Search the Community
Searched results for '/tags/forums/poor model texture alignment/q=/tags/forums/poor model texture alignment/' or tags 'forums/poor model texture alignment/q=/tags/forums/poor model texture alignment/&q=/tags/forums/poor model texture alignment/q=/tags/forums/poor model texture alignment/&&'.
-
How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
-
For the people eager to play with the latest state of development, two things are provided: regular dev builds source code SVN repository Development builds are created once per a few weeks from the current trunk. They can be obtained via tdm_installer. Just run the installer, check "Get Custom Version" on the first page, then select proper version in "dev" folder on the second page. Name of any dev version looks like devXXXXX-YYYY, where XXXXX and YYYY are SVN revision numbers from which the build was created. The topmost version in the list is usually the most recent one. Note: unless otherwise specified, savegames are incompatible between any two versions of TDM! Programmers can obtain source code from SVN repository. Trunk can be checked out from here: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/ SVN root is: https://svn.thedarkmod.com/publicsvn/darkmod_src Build instructions are provided inside repository. Note that while you can build executable from the SVN repository, TDM installation of compatible version is required to run it. Official TDM releases are compatible with source code archives provided on the website, and also with corresponding release tags in SVN. A dev build is compatible with SVN trunk of revision YYYY, where YYYY is the second number in its version (as described above). If you only want to experiment with the latest trunk, using the latest dev build gives you the maximum chance of success. P.S. Needless to say, all of this comes with no support. Although we would be glad if you catch and report bugs before the next beta phase starts
- 32 replies
-
- 15
-
-
-
Well... if I remember correctly, Ctrl+Ins and Shift+Ins were present in DOS, while Ctrl + C and Ctrl + V became widespread in Windows. Somewhat similar to Ctrl + Shift versus Alt + Shift for changing keyboard language. Also, Ctrl+C and Ctrl+V often mean something in Linux terminals, some kind of escape characters, I don't know myself. The point is: they don't work as I expect often. For instance, it did not work for me in pure terminal until I had set it as hotkey in the settings. And even now, some embedded terminals (e.g. in Kate) still don't work as expected. In general, I have a feeling that the only reason some Linux versions support Ctrl+C and Ctrl+V out of the box is to make us poor Windows users feel at home, and not as some traditional option.
-
by the great cthulhu christians have invaded the blood of the dawnwalker forums moaning about them being put in a bad light by a game... looking back chritianity was one of the most bloody in human history and they bitch about the game allowing for people to fight back i mean wtf... yes lets have the dark ages back as if we truely need more to bog us down. i think its time we neutered they're access to the internet .
-
im probably the wrong person to ask since i dont dabble in AI. only thing i know about it comes from my friend who makes poetry using LLM's. and he uses the chinese model . atleast it gives him some fun as he can be creative without having special skills in that regard. from what i seen of his creations it works well enough despite him only having an rtx 3070 to run it on.slow as all hell but it does spit out useable stuff (eventually).
-
asus rog strix x570 gaming-E. ram are gskill cant remember the exact model but i will have a look when i get the time. at 3200 CL is at 18 so not the best but useable.
-
Thats why I held onto my 5900x for so long. The 3700X and the 5900X both have 24x Gen 4 Lanes.Typically 16 reserved for the GPU and 4 for the primary NVMe drive. The second nvme drive will typically connect to the chipset, make sure you have read the manual for the mobo. The idea is the second nvme drive should not be using any of the lanes from the CPU. 3200 isn't bad if it has good timings, but yes the sweet spot for the AM4 platform is DDR4-3600-CL16 - https://www.techspot.com/article/2140-ryzen-5000-memory-performance/ What's the make/model of the mobo and the ram..?
-
with the ARC the 5800x3d or 5700x3d will be more than enough. these cpu's can drive an rtx 4090 no problem in both 2K and 4K with some minor bottlenecking in 1080p. i think most gfx card makers are postponing new model releases untill it becomes clear if things will go back to normal. and with some of the heaviest companies now pushing for a subscription model that may well put a boot into any plans they currently have.
-
So a long standing issue with the light model entities in the core, is that the main light source is hard bound to the origin of the model. This isnt great, because it means the origin of the light is then directly in the same plain as a wall or ceiling @ 0, 0, 0. which has an unpleasant effect visual effect on a lot of the stock textures. If the engine code could be updated/edited so the main/default light for each light entity could be somewhere that isn't the at 0 0 0 of a model, I would have no issue taking on the task of checking and fixed every stock light.. In my humble opinion, this should 'not' significantly break any existing FM's, because all we will be doing is moving the origin of the light source to where light would be emitted from IRL, eg the housing, bulb or arc etc.
-
not exactly retro no, many still use the skylake cpu's only problem being win 11 compatibility (unless you bypass the checks). microsoft kinda blew the ball on all the compatibility crap as even my oldest sandy still ran win11 with no problem. instead they butchered support for many older soundcards like the X-Fi titanium fatality which is just crap as i newer had any stability problems with it and it is the last card with a real hardware DAC. to get the same sound quality today id have to invest in an external DAC. all cards today use software processing instead. later cpu series also had some hitches because they at some point decided to replace the soldered IHS with a tim based one causing bad thermals. but it seems they went away from that idea again. hmm could get an I7 6700k they go for around 50 euros here. not a bad chip at all either though it only has 4 cores, 8 threads with HT. bit like a faster model of my old 4790k despite both being 4ghz and the devils canyon boosting higher 4.4 vs 4.2 ghz. a sandy like the old x58 nehalem chips might be closer to real retro but they do run well.
-
yep looks insanely good but the overhead is pretty brutal. fluctuated between 3 to 7 fps so it was not playable unfortunatly. mid settings do work and still looks quite good at about 35 to 40 fps (some stutters though). low still looks ok if you fiddle with the shadow settings (otherwise they are to blocky). there is an example of game file support in the hwtl_variant.txt "DMH1" header is accepted in addition to the "DML1" header. TagBlock "HWTLPARVAR" { // sky parameters "sky dist horizontal" 100.0 // distance to horizon "sky dist vertical" 50.0 // distance to zenith "sky fog dist" 1.5 // fog distance multiplier, can be used to reduce sky // fogging so that it's not too heavy when combined with // volumetric fog // screen space ambient occlusion parameters "ssao intensity" 1.0 // intensity "ssao radius" 1.0 // radius in screen space "ssao range" 20.0 // range in world space // underwater effects parameters "underwater absorption" 1.0 // how quickly light shafts decay as a function of // distance from the surface "underwater blur" 1.0 // distance blur "underwater latitude" 20.0 // latitude of light shaft source "underwater longitude" 30.0 // longitude of light shaft source "underwater light" 1.0 // light shaft intensity "underwater range" 10.0 // light shaft effect range (from camera) "underwater saturation" 0.3 // light shaft saturation "underwater scale" 1.0 // light shaft scale "underwater speed" 200 // light shaft animation speed // volumetric effects parameters "vol range" 40.0 // effect range (from camera) "vol saturation" 0.7 // saturation "vol speed" 200 // texture animation speed "vol scale" 1.0 // texture scale "vol scatter" 1.0 // amount of light scatter "vol texture" 0.1 // texture intensity } +ObjProp <ObjID> "HwtlLight" { "selection weight" 1 // HW lights are selected based on distance and this weight // dynamic lights have an additional weight multiplier of 10 "volume" 1 // light volume intensity "volume exponent" 1.5 // exponent for volume decay "softness" 1 // shadow softness (penumbra size) "radius" 1 // radius multiplier "rays" 0 // light rays, 0 is uniform light "rays scale" 0 // light rays scale "rays speed" 0 // light rays animation speed "jitter" 0 // light position jitter range "jitter speed" 0 // light position jitter speed } this would probably help quite a lot performance wise since effect quality is enabled per object and not the entire world .
-
a used 3090 here is around 8 to 9k in danish currency. in comparison the 3080 costs around 3k used the ti model around 4k. downside of the 3080 is the lack of vram the card itself is plenty powerfull.
-
looks like me before my morning coffe. coooofeeee graaar! . yeah the servant looks a bit to cartoonish the other model looks better.
-
aye many comapanies who are reliant on memory have taken a huge hit. but not only them it is the entire home computing scene that is getting hit, everything from coolant paste to network cards have seen a huge drop due to most buyers going for the new stuff which is now so expensive that they would rather wait it out (if it ever comes back since many of the AI investors are now trying to force a subscription model through). you be amazed at how far an old setup can go if you play your cards right . bottlenecks are not to bad with haswell if you stick to 200x series and with the skylake you can even go for the 300x models. all also depends on the resolution you play in. if you as you say go for 2K then the skylake will have no problems at all, 1080p will have some bottlenecking dependant on the card.
-
I’m shifting my focus away from all the pricing details I just want to observe whether OpenAI and Anthropic go public(IPO) or not, and whether they renew their contracts with memory chip companies beyond 2028 (this is a critical point). I rarely use AI myself, and I have mixed feelings about it in a professional context, but something interesting happened to me recently: An AI consultant demonstrated how to distill an LLM to me. The personal PC he brought was powerful enough to run the local AI model (using an RTX 3090), but for the actual on-premise deployment, he didn't use that machine. I also heard a colleague helping to prepare for the installation of NVIDIA H100s at a local F&B company—a process involving numerous requirements and installation must be done by nvidia partners and NVIDIA technicians. I’m not sure if security clearance was required or not. Yet still I find myself bored and irritated by what Sam Altman is doing.
-
Hi team, I've come back to the FreeBSD native port that I was working on and have some patches that I would like to upstream. What is the best way to submit patches for consideration? Is there a public tracker/email list, or is it best to post patches somewhere here on the forums? Thanks!
-
in the material file: tdm_forest_treebark_mossy The normal texture has a typo: .../forest_treebafork_mossy_local should read: .../forest_treebark_mossy_local
- 1 reply
-
- 1
-
-
Thief: The Dark Project Remastered by Nightdive
SeriousToni replied to chakkman's topic in Off-Topic
I can't seem to wrap my head around that we, the audience, want to pay for a game that we already know since the beginning , especially when we already have so many fan missions and tfix . What is the benefit of replaying what we already did multiple times with no real addition (I don't know how huge the new campaign will be) except smoothed out fluffy models and another HD texture pack. Don't get me wrong, this is not a rage post nor defying each ones taste. Serious question though. -
I have committed my changes to SVN, now SVN works on the UTF-8 system. It reads all language strings from all.utf8lang file, and only reads old-style {language}.lang files for missions if the equivalent new-style files are not available. The core .lang / .map files are present yet, but will hopefully be deleted. In the end, I had to manually add some characters to utf8map to suppress warnings. They were not handled by the old engine: I simply remapped them all to the question mark. It seems that the majority of them come from language names, and I don't care if they look broken or have question marks. I have already stated my position about language names. At the current moment, .utf8lang uses the same format as .lang, but this is temporary. As I said before, this must be changed in order to not lock us into compatibility trap. The format should be a sequence of "commands", each command starting with a keyword saying which command it is. And global state should be kept to minimum (e.g. current language seems acceptable). In addition to the current "#str_{name}" placeholders, I'd like to add two more types of replacements for missions. 1) Plain-text replacements, i.e. replace "Not enough drive space to save the game." with "Não há espaço para salvar o jogo.", as I suggested before. This approach provides zero inconvenience for the mapper, but it rather unreliable. It becomes especially bad for short strings. This kind of replacements is not cheap to perform, but I think I know how to do it efficiently. The first version will do it with bruteforce algorithm, we don't have any plain-text replacements yet anyway. 2) Full-text + ID replacements, i.e. replace "Not enough drive space to save the game.#id_nospacesave#" with "Não há espaço para salvar o jogo.#id_nospacesave#". The #id_...# placeholders are stripped from the text by the engine even if translation does not exist. If translation exists, then the engine verifies the context around the placeholder and does not apply it in case of mismatch. This approach gives mild inconvenience to the mapper, since he can clearly see the original text but has to tolerance this annoying tag at the end. The mapper can even edit the text without touching the placeholder: the obsolete translations will stop working automatically. I have a feeling that plain-text replacements won't be enough for the missions, and hope that such extra "tags" can be used here and there to make it more reliable.
-
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
-
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):
-
So following on from the conversation here - Here is the first draft of a basic block-out of that church, if there is interest I will complete the creation info a flashed out prefab and model - church.pfbx
-
okay 1 testbed is done , time to post to ttlg , here is the link : https://www.ttlg.com/forums/showthread.php?t=153456&page=2&p=2542791&viewfull=1#post2542791 originally windows 7 isnt recommended but i decided to go down the path i have no dx9 gpu left ( and the hwtl document itself doesnt recommend dx9 era gpu) The remaining test results from other PCs and laptops will follow
-
Hello and thanks for checking out this post. I'm delighted to announce that version 1.1 of my fan mission "Cole Hurst 1: Eaton" is now available to download and play. This post is spoiler free, so please don't avoid digging into the details below if you are interested. I'm just using the spoiler tags to organize this post a bit. Let me start by saying "thank you" to anyone who has either previously played - or is considering playing this mission. It really means a lot to me. I have been away for a while, but following a round of beta testing that took place some time last year, I've only just recently managed to finish this update. I'm slightly embarrassed by how long it has taken me to complete, but I wanted to make sure that the valuable feedback I received was all properly addressed. Mission description "Tonight, Eaton's wealthiest citizens will gather at Lord Mayor Zelmer's estate to celebrate the city's founding. Nobles, dignitaries, a famed musician, and even the Queen will pass through its gates. While the guests celebrate Eaton's future, Cole Hurst is looking for a way out." For those new to and/or curious about this mission: I guess I would describe it as a traditional heist-style mission - although with a couple of major plot twist along the way. It's a very large map and I think it should take most players at least a few hours to complete. Screenshots Changes in version 1.1 Countless additions and a large amount of smaller tweaks and changes have all made it into this release. I may have already forgot a few things, but here are what I consider to be the main highlights: * New secrets & optional side quests * Story tweaks and reworked readables * Subtitles * Difficulty tweaks and related changes * Stability fixes * Various cosmetic changes * Audio tweaks * TDM version 2.13 now required Contributions and acknowledgments A special thanks to all of those listed below. I'm sincerely grateful for all your contributions! Mission testers and technical support @nbohr1more, @stgatilov, @duzenko, @Acolytesix, @Dragofer, @JackFarmer, @Shadow, @Cambridge Spy, @wesp5, @madtaffer, @prjames, @suzy8track, @datiswous, @boissiere and @Bergante Story Kelly Hrupa Voice actors twhalen2600 (AKA @Benny_the_guard) and Kelly Hrupa
- 15 replies
-
- 14
-
-