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  1. I might have found a bug in the room with I can't frob the contents of the cabinet drawers. And another a small bug, texture alignment issue -
  2. Back in the day, Tels managed a squad of volunteer translators for TDM. I am not Tels, and could never do that. Nowadays, language translation using AI, either traditional machine learning (ML) models or large language models (LLMs), is common and increasingly fluent. It is often used as an adjunct to speed the work of professional human translators. By itself, AI translation can be imperfect but usually sufficient. Can this "sufficient" approach be used for TDM, to expedite translations? Let's see. I gave some initial thought to a bulk-translation daemon that might range across FMs and fill in all missing translations, without necessarily involving mappers. In the future, possibly AI could tackle that whole enchilada. I was at first visualizing something more modest: a backbone in a standard programming language (I sketched out C++ and C# projects, but lots of other possibilities) that would make calls to an API (I looked at those of Google Translate and ChatGPT). However, I changed focus due to certain concerns... Different FMs, and subsets with each FM, would likely have far better translations if they were properly grouped, ordered, and translated separately, with an appropriate context (e.g., phrase engineering) added. The FM's mapper is best placed to provide this grouping and context. I'll detail what I mean in the next few posts. The mapper would not be expected to know any TDM-supported languages besides English. Instead, each translated phrase could be back-translated to English and examined. Is the "round-trip" meaning OK, even if the English words have changed? Problematic translations could have their context tweaked and rerun. Many AI systems, particularly for API access, require a billing commitment (e.g., credit card). For a professional translator, this is no problem, and subscriptions allow access to more (and putatively better) models and higher quotas. This seems less appealing for TDM. A few paid AI systems have a no-subscription, pay-as-you-go account tier. The cost per translate is typically pennies. But it does introduce quota- and expense-management, and may exclude API usage. Access via API requires an API key (or at the higher end more elaborate security regime), with attendant key-security headaches. Which AI model is thought "best" for translation? Doesn't matter too much, because we can't afford the best. Furthermore, there's endless churn among AI models, with antidotal reports that a given model fluctuates in quality over time, and successor models can be worse than their predecessors. So, with these concerns in mind, I looked for public web-based AI sites that require no billing and provide low-quota but adequate AI. The mapper would enter and retrieve data manually. I will focus on ChatGPT in this exploration, after a quick preliminary test confirmed some promise. Also, as this exploration proceeds, I hope to propose changes to TDM to make it more viable for "sufficient" quality machine translation. Problem areas are incomplete fonts, space-constraints, and layout issues for translated strings. My proposals will likely surface as separate forum threads. That's enough for now. I'll be trying for 1 or 2 substantive posts per week, as I tackle a particular FM.
  3. It is a bit sad to exploit you as performance tester. But if you happen to have a time, you can record a trace using Tracy at the problematic location. You'll probably have to build Tracy Viewer though, since you use Linux. You can e.g. record one trace in a good place and one in a bad place, then save the traces as files and share them for me. At the very least, we'll know if it is CPU or GPU limited. In case of GPU, you might also try to disable Parallax / Volumetrics, or lower texture quality...
  4. So dont know if this was intention, but looks like smoothing was not ticked when exporting these pipe model from blender
  5. Hmm... interesting. This is model which has been part of core for a very long time and the collision mesh on it appears to be intact as of Beta 2. There is nothing remarkable about the entity itself in the map either. I can't replicate it on 2.14 beta 2 with the release pk4 yet, but I am trying.
  6. When I start the mission, the "loading" screen (i.e., "Displacing") turns black after a few seconds. qconsole.log has this: ERROR:idMoveable 'atdm_moveable_smithy_hammer_1': invalid collision model models/darkmod/tools/smithyhammer2.lwo Edit: I'll try a clean install of 2.14, just in case it's something I did.
  7. Yeah that could be it. I remember using it to test AI model lods and maybe it just stuck around. Its doesn't seem necessary, but probably harmless in that mission.
  8. Well the condition of that one is atleast better than my retro box which uses an old phoenix cabinet. Sadly mine got loads of scratches and the front cover for the usb ports has broken of due to plastic fatigue. i plan on getting my hands on some old lian li full aluminium case i can move the hardware into. Not using it much anyway but its fun to tinker with from time to time and helps to keep my mind of other stuff. Just fitted it with a seasonic 750 gold psu half modular model. Have to say its been real stable since i got it installed, so prior problems point to the previous psu being way to underpowered (well it did blow up) so consider me teached .
  9. So I thought I had found a new and BETTER way of creating lit/self-lit windows for TDM, but discovered fairly quickly that some window textures are already using this method, but that unfortunately the vast majority are not. The aforementioned method is that we use the stock material def for the frame (so you retain the diffuse & bumpmap details), and then only 'blend add' the lit window panes which are a separate texture. An example stock texture that uses this method already - textures/darkmod/window/wooden_frame01/wooden_frame01_lit What we have above is an overlay of JUST the window panes, and its just this texture that is RGB boosted! I don't know why we HAVENT been doing this in the core mod all this time, and to quote @nbohr1more"Boosting the diffuse is a pretty poor way to achieve that effect." And unfortunately a LOT of the core window textures are using this poor method instead of the window pane overlay method. Ive already spent some time in establishments of lower affairs (the line from the gatehouse popped into my head, heh), making overlay versions for frost_salamander for his recently released FM. Please see the zip arcdhive below. @Amadeus has already had a look at and used some, in his upcoming wip - - https://drive.google.com/file/d/11168eiBj_m-Lu5d-8FLYUgM7J1MC_92h/view?usp=sharing So @Amadeus suggested that I list all the window textures that need looking at. I haven't included the ones I have already fixed in the wip archive above - textures/darkmod/window/diamond_pattern02/diamond_pattern02_*** - the lit versions from this series have a diffuse that is basically black, but thankfully the unlit version has a diffuse that can be used. textures/darkmod/window/ornate/stained_colourful_dirty textures/darkmod/window/ornate/stained_colourful_dirty2 textures/darkmod/window/pointedtop_big01/pointedtop_big01_*** - there are lit versions in this series, but they are not using any diffuse/bump. So these are perfect to use as overlays as they are. textures/darkmod/window/diamond_pattern01_*** textures/darkmod/window/diamond_pattern_andbars01_*** - So these are good candidates to be used as overlays with some tweaking, but we need a much better diffuse/bump. textures/darkmod/window/largesquare01_barelylit - poster child of why this thread was created, all the lit versions of this series are just RGB boosting the diffuse. textures/darkmod/window/roundtop_diamond_pattern01_*** textures/darkmod/window/simple_square01_***- this series also has very poor cropping on the edges. textures/darkmod/window/smallpanels_4w_dirty01_*** - this series has diffuse that is basically black. textures/darkmod/window/smallpanels_4w_dirty02_*** - this series has diffuse that is basically black. textures/darkmod/window/smallpanels_4w_dirty03_*** - this series has diffuse that is basically black. textures/darkmod/window/smallpanels_industrial_mesh_selflit textures/darkmod/window/square_pattern01_*** - this series needs a complete overhaul.
  10. Skacky's texture pack: - Amadeus and I have worked on this pack, its a mixture of various walls, floors, doors, drains and other architectural assets. The pack has the startingmap.txt file, so it can just be dropped into the FMs folder and will show up in the in-game FM list. - https://drive.google.com/file/d/1YfIEc4lUHLxk7P3c15L3xJqQ0yoZBDDR/view?usp=sharing
  11. @Bikerdudeto start have Skacky and Daraan both consented to their assets being included and licensed CC-BY-NC-SA? https://creativecommons.org/licenses/by-nc-sa/4.0/deed.en I ask as Skacky's project does not include any license information, though I know he took these photos himself so we would just need consent from him. Daraan's pack includes a readme file which lists a few sources, one of which is CC0 but it also includes a free texture website and the unity asset store which would require carve outs in license.txt which I am not sure we would go for. Either way Daraan has clearly licensed some of the assets themselves. Do you know which assets are which and where they individually came from? I would suggest you update the material definitions to include the information or compile it in some other way. Looking at the assets themselves the mostly look quite nice. IMO in the skacky pack most of the flat stone textures read as a bit desaturated and lacking contrast compared to things like the wooden doors which look great.
  12. 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.
  13. @Mike__ could you please put this in spoiler tags?
  14. Miscellaneous asset fixes done: * More fixes in fonts and better support for Cyrillic and Romanian (post, 6642, 6661). * Added all missing mipmaps in DDS textures (post). * Fixed shop description of slow match (6629). * wood/panels/trim_wood_grunge_moulding_desat: fixed parallax confusion. * models/md5/chars/builders/guard/builder_armor material: brought back specularmap. * textures/darkmod/stone/brick/blocks_light_stained_trimmed material: fixed specularmap. * prefabs/doors/trapdoor_w-padlock prefab: fixed wrong particle (6662). * prefabs/mechanical/switches/wall_lever01 prefab: fixed frobbox of the lever (6060). New assets added: * atdm:ai_undressed_old_man_01: added new character model, including LODs, ragdoll, swappable head. * textures/darkmod/wood/panels/trim_wood_* material: added red variants. * textures/darkmod/wood/panels/panel_decorative_redder_grated material. * textures/darkmod/paint_paper/gold_pedals_* material: added RGB versions. * textures/darkmod/paint_paper/fleur_* material: added RGB versions. * textures/darkmod/stone/brick/red_worn_dirty_trim_wet material. * textures/darkmod/stone/brick/old_bricks_darkgrey_wet material. * models/darkmod/lights/non-extinguishable/painting_downlight model. * models/darkmod/containers/openable/safe_door_003_* and safe_wheel_003: added wall-in-safe door model and prefabs (6590). And there is a big set of assets added by @Wellingtoncrab and @Amadeus from the upcoming mission "Displacement". New models by TDash: * models/darkmod/furniture/beds/rustickingbed with skins DRustBed* * models/darkmod/furniture/seating/darmch1 with skins ArmCh* * models/darkmod/furniture/desk_pagan with skin JPagDesk2 * models/darkmod/furniture/steps_library with skin LibStepup1 * models/darkmod/mechanical/typewriter * models/darkmod/kitchen/wine_bottles_shelved*: versions A, B, C, D * models/darkmod/kitchen/whiskeyglass_silver * models/darkmod/kitchen/bottle_simple_* * models/darkmod/containers/crate_long_* * models/darkmod/containers/crate_simple* * trunk/models/darkmod/containers/wine_crate_03 * models/darkmod/furniture/cabinets/cupboard_* More models: * prefabs/mechanical/switches/red_button prefab along with models/darkmod/mechanical/switches/switch_redbutton* and switch_toggle* models and redbutton_glow* skins * models/darkmod/decorative/statues/bust_emperor_* model (and bust_emperess) * models/darkmod/kitchen/food/bread_loaf*: new versions 02, 03, 04, 05, 06 * models/darkmod/kitchen/food/croissant * models/darkmod/lights/non-extinguishable/streetlamps/streetlamp_iron_01 with skins streetlamp_iron_01_lit, streetlamp_iron_01_unlit * models/darkmod/decorative/trophy_plaque_* * models/darkmod/decorative/stuffed_hart* * models/darkmod/decorative/statues/statue_face_cover* * models/darkmod/loot/loot_golden_goblet* * models/darkmod/loot/loot_golden_vase_* * models/darkmod/decorative/ashtray * models/darkmod/decorative/cigar* with skins cigar and cigar_unlit * models/darkmod/loot/loot_crystalore* (and loot_rareore) New skins: * cabinet1_* for furniture: versions A, B, C * book_sp1_gold_crest for various books Stone, cobblestone, brick materials: * textures/darkmod/stone/brick/bricks_old_light* * textures/darkmod/stone/brick/blocks_sandstone_grime_trimmed * textures/darkmod/stone/brick/blocks_concrete_small_trimmed2 * textures/darkmod/stone/cobblestones/flagstones_bricks_multicolored* * textures/darkmod/stone/flat/tile_dirty_terracotta * textures/darkmod/stone/flat/tile_herringbone_grime* * textures/darkmod/stone/flat/tile_checkered_grime_tricolor* * textures/darkmod/stone/flat/tile_checkered_grime_small* * textures/darkmod/stone/natural/gravel_multi_color Other materials materials: * textures/darkmod/paint_paper/wallpaper_grunge_* * textures/darkmod/plaster/plaster_worn_painted_peeling_autumnal* * textures/darkmod/roof/rooftiles_clay_red_decorative* * textures/darkmod/wood/boards/planks_floor_* * lights/watercaustics01
  15. I have noticed that especially our gui textures (like the mainmenu / inventory grid parchment), but also some video assets like that "The Dark Mod" short-intro, are really low-res for this day and age. I was wondering whether we should explore offline AI texture upsampling? While I am not a fan of purely AI-generated content, upsampling is something that usually works really well and maintains the look and feel of the materials. Does anybody have any experience in this regard? Do you know of any tools for this? RTX Remix comes with AI texture tools, but I don't know in what capacity those can be used outside of the RTX Remix framework.
  16. 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!
  17. Complaint From Players The player must pick up candles before extinguishing them, and then the player must remember to drop the candle. The player must drag a body before shouldering it (picking it up), and the player must remember to frob again to stop dragging the body. The player finds this annoying or easy to make mistakes. For players who ghost, some of them have the goal of returning objects back to their original positions. With the current "pick up, use item, and drop" system, the item might not return easily or at all to its original position. For example, a candlestick might bounce off its holder. (See player quotes at the bottom.) Bug Tracker https://bugs.thedarkmod.com/view.php?id=6316 Problems to Solve How can the "pick up" step be eliminated so that the player can directly use or interact with the item where it is in the game world? How can so much key pressing and mouse clicking be eliminated when the player wants to directly use an item? How can candles be extinguished and lanterns toggled off/on without first picking them up? How can bodies be shouldered without first dragging them? Solution Design Goals Make TDM easier for new players while also improving it for longtime players. Reduce tedious steps for common frob interactions. Make it intuitive so that menu settings are unnecessary. Do not introduce bugs or break the game. Terms frob -- the frob button action happens instantly. hold frob -- the frob button is held for 200ms before the action happens. (This can be changed via cvar: 200ms by default.) Proposed Solution Note: Some issues have been struckthrough to show changes since the patch has been updated. Change how frobbing works for bodies, candles, and lanterns. For bodies: Frob to shoulder (pick up) a body. Second frob to drop shouldered body, while allowing frob on doors, switches, etc. Hold frob (key down) to start drag, continue to hold frob (key down) to drag body, and then release frob (key up) to stop dragging body. Also, a body can be dragged immediately by holding frob and moving the mouse. For candles/lanterns: Frob to extinguish candles and toggle off/on lanterns. Hold frob to pick it up, and then frob again to drop. Frob to pick it up, and then frob again to drop. Hold frob to extinguish candles and toggle off/on lanterns. For food: Frob to pick it up, and then frob again to drop. Hold frob to eat food. For other items: No change. New cvar "tdm_frobhold_delay", default:"200" The frob hold delay (in ms) before drag or extinguish. Set to 0 for TDM v2.11 (and prior) behavior. Solution Benefits Bodies: New players will have less to learn to get started moving knocked out guards. With TDM v2.11 and earlier, some players have played several missions before realizing that they could shoulder a body instead of dragging it long distances. Frob to shoulder body matches Thief, so longtime Thief players will find it familiar. Second frob drops a shouldered body. Players still have the ability to both shoulder and drag bodies. Compatible with the new auto-search bodies feature. Dragging feels more natural -- just grab, hold, and drop with a single button press. There is no longer the need to press the button twice. Also, it's no longer possible to walk away from a body while unintentionally dragging it. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Candles: New players will have less to learn to get started extinguishing candles. With TDM v2.11 and earlier, some players didn't know they could extinguish candles by picking them up and using them. Instead, they resorted to throwing them to extinguish them or hiding them. Hold frob to extinguish a candle feels like "pinching" it out. Once a candle is picked up, players still have the ability to manipulate and use them the same way they are used to in TDM v2.11 and earlier. For players who ghost and have the goal of putting objects back to their original positions, they'll have an easier time and not have to deal with candles popping off their holders when trying to place them back carefully. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Solution Issues Bodies: Frob does not drop a shouldered body, so that might be unexpected for new players. This is also different than Thief where a second frob will drop a body. "Use Inv. Item" or "Drop Inv. Item" drops the body. This is the same as TDM v2.11 and earlier. This is the price to pay for being able to frob (open/close) doors while shouldering a body. Patch was updated to drop body on second frob, while allowing frob on doors, switches, etc. Candles: Picking up a candle or lantern requires a slight delay, because the player must hold the frob button. The player might unintentionally extinguish a candle while moving it if they hold down frob. The player will need to learn that holding frob will extinguish the candle. The player can change the delay period via the "tdm_frobhold_delay" cvar. Also, when the cvar is set to a delay of 0, the behavior matches TDM v2.11 and earlier, meaning the player would have to first "Frob/Interact" to pick up the candle and then press "Use Inv. Item" to extinguish it. Some players might unintentionally extinguish a candle when they are trying to move it or pick it up. They need to make sure to hold frob to initiate moving the candle. When a candle is unlit, it will highlight but do nothing on frob. That might confuse players. However, the player will likely learn after extinguishing several candles that an unlit candle still highlights. It makes sense that an already-extinguished candle cannot be extinguished on frob. The official "Training Mission" might need to have its instructions updated to correctly guide the player through candle manipulation training. Updating the training mission to include the hold frob to extinguish would probably be helpful. Similar Solutions In Fallout 4, frob uses an item and long-press frob picks it up. Goldwell's mission, "Accountant 2: New In Town", has candles that extinguish on frob without the need of picking them up first. Snatcher's TDM Modpack includes a "Blow / Ignite" item that allows the player to blow out candles Wesp5's Unofficial Patch provides a way to directly extinguish movable candles by frobbing. Demonstration Videos Note: The last two videos don't quite demonstrate the latest patch anymore. But the gist is the same. This feature proposal is best experienced in game, but some demonstration videos are better than nothing. The following videos show either a clear improvement or that the player is not slowed down with the change in controls. For example, "long-press" sounds long, but it really isn't. Video: Body Shouldering and Dragging The purpose of this video is to show that frob to shoulder a body is fast and long-press frob to drag a body is fast enough and accurate. Video: Long-Press Frob to Pick Up Candle The purpose of this video is to show how the long-press frob to pick up a candle isn't really much slower than regular frob. Video: Frob to Extinguish The purpose of this video -- if a bit contrived -- is to show the efficiency and precision of this proposed feature. The task in the video was for the player to as quickly and accurately as possible extinguish candles and put them back in their original positions. On the left, TDM v2.11 is shown. The player has to highlight each candle, press "Frob/Interact" to pick up, press "Use Inv. Item" to extinguish, make sure the candle is back in place, and finally press "Frob/Interact" to drop the candle. The result shows mistakes and candles getting misplaced. On the right, the proposed feature is shown. The player frobs to extinguish the candles. The result shows no mistakes and candles are kept in their original positions. Special Thanks @Wellingtoncrab was instrumental in improving this feature during its early stages. We had many discussions covering varying scenarios, pros, and cons, and how it would affect the gameplay and player experience. Originally, I had a completely different solution that added a special "use modifier" keybinding. He suggested the frob to use and long-press frob to pick up mechanics. I coded it up, gave it a try, and found it to be too good. Without his feedback and patience, this feature wouldn't be as good as it is. Thank you, @Wellingtoncrab! And, of note, @Wellingtoncrab hasn't been able to try it in game yet, because I'm using Linux and can't compile a Windows build for him. So, if this feature isn't good, that's my fault. Code Patch I'll post the code patch in another post below this one so that folks who compile TDM themselves can give this proposal a try in game. And, if you do, I look forward to your feedback! Player Complaints TTLG (2023-01-10) Player 1: TDM Forums (2021-03-13) Player 2: Player 3: TDM Forums (2023-06-17) Player 4: TDM Discord (2021-05-18) Player 5: TDM Discord (2023-02-14) Player 6: Player 7: Player 8:
  18. Changelog of 2.14 development: beta214-02 (17456-11132) * Fixed bow shooting crash caused by penis committing suicide (6663 thread). * Fixed guards getting stuck after frequent save/loads (6276). * Added new controls scheme for frob/interaction (6658 post). * It is now possible to slowly open/close doors (6668 post). * New behavior of crouch on ladder/rope (6667). * Surface hit sounds for blackjack and shortsword made better (6641). * Fixed gaps in some door hinge models (6671). * Fixed wardrobe_open clipping through frame, renamed prefab to pfbx (6272). * Increased radius of AAS visualization tool. * Added editor description for efx_preset spawnarg. * Some initialization cleanup in brittle fracture decals spawning (6588). beta214-01 (17445-11121) * A lot of new assets added by @Wellingtoncrab and @Amadeus from Displacement mission. * Now blinded guards without facemask helmet can be knocked out from any direction (6635). * Added walk-in-safe door model (6590). * Fixed shadow culling bug with volumetric lights (post). * Fixed various deviations in smoke particle generation from the other particle generation (6309). * Some stim/response timer now uses game time instead of CPU clocks. * Reduced job system overhead and implemented adaptive chunking for r_useParallelAddModels (6650). * Fixed main menu choiceDef elements promoting linked cvar mission override into user value. * Font improvements for Cyrillic and Romanian (6642, 6661). * Mark complete missions with checkmark in mission downloader (6659). * Added sys.unsetcvar script event (6655). * Added setting to not select the item on pick up (6653). * Removed collision from func_cameraTarget (6654). * Added inv_icon for ore crystal model. * Fixed wrong particle in trapdoor_w-padlock prefab (6662). * Fixed lever frobbox in wall_lever01 prefab (6060). * Fixed editor description of lock_picktype spawnarg (5473). * Testmap prefab now includes slowfall potion and gasmine. * Minor stability fix in AAS compiler (6660). * Fixed UV on model pier_house (6652). * OpenAL build recipe adjusted for CMake 4 (6618). dev17389-11070 * Now portal_dist is multiplied by LOD modifier like hide_distance. * Fixed dynamically started looping sounds with leadin, including main menu ones (6647). * Readded _menuLastGameFrame feature to show in-game screenshot in the main menu. Also fixed several related one-frame glitches (6608). * Fixed parallel lights and shadows from backfaces in light estimate system. Static particle collisions also hit backfaces now (6649). * Fixed saving/loading the special liquid model. * Added mirrorResolutionFactor material parameter for low-res mirroring surfaces (5485). * Added remoteResolution material parameter to set resolution of a remote screen (5485). * Use scissor to optimize mirror surfaces that are small on screen (5485). * Automatically lower resolution of remote screen if it's small on screen (5485). * Added "Full" level of detail in settings for maximum detail. * Fixed next campaign mission not starting if some menu screens were disabled (6648, post). * Fixed shortsword name in tdm_campaign.def (post). * Freeze LOD when debug r_lockView cvar is used. dev17380-11030 * Fixed HUD rendering while compass is active (6644, 6593). * Now runtime-projected decals can be interact with lights (5867). * Fixed GUI of wrong mission being shown sometimes in campaigns (thread). dev17376-11017 * Added new character model: atdm:ai_undressed_old_man_01. Includes LODs, ragdoll, swappable head. * Fixed some potential memory issues, more cautious floating point compiler settings. * Don't allow func_fracture to spawn decals too fast (6588). * Changed starting frame of the walk1.md5anim so it blends better with idle animations (post). * Updated walk.md5anim animation to fix incorrect arm rotation (post). () * Builder guard will now use walk.md5anim animation. * Replaced animations idle_turn_90_lft.md5anim and idle_turn_90_rgt.anim (post). * Disabled "shifting" idle animations during walking (post). * Proper sounds will be played on certain frames where idle animations replacement were used. * Brought back specularmap in "builder_armor" material. * Fixed specularmap on blocks_light_stained_trimmed. * In training mission, removed errant clip brush and fixed hidden gas arrows. dev17343-11008 * AI should now notice absence and blood markers again (6623). * Most visual stims are now more frequent, at least 2 times per second (6546). * Fixed performance issue of infinite decals on brittle fracture (6588). * Hopefully, dmap no longer leaves out-of-date files around (thread). * Fixed parallax confusion on wood/panels/trim_wood_grunge_moulding_desat. * Fixed shop description of slow match (6629). * Added red variants of trim_wood and panel_decorative materials. * Added new paint_paper materials (fleur, gold). * Added old_bricks_darkgrey_wet, red_worn_dirty_trim_wet, painting_downlight.ase. dev17332-10999 * Fixed Linux crash when material with custom shader is loaded during gameplay (6510). * Completely disabled old light estimate system (6546). * Now it is possible to use larger mesh models... at least static ones. * Ported some more fixes from dhewm3 repo: mostly warnings and uninitialized memory use. dev17330-10984 * Tonemapping is now applied to game frame only, HUD and menu are not affected. Includes major & breaking changes in X-ray implementation (6606). * Now engine defines macros TDM_VERSION/TDM_REVISION/TDM_VERSION_FULL in game scripts and GUI. * Added all missing mipmaps in DDS textures (post). * Fixed crash from having many localization packs (6611). * Fixed comments parsing and automatic collision model for OBJ models (6610). * Ported some fixes from dhewm3 repo: save/load, snprintf, bad memset, some RenderSystem shutdown fixes. * Fixed number = 1 in inventory GUI on non-stackable items (thread). * More fixes in fonts (post). * Added cvar r_ssao_insubview which enables SSAO inside subviews. * Split oversized tdm_modelsXX.pk4 packages into more pieces. Known problems: * Compass breaks player HUD (thread). Changelog of earlier versions can be found here.
  19. Noob question: In the following wiki page Material_Files#Create_a_new_Texture_Definition it states: Why would you need the path in the name? I see this a lot in material files, but technically this doesn't seem to be needed. If you use material name "dirty_water" for example, tdm and DR load it fine.
  20. We have been collecting textures for 4+ years, by nearly a dozen different people. It is inevitable that some textures will not stand up well in terms of quality. This thread is the place to nominate textures you think are poor and should be either fixed or removed. The following process will be followed (we are currently on step 1):
  21. Yuletide Boon The idea behind this mission was to again show, what can be built in a small amount of time and with help from other community members. It also showcases the new church modules that I don't think have been used all that much in previous FMs. Enjoy Notes: - TDM 2.13 or later is REQUIRED to play this mission. - Build time roughly 50hrs. - I have created serveral new custom models and prefabs for mappers to use, based of the church models. Download Link: - (v1.2) - https://mega.nz/file/qV1UQKqK#B9cdy3iB_Z7q8j2nQOEc9KISw8cPSYLIowP-1yokRbI Credits: Special thanks: - Springheel for creating the church modules. - Jack 'mozart' farmer for the briefing video and menu music. - datiswous - subtitles. - Goldwell - voice acting and briefing additions. - Dragofer - pagan statue from http://www.cadnav.com/3d-models/model-40413.html - Misc - Melted candlewax texture from - www.pexels.com/photo/close-up-of-wax-of-a-melted-candle-17959695 - Amadeus - scripting beta testers: -Jackfarmer, datiswous, CambridgeSpy, DavyJones, Mat99, Amadeus.
  22. Is it possible to adjust the scale of a texture in the skin file? When I try to make a skin, the result is too big (the stones are too big/the scale is to large).
  23. A bit of a silly question, but... does anyone know where the Christmas tree assets are, either as a model or a prefab or whatever ? The tree's been featured in several missions, but I can't seem to find it among my darkmod files when searching in Dark Radiant. Thanks again for the advice regarding patches and terrain. Yesterday, in one of my older DR test maps, I've made some snow terrain with added patches representing snow drifts, tested them, things seem fine. I still need to iron out my experience in some of the practical details, like the copy-pasting of the ground brush's shader to that of the added patch, for the sake of consistency, but other than that, I now finally have experience with the basics of creating and using patches.
  24. quite nice, and impressive for a first mission! I also had the foyer lights bug, they appear to be on (lit texture on the lights) but don't actually project. glad the guard is unobservant, I saw the switch and thought in addition I found an issue with the books on bookcases - the textures were misaligned, so the tops and bottoms ran across the middles of the books!
  25. If like me you scour the web looking for inspiration for your next TDM mission then look no further.. Now... talking of images have you guys seen the latest from the master that is DrK from his Rocksbourg4 campaign. We need more dirty texture in TDM me thinks...
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