail version, its IMHO its still not stable enough to considered a daily OS. I tested on release and wasn't impressed. I found if I enabled (fairly modest) whitelist outbound blocking on my internet router, Win10's internet responsiveness would fall through the floor. All browsers would takes ages to resolve sites and the OS itself would actually become lumpy/laggy. Broken Video drivers, its so widespread that even a few on here have been affected - http://forums.thedarkmod.com/topic/17665-windows-10-why-you-shouldnt-upgrade/?p=384905 The Graphical user interface M$ white-washing of the interface in Win8 and office 2013 and have refused to learn from user feedback. Forced updates Not being able to control what gets installed on "MY PC", is a massive NO! NO! Patching remains Windows 10’s Achilles’ heel, all Windows 10 Home machines, and Windows 10 Pro machines that aren’t hiding behind an update server (such as WSUS or WUB) will get all patches applied according to Microsoft’s time scale. All three of the first Cumulative Update patches have had problems with reboot cycles. KB3081424 on Aug. 5, KB3081436 on Aug. 12, and KB3081438 on Aug. 14 all crashed a bunch of Windows 10 systems. The installer stops mid-installation, flashes an error message, rolls back, and reboots. Then you guessed it -- the forced installer kicks in and crashes Windows again. Rinse, lather, repeat. Getting out of the mess involves editing the registry. We haven’t yet seen how Micro$oft will recover from a really bad update, the experience to date with the three Cumulative Updates does not instil confidence. We don’t know if Microsoft will start documenting its patches again. We don’t know if much effort will be directed at fixing and improving the Microsoft-supplied Universal apps. Windows 10 installer takes a look at your system and based on the hardware and software it finds, assigns your request to a bucket of similar upgrade requests. The guys running the upgrade system, prioritize your request based on their assessment of how likely your system is to bomb out on an upgrade. Key apps, such as Mail and Edge, STILL aren’t ready yet Some of Windows 10’s key apps simply half baked. Mail has a nasty habit of putting notifications in the upper-left corner and leaving them hanging forever. There’s no combined Inbox, so if you have multiple accounts you have to jump from Inbox to Inbox. And it crashes hard -- for a lot of people. Edge, the new browser, similarly has all sorts of rough "edges". There are no extensions yet, thus no AdBlocker. Changing the search engine is tortuous, moving tabs onto the desktop and back again doesn’t work and you can’t pin tabs. In short use what ever mail/browser you wrere using on previous OS. Not much in the way of Universal apps Don't believe the marketing bollox about all of those wonderful Universal apps in Windows 10, whether it’s on a desktop, notebook, phone, Raspberry Pi, it ain't happening. The Windows Store is still by and large a wasteland, with crap apps galore. Win10’s Tablet Mode broken First, there’s the menu on the left that tucks away the entries on the left side of the Start menu. It collapses fine, but when it’s collapsed it rarely shows any more tiles than when it’s not collapsed. What’s the point, eh? Universal app windows have that pesky taskbar permanently tacked on the bottom, while the window bar at the top auto-hides. Edge, when running full screen, doesn’t support any of the old Metro IE swipe commands. You can’t swipe through running apps. The apps themselves? The irony is M$ Office on the iPad is better than M$ Office on Windows 10. OneDrive regression This concern applies only if you use OneDrive in Windows 8.1, and if you put a lot of stuff in OneDrive. For those of you using OneDrive in Windows 7 (and Windows 8), there’s no change in behavior with Win10. But if you’re accustomed to seeing all of your OneDrive files in Windows 8.1’s File Explorer, you’ll be in for a bit of a shock. Windows 10 makes you choose which OneDrive folders you want to be able to see in File Explorer. Once you’ve made that choice, the other folders aren’t accessible in File Explorer. The only way to see what files you have in OneDrive is by venturing to the OneDrive website. Missing Media Center and DVD player For those people that run Windows Media Center, its gone in Windows 10 PC. Instead Micro$oft wants you to use/buy an Xbox. Ain’t broke, don’t fix it The old adage comes from experience and it’s as applicable now as it ever was. If you’re using Windows 7/8/8.1, and it’s properly patched up and working for you, and you’ve stopped using Internet Explorer, you really have to consider whether it’s worth the effort to upgrade to Windows 10. Carefully consider whether the warning signs listed here. Still to many questions For example, when you upgrade a “genuine” Win7, Win8 or Win8.1 machine to Win10 and run the upgrade in place, Micro$oft records a hardware ID that says, “this machine has valid license” At that point, you can install either Win7 or Win10 on that machine, and your license will be validated. Its believed that the only version of Win10 that you can disable ALL telemetry and fully control Windows update in, is the enterprise version. Smells like Teen Spirit desperation Microsoft Marketing chief Chris Capossela explained that users who choose Windows 7 do so “at your own risk, at your own peril.” It is particularly myopic to rubbish one of your own products that way. Put simply Capossela is a complete cock, Windows 7 is no less secure than Windows 10 (it will be supported until 2020 and Windows 8.1 2023) and is no less compatible with new hardware and software. Also at the moment Win7 has a bigger market share, so easier work for developers. Micro$oft has bad been caught forcing the upgrade on some users, http://www.theregister.co.uk/2015/10/15/pushy_windows_10/ and http://www.fudzilla.com/news/39479-microsoft-raises-the-upgrade-pressure As this is a very bad and its only getting worse, another link to the forced upgrade/update issue - http://forums.thedarkmod.com/topic/17665-windows-10-why-you-shouldnt-upgrade/?p=385115 Nagware being rolled out the business machine - http://www.theregister.co.uk/2016/01/14/get_windows_10_business_pcs/ Now blocking support for the latest CPU in windows 7/8 - http://www.techpowerup.com/219316/no-enterprise-support-for-older-windows-versions-on-the-latest-processors-microsoft.html More marketing desperation Malware - KB3035583 http://news.softpedia.com/news/microsoft-updates-infamous-get-windows-10-patch-kb3035583-502117.shtml Compatibility issues If you have any old games that use really old forms of DRM or SafeDISC your fresh out of luck - http://www.geek.com/games/windows-10-doesnt-run-games-with-securom-and-safedisc-drm-1631383/ Various apps and games (even The Darkmod) has had issue's running on Windows 10, see - http://forums.thedarkmod.com/topic/17310-windows-10-support-thread/?hl=win10 and http://forums.thedarkmod.com/topic/17551-gamma-broken-in-windows-10/?hl=win10&do=findComment&comment=381800 Upgrade NagwareMicrosoft is still coming up with way to try and force users to upgrade from 7/8/8.1 - if you like me want to block 7 prevent this crap checkout GWX control panel or Never10 16. M$ deliberatly blocking the installation of some applications http://news.softpedia.com/news/Microsoft-Blocks-Classic-Shell-in-Windows-10-Build-9879-465429.shtml 17. Windows 10 installing UNWANTED Windows Store apps without user consent https://www.ghacks.net/2018/07/02/windows-10-installing-unwanted-store-apps/
  3. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  4. i did not found a sollutions on the tdm forums. But on the ubuntu forums on D3, i found a simular problem at the following topic: https://ubuntuforums.org/archive/index.php/t-1206822.html - edit - see new post.
  5. Very nice work! About AI going through, teleports are the answer indeed, Doom 3 has a tons of AI's teleporting into the levels, if i'm recalling well sometimes more than one in the same place. One way that I think off to make sure multiple AI teleport into the map, in the same spot, is to create the idea of a cue, no need for multiple teleports, just don't teleport another AI in, while one AI or the player, is in the teleporter or very near it. You can give the teleporter a trigger box or a idbound area and test if a AI is within the volume. Btw i'm using my C++ mind here not sure if possible or as easy with DoomScript...
  6. On the other hand, this is the Dark Mod forum which in my experience tends to be an order of magnitude more civilised than most forums (especially game-related forums which tend to be full of toxic entitled 12-year-olds). I give it a 50/50 chance.
  7. Man, I was excited to try this. I'm having issues getting it to work. Dove into their forums and did some research and it seems I'm not the only person with my issue. Best I could come up with after 4 hours of trying reinstalls and other workarounds and digging through their forums is "wait a week for a patch and hopefully it works". Bummed cuz I love S.T.A.L.K.E.R. and was looking forward to trying this with other add-ons. I shan't give up tho.
  8. Author note: It's hard to believe it's already been a year since Act 1 came out! Well during this mission the player will be following Corbin into the Grimwood district to followup on a lead from last night (Act 1) .. the mysterious tablet! This mission is my first time including full EFX support as well as a HD briefing video file, additionally a new script has been added crafted by the talented Obsttorte which has loot flying towards the player when you pick it up. On a level design front I have tried to change things up a bit by really catering towards a number of play styles, this mission can be completely ghosted or you can use the tools at your disposal to wreak havoc on the citizens of Northdale. For the first time I have tried to create more sandbox environments which don't offer clear answers handed directly to you, so if you're having trouble figuring something out try a different method. This mission takes between 1 - 2 hours to finish depending on the difficulty you play on and how thoroughly you explore. I hope you enjoy your night in Northdale! - Goldwell Voice actors Fen Phoenix Goldwell Random_taffer Yandros Beta testers Amadeus Boiler's Hiss Cambridge Spy Chakkman Crowind Epifire Kingsal SquadaFroinx Custom Assets Andreas Rocha DrK Epifire Grayman Kingsal MalachiAD Obsttorte Sotha Springheel SquadaFroinx Purgator With special thanks to Epifire for creating a large collection of custom models, Grayman for helping out with coding, Kingsal for drawing the ingame map and Moonbo for his script revision on the briefing video. Available via in-game downloader MIRROR File Size: 417 mb EDIT: If you are having performance issues please consult this post by Nbohr1more which may address your issue http://forums.thedarkmod.com/topic/19936-fan-mission-shadows-of-northdale-act-ii-by-goldwell-20190320/page-2?do=findComment&comment=436271
  9. Excuse me. But There are some topic about this. (Did not remember them at the time, when i was writing my first post in this topic.) Take a look at: the forums search function that points to the mentioned topics
  10. Years ago, to try and do a little Moddb participation project, I wrote a little blog piece about my take on the whole Doom 3 mod scene. At the time, I was roughly trying to parse out the factions within that community and my general feelings towards both the original game and the mods affect on it. Results, pretty much an awkward Myspace post about Doom 3: http://www.moddb.com/members/nbohr1more/blogs/reasons-to-own-doom-iii Oh well, hindsight is 20/20 eh? The general premise still stands though. Doom 3 is a game that uncomfortably straddles between a mindless shooter and a survival horror title. It's interesting to consider that Doom 3's cerebral attributes seem to be inherited from System Shock which heavily influenced it's design whereas I can now confidently say that Doom 2016 is a byproduct of Doom 3, Brutal Doom, and HL2 \ Black Mesa (with the latter being a particularly strong influence). While there are some flashes of brilliance in the early levels of the game, the true glories of the Doom 3 experience are in the Hell levels where the organic environments and intense demon fighting action take center stage compared to the claustrophobic jump-scare maze of offices in the research facilities. Still, there is SOMETHING there in that early gameplay that feels like it had the potential to be far more interesting than the version that shipped. I think that is why so many mods have tried to tinker with ammo amounts, difficulty, AI accuracy, etc to refine what was good about these areas. Alas, most of these endeavors have failed. Up 'till this point, Dentonmod was really my go-to gameplay modifier. I mostly used it for the included gore and weapon physics. It was more satisfying to watch my weapons display more powerful damage effects even if they didn't inherently change any of the difficulty behaviors. (I keep putting it on the back-burner but I have planned to fiddle with Flaming Sheep's Classic Doom 3 and Denton mod to make a combined mod so that all the functionality from both remains intact.) (Action Side) So, one evening, when scanning the Doom 3 mod section I came across the DoomReborn mod which I had seen a few times before and decided to finally give it a try. Up to this point, I had avoided it because it looked pretty garish and I thought that Classic Doom 3 had already accomplished this feat much more appropriately with better level design. I was surprised to find a completely different experience that was really a thrilling throw-back to the original Doom 3 feel. DoomReborn may not look so great in screen-shot form, but when played it's dimensions, player speed, and color scheme all subliminally link you back to the original Doom game and it makes you feel more like you are playing the most advanced Doom 1 graphics mod rather than a Doom 3 modded to play Doom 1 levels. I think it's a shame that the two projects were developed independently. Classic Doom 3's smaller, more closed-in, levels and slower pacing feel somewhat limp compared to the bombast of DoomReborn's sprawling 1000mph blast fests. So, I'll give a resounding "recommended" to DoomReborn if you are a fan of the arcade style action of the original Doom games: http://www.moddb.com/mods/doomreborn (Survival Horror Side) After that, and tinkering with a few other Doom 3 mods that mostly were variants of Sikkmod with Wulfen textures, I decided to check out one mod that was constantly mentioned in Steam forums. Strelok's D3 Enhancements. http://www.moddb.com/mods/streloks-d3-enhancement-mod I was absolutely floored! Stelok has done something quite special here. He's finally made the base Doom 3 game live up to it's survival horror leanings. Enemies no longer awkwardly lurch towards you as you fire ineffectual rounds at them. Now they rush at you in a way that recalls the menace of contemporary Zombie films. The whole feel of navigating the early missions is completely nail-biting. Also, weapon reloading is a manual affair. Once you run out of ammo, the game no longer wrests controls from the player and auto-reloads but instead leaves you firing empty clicks. You must take the initiative to reload. Another nice survival horror touch! The only down-side, I've encountered thus far are the Imp's. They are also sped-up and more aggressive to the point that it is very difficult to survive an encounter with more than two at once. With Doom 2016 out, this mod makes the virtues of Doom 3's design stand much further in contrast. If Doom 3 had launched like this, surely it would've been considered to be in the company of classic survival horror titles like the Resident Evil series. (Footnote) I have yet to revisit everyone's standard Doom 3 mod, Perfected Doom 3. The last time I tried this it was a horrible mess with inappropriate self-shadowing and strange "sharpened" textures with halo\emboss artifacts at the shading boundaries. (And it performed like a dog.). It looks like V-games may have made some significant improvements since I last looked into this, so I look forward to seeing the progress.
  11. I used to try to desperately defend Islam as being like "any other religion" on a few occasions when I first joined these forums. I am still a liberal, a secular humanist, but I am becoming more cynical of the leadership of the Democrat Party's reasonings for defending Islam despite it standing for everything they oppose. Islam is not like any other religion, I am finally willing to admit, thanks to Ridvan Aydemir, or Apostate Prophet. Islam is cruel, corrupt, evil, degenerate, perverted to a level that disgusts me. Muhammad wasn't a perfect man, he was a murderous sex fiend who made up bullshit about flying to space on a buraq (donkey with a peacock tail and lady face) and that sperm was produced in the ribs and that the sun sets in a small mud puddle that Alexander the Great found. Islam is evil, it treats women like subsapient sex cattle and murders gays, atheists, apostates, and those brave enough to speak against it. Death to Islam, and fuck that pedophile Muhammad, who married a 6 year old Aisha, molested her for 3 years before vaginally raping her, and beat her until she couldn't breathe when she spoke out against his crazed claims! He gave that poor girl Stockholm Syndrome so she lead his army of rapist bandits into reconquering his lands after his just death of poisoning by his Jewish sex slave, whose father and brother he murdered in front of her! Muhammad was less than pigshit, and I am atheist, but on off-chance Hell exists, Muhammad is drowning in an ocean of boiling pig shit down there for his evil acts during his life that affect the world to this day! He murdered poets who mocked his psychotic and perverted behavior, he hated dogs and killed non-Abrahamic folk mercilessly and put Jews and Christians into brutal second class citizenship, he facilitated a sex slave trade of women!
  12. These are a few threads I found. Don't forget TTLG has a long history of talking about FM ideas too-- https://www.ttlg.com/forums/showthread.php?t=134149 https://www.ttlg.com/forums/showthread.php?t=133048 https://www.ttlg.com/forums/showthread.php?t=33693
  13. Is there by any chance a repository of "thieving event" ideas somewhere in these forums? I'm not talking about ideas for an entire mission, I'm just talking about single events or NPC encounters or small quests or even a puzzle that could fit into a larger mission. I ask because I'm building a mission and want to add a couple clever side events to fill out my mission. I've searched these forums but haven't found anything. Thanks in advanced for your help,
  14. DarkRadiant 2.7.0 is ready for download. It's a maintenance build for the most part, but it contains a few smaller improvements. As usual, a bit of refactoring and improvement has been happening under the hood, but this shouldn't have any negative impact. It's recommended to prefer this version over any previous release. A new DarkRadiant User Guide is being worked on and available on the website https://www.darkradiant.net/userguide (also accessible through the About > User Guide menu option). Windows and Mac Downloads are available on github: https://github.com/codereader/DarkRadiant/releases/tag/2.7.0 and of course linked from the website https://www.darkradiant.net Thanks go out to all who helped testing this release! Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. Changes since 2.6.0 Feature: A method to deprecate models without breaking existing maps Feature: Game/Project Setup should show recently used custom paths in the mission drop down list Feature: Add "Choose Skin" button when editing model spawnarg of an existing entity Feature: Let the 'Matching skins' folder start in expanded state when showing the SkinChooser Fixed: Unhandled exception on start up when user XMLs are corrupt Fixed: Rotation of x-oriented particles in Particle Editor is different than in-game Fixed: Highlighted vertices of hidden brushes will move when moving highlighted vertices of visible brushes. Fixed: Unmaximised DarkRadiant not remembering main window size and location Fixed: Reload Models option in Create Model dialog window doesn't update the model Fixed: Problem with satisfying readable objective "when closed" Fixed: DR thinks an entity name of the form "Cylinder01" is the same as "Cylinder1" Fixed: Syntax error in "Test for missing targets" script Fixed: Bad normals produced by .ASE exporter Fixed: No confirmation dialogue box when exporting combined models Fixed: Undo/Redo Does Not Restore Light Color Fixed: Blend export script fails Fixed: Mouse Binding settings for Aux1 do not work Fixed: Exporting bell_hand.lwo as ASE is producing an invalid model, which will fail to dmap Fixed: Model exporter doesn't remember last export location Fixed: Buttons to change spawnargs can affect entities that aren't currently selected Fixed: Search box persists for some seconds after closing window or shifting focus Fixed: Connecting lines to targeted entities don't show up if 'Default' layer was hidden Fixed: Layers window: first click after opening isn't registered properly Fixed: Entities with non-existent classnames are shown white instead of blue in orthoview Fixed: Hitting cancel in 'Create Speaker' still creates a speaker The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  15. @OrbWeaverI'd also like to think these forums are more civilised, which makes the highly undignified original post in this thread stand out all the more like a sore thumb. If members of the community still want to discuss Islam and atheism they could do that in a new thread that starts with a level-headed and well-reasoned opening that doesn't contain crude slurs.
  16. First of all, don't expect to get Wiki editing privileges the moment you register on the forums. Typically, knowledge base is updated by experienced users.
  17. I dont know. And please create your own forum account. Instead of a temporary one. (proof: http://bugmenot.com/view/forums.thedarkmod.com)
  18. I wonder what's the state of patches, i.e. DR vs Doom 3. I have stumbled upon this but trying to make a trivial quad patch. I.e. just make a plan quad with linear texcoords s = 0-1 and t = 0-1. For some reason, dmap always produces weird meshes instead of two triangles. These weird meshes are overlapping themselves, which leads to texcoords also overlapping and this is a big no-no for me. I have converted my quad patches to patchDef3, hoping that I would have more control over it, but it does not help. Is there any way to ensure that a quadratic patch gets converted to a simple quad? Is there a way to just draw a trivial quad?
  19. Author Note: This is a brand new mission and a new entry into the accountant series. There are some different than usual puzzles in this FM, so if you find yourself stuck try to think about your pathway forward in a logical manner. And if you're still having troubles then pop by this thread and ask (preferably with spoiler tags). This FM is brand new and serves as the first installment in The Accountant series, a few years back there was a small prologue style mission released however I felt that it did not represent The Accountant series so I decided to go back to the drawing board and do a whole new mission that's both larger, has better level design and has a story that lines up closer to what I plan to do with the accountant series. The mission is medium sized and you can expect between 30-90 minutes to complete it depending on your playstyle. Beta Testers Captain Cleveland Crowind Kingsal PukeyBee Skacky SquadaFroinx Voice Actors AndrosTheOxen Epifire Goldwell Stevenpfortune Yandros Custom assets Airship Ballet Bentraxx Bob Necro Dragofer DrKubiac Epifire Kingsal MalachiAD Sotha Springheel SquadaFroinx Available via in-game downloader File Size: 233 MB - Updated to v 1.1 (01.06.2018)
  20. Yes is called hammer, very similar two Dark Radiant but more advanced but in some ways you will feel at home with it. Btw is similar because Valve used a modified quake 1 engine to do Half Life 1 and when they made Source 2 and its new hammer editor, they kept many of the characteristics of the old Quake based editor. I've used it before and let me tell you that is a awesome tool, personally decided to go to idtech 4 only because, I loved Doom 3 and because of the better real time per pixel lighting support but there's things that hammer can do that DR still can't, like it has a advanced patch system that makes it very easy to make complex terrains.
  21. I'm sorry to say that I've played so much stalker mods that even tho I love stalker and nothing comes close to it, not even Metro, i'm just tired of Stalker mods, IMO is just more of the same. Some mods just make the game much more complex and harder in the name of realism, but them prevent you from selling a "too damaged" weapon has if that was realistic at all, others bring a bunch of good looking but out of place/totally unrealistic weapons for the setting, others make the inventory management so complex that you think is a full RTS (real time strategy) game instead of a simple RPG. I would love that some day the Stalker community would take Xray engine and do a totally unrelated game with it, like Broken Glass Studios team did with Doom 3 but I know is unrealistic to think this, TDM is unique and imo was initiated at the right time.
  22. The cvars will works as usual. One thing I also want to try is to optionally add a clever dithering to make color banding unnoticeable. Not a good thing for TDM with its visual style, but perhaps some players would prefer it to obvious color banding. I'm afraid there is some sort of misunderstanding here. The "linear space" is where we can sum colors with mathematical addition and that would work like how light intensities add in the real world. It is also called RGB, but this is even more confusing, because when people hear RGB, they think it is what was always around, which is exactly opposite. The "gamma space" is also called SRGB, this is the representation which monitors expect from rendering output (omitting some minor details like different gamma value in different monitors). SRGB is what has been all around us since the beginning. Almost all image files are stored in SRGB space, they look correct when you open them in ordinary image editor since it just sends this data to monitor. Textures of a modern gamma-correct game may also be represented in linear space: in this case opening them in something stupid like paint would show them as too dark. Although they are most likely in such formats that point won't open them. The old approach of rendering is: everything is in 8-bit SRGB (gamma space). No conversion is done when opening ordinary image files, no conversion necessary after rendering is done. However, when renderer computes lighting, it adds intensities with simple addition straight in the gamma space (SRGB). It is incorrect, so lights blending and quadratic falloff look wrong. It would be correct if rendering was in linear space, but it is not. This is how Doom 3 is working, and this is how TDM normally works. The first solution to the problem is rendering everything in linear space (RGB). Then you store all textures in linear space (i.e. they look wrong when you open them in paint), you store all FBOs in linear space. At the very end of rendering, you do gamma correction as the final pass, thus converting color from linear space to gamma space in order to send it to monitor. To avoid color banding from final gamma correction, you use HDR, i.e. high-precision color formats. The second solution is to use SRGB support in OpenGL. You mark incoming textures as SRGB, and mark your FBO as SRGB. It does not magically changes anything, because in TDM they are all SRGB regardless of whether you mark them or not. But now blending and texture filtering have convert from gamma space to linear space before operation, and from linear space back to gamma space after operation. Thus, intensities are adding up properly. Moveover, when you fetch data from texture marked as SRGB in your shader, OpenGL automatically converts it from gamma space to linear space before returning it. If you write output color to SRGB buffer (and have enabled something on that FBO), then OpenGL automatically converts it from linear space into gamma space. So whatever you have in your shader is in linear space (and most likely in 32-bit float), but all data out of shader is in gamma space (and most likely 8-bit since if you use more precision than the first solution is better). So you are wrong saying that default framebuffer is linear. It always contains SRGB (gamma space) data. And our textures always contain SRGB data. The only problem is that we incorrectly deal with this SRGB data all over the renderer. And using the SRGB extension in OpenGL allows to fix that, forcing OpenGL to auto-convert to linear space and back around every operation which could add colors.
  23. Ulysses 2: Protecting the Flock By Sotha The mission starts some time after the events of Ulysses: Genesis, and continues the story of Ulysses. It is a medium sized mission with a focus on stealthy assassinations and hostage liberation. BUILD TIME: 12/2014 - 05/2015 CREDITS The TDM Community is thanked for steady supply of excellent mapping advice. Thanks goes also to everyone contributing to TDM! Voice Actors: Goldwell (as Goubert and Ulysses), Goldwell's Girlfriend (as Alis) Betatesters: Airship Ballet, Ryan101. Special Thanks to: Springheel and Melan (for proofreading). Story: Read & listen it in game. Link: https://drive.google.com/file/d/0BwR0ORZU5sraRGduUWlVRmtsX3c/view?usp=sharing Other: Spoilers: When discussing, please use spoiler tags, like this: [spoiler] Hidden text. [/spoiler] Mirrors: Could someone put this on TDM ingame downloader? Thanks!
  24. I just want to say that while I also like soft shadows, I still stick with stencil shadows for multiple reasons: (1) it's still the fastest shadow implementation in the engine, (2) it's the most mature and has the least rendering issues of the shadow implementations, generally speaking, and (3) the look of the shadows reminds me of Doom 3 which I still look on fondly, plus it's unique looking and novel since no-one else uses them anymore. Still progress and all that. I'll probably transition to shadow maps once it becomes the default and stencils are deprecated/removed.
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