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  1. A big thank you and congratulations for this mission I would rate 10/10. I can't find a better one in my memory. It's so big and varied, full of new assets. Just... wow ! Finding a way through the was hard for me, as well as being able to jump and go through a narrow hole in the I also gut stuck in this area just below the horizontal mesh hatch that opens with Oh, and my game use to crash when firing a fire arrow at a Thanks again, you are so good at this.
  2. I'm now considering the .xcf files as being in effect the source texture for the game fonts, at least those that have been bitmap edited in GIMP. So that's an argument for putting them in the TDM assets repo. But, in any event, they do need to be backed up somewhere official.
  3. For the FM? For beta 1 it's here: https://drive.proton.me/urls/H1QBB04GA0#oBZTb1CmVFQb I've already done around 100 fixes though, so you might want to wait for beta 2 which should be ready in a couple of days hopefully. All links are in the first post of the beta thread here: https://forums.thedarkmod.com/index.php?/topic/22439-the-lieutenant-3-foreign-affairs-beta-testing/
  4. Well, I actually found that initial folder in the HiRes SVN repo. This is different from the TDM assets repo as it has a bunch of source files for textures, fonts, etc, but they aren't really game-ready assets. This is where I found the tga image files for the fonts I thought you were looking for. I haven't uploaded Tels folder yet, but I was thinking of uploading them in the HiRes SVN repo, just for the sake of backing it up
  5. Some good news! Tels dug around further in his old computers and found some gold. Namely, a whole fonts directory that includes GIMP .xcf files. Tels says: "The XCF files esp. are what I used to manually draw the new characters (like adding dots to an u to convert it to ü etc.) They contain many layers with different characters, that are layout exactly in the place where they need to be for the patcher script." That is, for english stone 24 pt, one .xcf file contains two independent RGBA bitmap layers, that can be saved separately as two .dds files. A quick glance of that content appears to match the current distributed stone_0_24.dds and stone_1_24.dds. So I won't need to back-convert from DDS to TGA after all. @Amadeus, I think a copy of this should be added to the TDM assets repository. Could you do that? * http://bloodgate.com/mirrors/tdm/pub/scripts/tdm_font_source.7z
  6. "May his iron mold the current as we were molded. May his instrument expel all obstruction as we are his instruments." - Collected Sermons of Master Plumber Roto Rooter Few would dare cross the Bridgeport Plumber's Guild. Fewer still could glimpse their secrets and live. CC0 POLYHAVEN PLUMBER PACK BETA Includes: Fully modular pipe kit with optimized shadow mesh, two skin variations and near perfect grid snapping at grid level 4 Moveable plunger prop which is fully compatible with the AI weapon system Worry free CC0 license All credit to the great polyhaven.com for the original mid poly meshes - consider supporting them on patreon. I just decimated and then rebaked the assets as well as converted the maps from pbr and made the additional model and material variations.
  7. Yeah, as I said elsewhere, it's not so much that the missions are broken that is frustrating to me and several other affected authors, it's that there was zero communication to the affected authors that this was going to be happening beforehand. There is no reason why a message couldn't have been sent to the affected authors saying "hey, this will be broken in the upcoming dev build for X reasons. I thought you'd like to know before surprising you." Or even an open discussion beforehand about why these authors decided to make these customizations to begin with. Plain and simple, that's just a lack of respect. If you have the time to break these, you have time to communicate and see if there might be a solution to avoid all this (and there is!). And perhaps from YOUR perspective, you might think this reaction seems silly, unnecessary, and that this is totally fine, but from my perspective and that of a few others, it's not. EDIT: In addition, when creating or modifying existing assets, I and others take great care in making sure that these changes don't break existing maps. And if they do, we do whatever we can to own up to that and fix it. I do expect that same level of respect to be shown to existing maps so they aren't just broken with reckless abandon and no clear path forward.
  8. Welp it's about that time again to wheel out The Lieutenant for another mission and I could use some help making sure it's at least somewhat playable. Please register your interest here and I'll start a new beta testing thread soon. Due to custom assets the file size is quite large (about 500 MB). Potato users welcome. Some screenshots:
  9. BTW, my concern about #str values is about those distributed in FM-specific .lang files. For standard assets, where the info would be in tdm_base01.pk4/all.lang and its derivative .lang files, I guess that's less of a problem. In that case, maybe, instead of using a #str_<number>, you could use a fixed prefix, like: #str_shouldered_<english_name> or #str_moveable_<english_name> That is, like #str_shouldered_chair A general string like that might be used with multiple different chair models, as you intended. If the author overrode the shouldered name with a non-#str name: #str_shouldered_chair --> cushy chair with clue then any translated general strings would be hidden, and just the English version shown.
  10. Interesting idea. Not sure about my upcoming time availability to help. A couple of concerns here - - I assume the popup words uses the "Informative Texts" slot, e.g., where you might see "Acquired 80 in Jewels", so it likely wouldn't interfere with that or with already-higher subtitles. - There are indications that #str is becoming unviable in FMs; see my just-posted: https://forums.thedarkmod.com/index.php?/topic/22434-western-language-support-in-2024/
  11. In post https://forums.thedarkmod.com/index.php?/profile/254-orbweaver/&status=3994&type=status @nbohr1more found out what the Fixup Map functionality is for. But what does it actually do? Does it search for def references (to core?) that don't excist anymore and then link them to defs with the same name elswhere? Also I would recommend to change the name into something better understood what it is for. Fixup map could mean anything. And it should be documented in the wiki.
  12. Yes. Sure, I will change it, but I do mind. In addition to changing the forum title, I have also had the name of the pk4 changed in the mission downloader and the thiefguild.com site’s named changed. It's not just some "joke". The forum post and thread are intended to be a natural extension of the mission’s story, a concept that is already SUPER derivative of almost any haunted media story or most vaguely creepy things written on the internet in the past 10 or 15 years. Given your familiarity with myhouse.wad, you also can clearly engage with something like that on some conceptual level. Just not here on our forums? We can host several unhinged racist tirades in the off-topic section but can’t handle creepypasta without including an advisory the monsters aren’t actually under the bed? (Are they though?) I am also trying to keep an open mind, but I am not really feeling your implication that using a missing person as a framing of a work of fiction is somehow disrespectful to people who are actually gone. I have no idea as even a mediocre creative person what to say to that or why I need to be responsible for making sure nobody potentially believes some creative work I am involved in, or how that is even achievable in the first place. Anyway, apologies for the bummer. That part wasn’t intentional. I am still here. I will also clarify that while I love the game, I never got the biggest house in animal crossing either. In the end Tom Nook took even my last shiny coin.
  13. I've seen fun workarounds like that in other game modding as well. Years ago, maybe even a decade, some fella who was making a mod for Mount & Blade over at the Taleworlds forums revealed that he put invisible human NPCs on the backs of regular horse NPCs, then put the horse NPCs inside a horse corral he built for one of his mod's locations/scenes and then did some minor scripting, so the horses with invisible riders would wander around the corral. The end result was that it looked they're doing this of their own will, rather than an NPC rider being scripted to ride around the corral slowly. Necessity is the mother of invention. I don't know about the newest Mount & Blade game, but the first generation ones (2008-2022) apparently had some sort of hardcoded issue back in the earlier years, where if you left a horse NPC without a rider in its saddle, the horses would just stand around and wait and you couldn't get them to move around. Placing an invisible rider in their saddles suddenly made it viable again, at least for background scenes, of riderless horses wandering around, for added atmosphere. First generation M&B presumed you'd mostly be seeing horses in movement with riders, and the only horses-wandering-loosely animations and scripting were done for situations when the rider was knocked off their horse or dismounted in the middle of a battle. Hence the really odd workarounds. So, an invisible NPC trick might not be out of the question in TDM, even though you could probably still bump into it, despite its invisibility.
  14. I tried the script on the core assets, and find an interesting case called textures/darkmod/metal/flat/tiling_1d/gen_smooth_gold01 This material has time-dependent envmap color: { blend add maskalpha cubeMap env/gen1 red sintable[time*0.1] green sintable[time*0.1] blue sintable[time*0.1] texgen reflect } I wonder whether it was intentional or not. Here is how it looks: I suppose it would be worthwhile to manually review the modified materials, because in some cases the color adjustment was actually meaningful...
  15. This is a work of fiction. Unless otherwise indicated, all the names, characters, businesses, houses, events, incidents and particpants in this forum thread/fm are either the product of the author's imagination or used in a fictitious manner. Any resemblance to actual persons, living or dead, or actual events is purely coincidental. Hello everyone, I am saddened that my first post here is to bring you all the news concerning the disappearance of my dear friend, wellingtoncrab, which was last seen on March 10 of this year by heading to the woods of northern California . Unfortunately, without trace or tracks, we have no choice but to cancel research. In addition to finishing 1.25 FMS, wellingtoncrab was known as an partner of many famous people and models, and to have the largest animal crossing house. We will miss them a lot. Of course, an immediate concern was devoted to determining the status of their unpublished FM(s). I must admit that the passage through their hard drive has not turned much, but I was intrigued to find a file called "IRI2.PK4". Unfortunately, my computer cannot load the card (too old, lol ), but I will download it here for posterity as well as the text included in the README: https://drive.google.com/file/d/1SdZswFLUh5VwReIq79uFL_ahXyKxg34F/view?usp=sharing ========================================= WellingtonCrab Presents: IRI2: The Totally Unauthorized Sequel to Moving Day: Moving Day 2: Look Who’s Moving Now *For Richard and Linda* “There once was a hole here. Now it is gone.” With enduring gratitude to: Testers: ImaDace Goldfish Kingsalmon Acknowledgments: @Jedi_Wannabe for graciously unauthorizing this sequel to his great mission "Paying the Bills 0: Moving Day." Mr. Squirrels: you know who you are and what you did. The name "Lampfire Hills" originates with the author Purah and now is part of the extended universe of many subsequent Thief missions. Bikerdude and Goldchocobo then brought the name into the setting of The Dark Mod with the FM "The Gatehouse." It then came to me in a dream. @Dragofer for all of his scripting work and support over the years. Polyhaven.com for its many excellent CC0 assets. I recommend supporting them on Patreon if you can spare the change: https://www.patreon.com/polyhaven/ Textures.com "One or more textures bundled with this project have been created with images from Textures.com. These images may not be redistributed by default. Please visit www.textures.com for more information." Google Image Search.
  16. DarkRadiant 3.9.0 is ready for download. What's new: Feature: Add "Show definition" button for the "inherit" spawnarg Improvement: Preserve patch tesselation fixed subdivisions when creating caps Improvement: Add Filters for Location Entities and Player Start Improvement: Support saving entity key/value pairs containing double quotes Improvement: Allow a way to easily see all properties of attached entities Fixed: "Show definition" doesn't work for inherited properties Fixed: Incorrect mouse movement in 3D / 2D views on Plasma Wayland Fixed: Objective Description flumoxed by double-quotes Fixed: Spinboxes in Background Image panel don't work correctly Fixed: Skins defined on modelDefs are ignored Fixed: Crash on activating lighting mode in the Model Chooser Fixed: Can't undo deletion of atdm_conversation_info entity via conversation editor Fixed: 2D views revert to original ortho layout each time running DR. Fixed: WX assertion failure when docking windows on top of the Properties panel on Linux Fixed: Empty rotation when cloning an entity using editor_rotatable and an angle key Fixed: Three-way merge produces duplicate primitives when a func_static is moved Fixed: Renderer crash during three-way map merge Internal: Replace libxml2 with pugixml Internal: Update wxWidgets to 3.2.4 Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.9.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep creating Fan Missions! 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. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  17. Ah, pity I wasn't reading the forums back in February. I'm fond of that game, along with Bugbear's other early title, Rally Trophy. I was never too good at FlatOut, but it was always a hoot to play.
  18. Since I'm bored and haven't posted in a while and yet still finished Thief 4 a few times, I feel compelled to post. In response to a number of observations @Rio_Walker made: Seeing your hands and all the animations newGarrett would do was fun... at first. But given all the looting and environmental interactions the game has it really did slow things down a lot, especially when the game would occasionally realign the player just perfectly before playing an animation to open a drawer. If they had an option to disable these animations or speed them up significantly I'd have been happy. I've played using the Custom difficulty with the option to disable focus and the experience is kinda mixed. While it does make things a bit more traditional without the superpower ability to find loot more easily, it does seem like the game is designed very much for focus and disabling it can hide things you never even knew were present. If it weren't for the focus for example, I would never have noticed the "special" candles hidden around the city that talk when you light them. This game reminds me of a movie that has been reshot several times with footage from separate reshoots blended together with bad editing. It's painfully clear the story has been chopped and changed over the many years of its development and there's assets in the game that clearly had greater importance in a previous iteration but for which their plot points were cut. The most obvious example is the automatons. There's a dude who provides missions on obtaining pieces for one he's building, but apart from that there's also signs in other areas they had more importance (e.g. you see rooms full of them when going up an elevator, the Baron has disassembled ones on tables in his cutscene, etc.) Some plot elements just feel not fleshed out because they had to cobble together something to create this Frankenstein's monster of a game from so many elements. The ending sucks and is incredibly abrupt. Do we even know what the deal is with that half-built ship? Probably another abandoned plot point. With all of its problems, I still kinda like it in so far as its general gameplay. But it doesn't have the longevity of something like TDM or the classic Thief games especially with all the user missions available for them. Oh well, maybe I'm just pining for what it could have been in the hands of a better developer.
  19. @snatcher I understand that when you feel your work doesn't live up to your goals that you don't want it out in the wild advertising your own perceived shortcomings but that leads to a troubling dilemma of authors who are never satisfied with their work offering fleeting access to their in-progress designs then rescinding them or allowing them to be lost. When I was a member of Doom3world forums, I would often see members do interesting experiments and sometimes that work would languish until someone new would examine it and pickup the torch. This seemed like a perfectly viable system until Doom3world was killed by spambots and countless projects and conceptual works were lost. I guess what I am trying to say is that mods don't need to be perfect to be valuable. If they contain some grain of a useable feature they might be adapted by mission authors in custom scenarios. They might offer instructive details that others trying to achieve the same results can examine. It would be great if known compelling works were kept somewhere safe other than via forum attachments and temporary file sharing sites. I suppose we used to collect such things in our internal SVN for safe keeping but even that isn't always viable. If folks would rather not post beta or incomplete mods to TDM's Moddb page, perhaps they would consider creating their own Moddb page or allow them to be added to my page for safe keeping. Please don't look at this as some sort of pressure campaign or anything. I fully understand anyone not willing to put their name next to something they aren't fully happy with. As a general proviso, ( if possible \ permitted ) I just want to prevent the loss of some valuable investigations and formative works. The end of Doom3world was a digital apocalypse similar to the death of photobucket. It is one of my greatest fears that TDM will become a digital memory with only the skeletons of old forum threads at the wayback archive site.
  20. Congrats on the release! Remember to check ThiefGuild as well as the DarkFate forums (via Google Translate) for additional feedback.
  21. Assets in FMs always overwrite assets in the TDM installation, regardless of whether either of the files are within or outside a .pk4.
  22. Changelog of 2.13 development: dev17042-10732 * Restored ability to create cvars dynamically, fixing bow in missions (5600). * Fixed issue where .cfg files were saved every frame (5600). * Added sys.getcvarf script event for getting float value of cvar (6530). * Extracted most of constants from weapon scripts into cvars (6530). dev17035-10724 * Support passing information between game and briefing/debriefing GUI via persistent info. Also changed start map & location selection, added on_mission_complete script callback (6509 thread). * New bumpmapped environment mapping is now default (6354). * New behavior of zero sound spawnarg is not default (6346). * Added sound for "charge post" model (6527). * Major refactoring of cvars system to simplify future changes (5600). Known issues: * Bow does not shoot in some missions (only in this dev build): thread dev17026-10712 * Nested subviews (mirrors, remotes, sky, etc.) now work properly (6434). * Added GUI debriefing state on mission success (6509 thread). * Sound argument override with zero now works properly under cvar (6346 thread). * Environment mapping is same on bumpy and non-bumpy surfaces under cvar (6354 thread). * Default console font size reduced to 5, added lower bound depending on resolution. * Added high-quality versions of panel_carved_rectangles (6515). * Added proper normal map for stainglass_saint_03 (6521). * Fixed DestroyDelay warning when closing objectives. * Fixed the only remaining non-threadsafe cvar (5600). * Minor optimization of depth shader. * Added cm_allocator debug cvar (6505). * Fixed r_lockView when compass is enabled. dev17008-10685 * Enabled shadow features specific to maps implementation (poll). * Auto-detect number of parallel threads to use in jobs system (6503). * Improved parallel images loading, parallelized sounds loading, optimized EAS (6503). * Major improvements in mission loading progress bar (6503). * Core missions are now stored uncompressed in assets SVN (6498). * Deleted a lot of old rendering code under useNewRenderPasses + some cleanup (6271). dev16996-10665 * Environment mapping supports texcoord transforms on bumpmap (6500). * Fully disabled shadows on translucent objects (6490). * Fixed dmap making almost axis-aligned visportals buggy (6480). * com_maxFps no longer quantizes by milliseconds on Windows 8+. * Now Uncapped FPS and Vsync are ON by default. * Supported Vsync control on Linux. * Added set of prototype materials (thread). * Fixes to Stone font to remove stray pixels (post). * Loot candlestick no longer toggle the candle when taken. * Optimized volumetric lights and shadows in the new Training Mission (4352). * Fixed frob_light_holder_toggle_light on entities with both skin_lit and skin_unlit. * Now combination lock supports non-door entities by activating them. * Added low-poly version of hedge model (6481). * Added tiling version of distant_cityscape_01 texture (6487). * Added missing editor image for geometric02_red_end_HD (6492). * Added building_facades/city_district decal material. * Fixed rendering with "r_useScissor 0" (6349). * Added r_lockView debug rendering cvar (thread). * Fixed regression in polygon trace model (5887). * Added a set of lampion light entityDefs.
  23. Integrating CC0 or public domain assets is trivial because those "licenses" impose no restrictions whatsoever, allowing you to integrate and re-license those assets under a more restrictive license like CC-BY-NC-SA. So there is no need to call out or identify CC0 or public domain assets, just integrate them with the rest of the mod and you're done. Including CC-BY-SA or other CC variants requires more care because those licenses don't allow re-licensing, meaning they have to be preserved as-is — i.e. you can't legally impose a "non-commercial only" restriction on an asset whose author chose to release it with a CC license which allows commercial use. If these assets were integrated they would need to be recorded somewhere along with their specific licenses.
  24. The attribution ("BY") part of the CC-licenses requires: 1) You must give appropriate credit, 2) provide a link to the license, 3) and indicate if changes were made. The TDM license provides a link to the CC-BY-NC-SA 3.0 license, so part (2) could be said to be fulfilled. For (1) I would expect that each asset author is somehow credited by name and a link if the asset was found online, and for (3) I would expect a comment saying something if a change was made to the asset before it was added to TDM. Correct me if I'm wrong, but there are currently no core assets licensed as anything else than CC-BY-NC-SA. If there are, please tell me how to find them and how I can read their respective licenses. I don't think there is a way to track licenses on a per-asset-basis. I raised that question in this topic. Given the thousands of hours of work put into this game, I wouldn't want to leave it to chance... This licensing stuff may not be the hottest topic, but it may be worth talking about to prevent unpleasant surprises. Agree. And that a mapper working in Dark Radiant can see the license for each asset when they choose which asset to use, as suggested in the "tracking licenses"-thread I mentioned above. Yes, a mapper who wants to create a libre mission will have restrictions on which assets to use. If they don't require their mission to be libre, it will work as usual. If there is a way to add libre assets to the core assets, then it will get easier with time. Under current circumstances, a libre mission will not be nearly as good as any of the few missions I have played so far, but I wouldn't go so far as to call it pointless. I think it would be good enough to qualify the mission+engine as a game and get it into e.g. both the Debian repository and the LibreGameWiki. It's a starting point and hopefully it can attract the attention of more people wanting to work on the game. "def files" are CC-BY-NC-SA according to the TDM license. Does anyone know which license the core scripts are?
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