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hmm its actually rather advanced and unfortunatly a bit of a pain to setup. one example is hrtf (headphone surround) which requires mapping sound locations with a tool they provide. https://deepwiki.com/kcat/openal-soft/5.3-gui-configuration-tool lists a good deal of which steps needed. for all other cases it is probably better to ask on the github forums for it. attached my own config for dhewm3 which sounds somewhat ok. drop it next to the dhewm3 executable. if you feel up to experimenting you can add your own settings to it alsoft.zip
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A set of some 200 missions is a lot to sift through to find what one likes. I never used your site but if it provided functionality to search missions for parameters like approximate playtime, series v standalone, and tags like undead, spiders, mansion, city, etc, then it sounds plenty useful. Can the functionality be incorporated into the main web page? Perhaps even integrated to fetch underlying data from the wiki (so that trusted editors can keep the parameters up to date)?
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By "IP", I'm thinking you mean my machine's address (not intellectual property). Yes, if an AI was not privacy-preserving, and actively monitoring for and reporting IRL criminal activity (likely many are), and misconstrued what I was doing, then I see your point. For my particular FM, the phrases don't really imply any criminal acts, just clues. This is not the case for all FMs. In those cases, when untrustworthy AI systems allow rich prompts, it's probably a good idea to specifically indicate you are writing for a fictional mission within a PC game. Also, the activity itself, translating into a fixed suite of multiple languages, is probably not something an actual criminal enterprise would do. Talking in the forums about your FM under development would also show that your intentions are not real-world crimes, and I'd like to think ward off all but the most wrong-headed prosecutions.
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probably needs some fine tuning , not sure if the BFG versions uses the old openal SDK or was updated to the openalsoft version also ? might explain some of it i reckon. i do have a version of dhewm with atleast some of the mentioned GLSL functionality (interaction shaders for now). It uses a hybrid GLSL/ARB renderer and works quite ok on my own port but ran into a few snags with dhewm3 cause it uses a hack for enabling hardware gamma with SDL3 which bypasses the code used for splitting up the hybrid renderer between ARB and GLSL parts. So gamma is broken in SDL3 builds until i can get a GLSL version of the shader used. sadly thats a bit beyond me as i come from the C world and only started to learn some basic C++ due to the release of the idtech 4 source code. And i newer really got my feet wet with hardware shaders.
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============== -= IRIS =- ============== WELLINGTONCRAB TDM v 2.11 REQ Ver. 1.3 *For Maureen* -=- "Carry the light of the Builder, Brother. Unto its end." -Valediction of the Devoted "What year is this? Am I dreaming?" -Plea of the Thief Dear Iris, I am old and broken. When we were young it felt like the words came easily. Now I find the ink has long dried on the pen and I'm as wanting for words as coin in my purse. I can tell we are nearing the end of the tale; time enough for one more job before the curtain call... ============== -Installation- Requires minimum version of TDM 2.11 **Dev build dev17056-10800 (2.13) fixes several visual effects which have been broken in the mission since the release of 2.11. For that reason playing with that version or later is currently recommended** -Iris does not support mods or the Unofficial Patch- Download and place the following .pk4 into you FMs directory: Iris Download ============== *Thank you for playing. Iris is a large mission which can either take as quickly or as long as you are compelled to play. I hope someone out there enjoys it and this initial release is not completely busted - I tried the best I could!* *Iris both is and isn't what it seems. If commenting please use spoiler tags where appropriate. If you are not certain if it would be appropriate a good assumption would be to use a spoiler tag* *Support TDM by rating missions on Thief Guild: https://www.thiefguild.com/* ============== WITH LASTING GRATITUDE: OBSTORTTE - Whose gameplay scripts from his thread laid the foundation which made the mission seem like something I could even pull off at all. Also fantastic tutorial videos! DRAGOFER - Who built upon that foundation and made it shine even brighter! And whom also provided immeasurable quantities of help and encouragement the past couple years on the TDM discord. ORBWEAVER & GIGAGOOGA - For generously offering their ambient music up for use. EPIFIRE - Who lent me his fine trash and trash receptacle models. AMADEUS - Who was the first person who wasn't me to play the damn thing and provided his excellent editorial services to improving the readers experience playing TESTERS AND TROUBLESHOOTERS: AMADEUS * DATISWOUS * SPOOKS * ALUMINUMHASTE * JAXA * JACKFARMER * WESP5 * ATE0ATE * MADTAFFER * STGATILOV * DRAGOFER * KINGSAL * KLATREMUS - What can I possibly say? Playing this thing over and over again could not have been easy. Deepest thanks and all apologies. -=THANKS TO ALL ON THE TDM DISCORD AND FORUM=- ==SEE README.TXT FOR ADDITIONAL ATTRIBUTIONS & INFORMATION== HONORABLE MENTION: GOLDWELL - If I hadn't by chance stumbled into Northdale back in 2018/2019 I would probably still be trying to get this thing to work in TDS, which means it probably would not exist - though more details on that in readme. ============== Boring Technical Information: *Iris is a performance intensive mission and I recommend a GTX 1060 or equivalent. I find the performance similar to other demanding TDM missions on my machine, but mileage may vary and my apologies if this prevents anyone from enjoying the mission.* *Iris heavily modifies the behavior of AI in the game, how they relate/respond to each other and the player. So they may act even stranger than they do typically in TDM. Feedback on this is useful - as it can potentially be improved and expanded upon in future patches.* -=- This is my first release and it has been a long time coming! If I forgot anything please let me know! God Speed. 2.10 Features Used:
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There are currently nearly 200 missions to the game. That's a lot. So I made a list of the ones you shouldn't miss. If you're a beginner, do not start with the best missions. Play a few others first to learn how the game and controls work, and how you can use some items to interact with objects on the map. You will appreciate them more that way. Tastes vary. My subjective assessment is based on how enthusiastic and interested I was during the mission. Generally, I appreciate the unusual circumstances. If I felt lost too many times or needed hints to solve the plot, those were clear disadvantages. I don't like the needle in the haystack type elements. (Secrets are fine.) The list isn't a quality line. I don't want to add precise ratings, that's not the point. I have a message for those whose missions didn't end up here: Don't worry. Others may judge differently. In any case, some missions may be added here with some editing. A few didn't make it here only because of the obscure wording in the descriptions of objectives. Give me tips if you think something is missing from the list. 200 missions are a lot, I might have skipped some gems. BEST MISSIONS -A House of Locked Secrets: Very funny, diverse and memorable, sometimes nonsensical. The best mission. 4 hrs -Seeking Lady Leicester: It's probably the second best mission, but I won't argue with anyone who ranks it first. Knowing how to rotate items is essential to play this mission (middle mouse button). 6 hrs -Volta 2, Cauldron of the Gods 2.5 hrs -Volta 3: Gemcutter 3 hrs -Penny Dreadful 1: The grail of regrets 1.5-2 hrs -Penny Dreadful 2: All the way up 3 hrs -The Painter's Wife: A monumental mission. The size doesn't mean this is the best one. -Hazard Pay 2 hrs -Now and Then 5.5 hrs -Black Mage 3 hrs -Requiem: The mission is excellent and imaginative. But it's painfully difficult to move without being noticed at certain points. 4 hrs -Crucible of Omens: Behind closed doors: Excellent mission, the only problem is that it's difficult to navigate between the different parts, and it's hard to find your way back to places. Having a route back to the first part, which could be opened from the later part of the map, would have helped the flow. 5 hrs RECOMMENDED MISSIONS -Iris I hesitated a lot whether to put this in the list of best missions. But the first part of the mission offers so many options, it's rather a caricature of the genre. And the environment isn't very good either. Less would have been more. The second part of the mission is much better. I appreciate the innovative element. 7 hrs -Chronicles of Skulduggery 0: To Catch a Thief -Chronicles of Skulduggery 2: A Precarious Position 2.5 hrs -Chronicles of Skulduggery 3: Sacricide: Good, traditional mission but the story is too black and white. -No Honor Among Thieves: The end isn't satisfying, but otherwise this is a good mission chain. 5.5 hrs -Shadows of Northdale act 2. 3 hrs -The Last Night on Crookshank Lane 4 hrs -Penny Dreadful 3 -Mother Rose Funny. It's not for beginners! 40 min -A Score to Settle -Sir Talbot's Collateral -Talbot 2: Return to the City 1.5 hrs -Talbot 3: Fiasco at Fauchard street 1.5 hrs -Thomas Porter 1, Knighton Manor: Good jokes. -Thomas Porter 2, The Beleaguered Fence -Thomas Porter 3, Glenham Tower -King of Diamonds -Accountant 2: The code is good. -Golden Skull: 30 min -Vengeance for a Thief 1-3 -The Factory Heist -A Good Neighbor -Snowed Inn -Langhorne Lodge -Heart of Saint Mattis 3-4 hrs -Perilous Refuge 2.5 hrs -The Hare in the Snare: Part 1 -Rightful Property -Alberic's Curse 1.5 hrs -A Night in Altham: A strange mission. 9 hrs -By the Cookbook 1 hour -Wizard's Treasure 1 hour -A Night to Remember 1.5 hrs -Lord Edgars Bathhouse 1.5 hrs -Last Offering: How much you enjoy it depends largely on what equipment you choose at the beginning. 1 hour -The Rift: Quite cool, but the music isn't on the ambient channel so it's not possible to make it quiet. 1 hour -Briarwood Cathedral 1.5 hrs -The Threepenny Revue: 45 min -Mission of Mercy 1 hour
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I did do a quick search for this but wasn’t able to find anyone asking the question - @stgatilovDoes the engine have any code to allow NPC's to climb up and down ladders..? if not how hard would it be to implement? @ArcturusI assume the climbing animation and then blend blending animations would be doable? And on a related note, what is the steepest incline/stairs NPC's can currently pathfind up/down..?
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the 1.2 code was incomplete (missing parts of the release sources) but i noticed there had been an attempt at adding back the missing parts by copying them off from the release sources. the recreation work is in a seperate archive marked as unclean. the 1.2 code seems to mostly deal with AI nodes physics and a few common functions so not to bad (could probably make a patch instead). sadly the code uses msvc 6.0 so i would have to either install that on a seperate machine or upgrade the code for use with a more modern compiler before i can make any assumption about its viability.
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Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
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I don't, but I was also thinking about this. Maybe it helps to check out the code of the spyglass gui,
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btw. and hush... i have the full original source code for daikatana both the alpha versions and the final. i actually stumbled upon it on the wayback machine while using a vpn (does not show otherwise) so at some point when john romero released it for one "lucky guy" to work on modernizing the code it seems the link he sent for the fella fell through the cracks on the internet and ended up in some obscure corner as hidden. as for why i was able to see and download it im not sure but its rather interresting to study the work that went on with the old quake2 base before it became the daikatana base. as far as i can see it has a directx renderer as well (disabled i guess) and the source was ported to C++.
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For the most part they are , freepascal is still maintained and even though pascal is mostly passed on in favour of csharp (which is mostly due to a small userbase with knowledge of coding in it) there are those who swear by it. Djgpp was the goto for many years for those coding for dos/OS2. Unfortunatly it only runs on operating systems that support 16 bit. While windows 10 and before it windows 7 supported emulating 16 bit mode it ran rather poorly, and it only ran on the 32 bit versions. Watcom on the other hand supports building dos/os2 code from windows NT and even linux and is also still in development (as open watcom v2). It also supports building code for some of the more obscure operating systems like qnx.
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After publishing 100 game reviews adsense accepted my site. I tried many times since January and was rejected in every attempt. Now they accepted it. With Gemini I generated a php code to get the ads to show.
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Npc's that can climb: up and down ladders (to start with)
demagogue replied to Bikerdude's topic in The Dark Mod
I think it's similar with the problem of flying AI. It'd be a fundamental rewiring of pathfinding to add z-axis motion completely separate from the x-y plane, as in they're not walking on a surface. If I were going to try to rig it though, I'd probably do it in a hack-y way, like you just tweak the pathfinding a little so that the nodes at the top and bottom of a ladder connect, and when the AI wants to traverse it, it approaches the bottom, "triggers" the ladder like a switch, and it transports him already to the top, then throws in some stock climbing animation in between. Maybe not too different to the way elevators work. Actually I wouldn't trust the normal pathfinding to do it (not least b/c of edge cases like AH said), but it'd be even better if the mapper designated the bottom and top with some kind of marker object, and let the code take it from there. Anyway, I think there are some ways it could be rigged, but it'd still be a lot of work & would need a lot of testing and tweaking. But it really comes down to a very motivated & competent coder actually making the thing. -
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
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Npc's that can climb: up and down ladders (to start with)
AluminumHaste replied to Bikerdude's topic in The Dark Mod
There's no code for climbing up ladders AFAIK. All the edge cases would be a nightmare. -
We shouldn't turn off animation blending. Without it there's annoying jump from one animation to another. We need more blending, not less. Let's do a different hack. The problem is that origin bone rotation is driven by code and it finishes rotation in 1/3 of a second. We can't make it significantly slower without messing up AI. My first hack was to simply make character move slower than origin. So the origin would finish rotation, stop and then the character would continue moving for the rest of the animation. But we can animate the origin bone too. Since we want the origin rotation to be longer, we can counter-animate it. So while the game code rotates it 90 degrees one way, we can apply rotation in the animation file the other way to counter it. So we end up with 90-60=30 degrees movement for 1/3 of the animation. Then when the code stops moving the origin, the animation file can continue rotating it for the remaining 60 degress. We end up with this stupid looking animation: In the game however origin now rotates for the whole duration of the animation (1 second). This is what it looks like with blending set to "0" in float delta = getTurnDelta(); if ( delta > 10 && hasAnim(ANIMCHANNEL_LEGS, "turn_left")) { animState( ANIMCHANNEL_LEGS, "Legs_TurnLeft", 0 ); } if ( delta < -10 && hasAnim(ANIMCHANNEL_LEGS, "turn_right")) { animState( ANIMCHANNEL_LEGS, "Legs_TurnRight", 0 ); } Here's with blending set to "4" (current Dark Mod default). There's some jerkiness. I applied some more tweaking in Blender to mitigate some of that: With blending set to "6": Those values in: animState( ANIMCHANNEL_LEGS, "Legs_TurnLeft",4 etc., they seem to drive only the "ease in"? I'm a little confused about how they work.
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I would be surprised if you were one of the only people on the planet (i.e. less than double digits) who has the source code. But if you are, it should probably be spread around in a plausibly deniable way.
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The Problem Readables are available in a wide range of TDM bitmap fonts. Unfortunately, the majority of these fonts lack non-ASCII glyphs for European languages, and it would be a prohibitively lengthy task to craft them. This is one of several translation hurdles. (Another is soliciting, organizing, and distributing the work of human translators; see “AI for Translations: An Exploration” for work on an alternative. This also promotes the use of meaningful alphanumeric #str_ IDs - possibly automatically generated – instead of traditional numeric.) A Proposed Solution Suppose that when a particular page of readable is shown, it is shown first is English, with the mapper-specified font (e.g., Camberic), and then, after a number of seconds, shown in the current user-selected language, with a different font (e.g., Stone), one that offers the needed diacritics? And with the translated font size scaled down to accommodate potentially more-lengthy translated strings? Both the English and translated text can be viewed in sequence. That opens the door to “quick and dirty” default translations, e.g., machine translation. In particular, the reader may sometimes be able to work-around any layout problems and sub-optimal translation by consulting the English text. (Nevertheless, default translations may sometimes miss subtle nuanced hints, so the ability to improve them with tweaked text is a necessity.) The Proposed Mechanics Recall that the game engine currently passes these values to a readable’s gui: gui::title gui::body With a multipage readables, the content of these parameters changes as pages are flipped. For clarity, it is proposed to replace them with: gui::titleEnglish gui::bodyEnglish gui::titleTranslated gui::bodyTranslated The latter 2 would be just like gui::title and gui::body, except that they would serve empty strings when the current language is English or there is no translation available in the current language (and so be used for gui code program logic, to suppress a transition). Observe that this behavior does not substitute an English string for a missing non-English string. Skip the remainder of this section if details are not of interest. Each stock readable .gui would need a one-time conversion to use them. Instead of the traditional 2 winDef overlays for text, there would be 4, corresponding to the 4 text-passing parameters just mentioned. This allows the translated text to fade in while the English text fades out, when an onTime event starts the transition (at 2 seconds in this example). Here is the fragment of .gui code that has been altered: Aspects of this Design – Transition from English The transition is timed, so no extra “Translate” button is shown, nor a hard-to-come-by hot key required. If you want to see the English again, you would briefly navigate away from the page to another, then return; or, if a single-page, close and re-open it. A simple implementation (as the code above and example below) uses a fixed, hard-coded time. Alternative Mechanism. At some cost to code clarity, it is probably possible to get by with just the 2 normal text-passing parameters (gui::title and gui::body) and their traditional 2 overlays, though additional variable(s) would be needed for tight time-synchronization between engine and gui; and overlapping fade-in/fade-out between English and translation would not be possible. Advanced Version. In the longer term, timing could be made more flexible, by passing it as parameter from the engine, e.g.: “gui::transitionTime” Where does this value come from? While it could somehow encoded into the .xd file by the mapper, I prefer a different approach. Have the engine calculate it from character or word count of the body, with user-specified globals for reading rate and min and max bounds, e.g.: sys_readablesWordsPerSecTransTime sys_readablesMinTransTime sys_readablesMaxTransTime A drawback of a timed transition is that additional reading time is needed to get to the translations, which may, with immobile readables, increase risk of discovery by guards. So having these additional user controls would let a user get to the translations faster, even skip the English entirely by setting bounds to zero. A Simulated Example – FM “readableTranslationFadeIn” In the absence of engine support for the 4 text-passing parameters, it is still possible to make an approximately-functional mockup using some hard coding. However, this prototype DOES NOT suppress the transition when the current language is English. That is, it shows (rather than prevents) an English-to-English transition with change of font & font-scale. TDM with the languages set to “Francais” (French). The first screen shot shows page 1 of a 3-page scroll, momentarily displayed in English with Camberic title and body. After a few seconds, it transitions to the second screen shot, in French in Stone font. With accents. While shown here as a scroll, this approach should be easily adaptable to books and sheets. About the Example’s Implementation The screen shots are from a prototype FM: readableTranslationFadeIn Notable files are: guis/readables/scrolls/scroll_calig_camberic.gui, a custom override of the standard Camberic scroll readable, with the translation transition mechanism from above, plus additional simulation fakery described below. strings/all.lang, a UTF-8 file containing 6 #str_ (2 per scroll page – title & body) in each language section. Only the [English] and [French] sections were implemented. The English example content was loosely derived from the St. Lucia FM. The English text (without #str_ structuring) was manually converted to UTF-8 French using Google Translate (website, not API). strings/english.lang & french.lang. These were generated from all.lang using my gen_lang_plus program to create the 8-bit “ANSI” versions as required, e.g., ISO-8859-15 encoding for French. xdata/readableTranslationFadeIn.xd, that contains the #str_IDs for the 3 scroll pages. Within scroll_calig_camberic, this simulation had this fakery: “gui::title” and “gui::body” were stand-ins for hypothetical parameters “gui::titleTranslated” and “gui::bodyTranslated”; The English text was hard-coded, and the appropriate content selected by actual parameter “gui::curPage”, to make up for missing hypothetical parameters “gui::titleEnglish” and “gui::bodyEnglish”. The READABLE_FADE_TIME is currently set to 2 seconds for testing. Probably 5-6 seconds would be better during game play. Aspects of the Design – Font Scaling As mentioned earlier, the translated font is scaled to make the text smaller than the original, to accommodate languages that need more room. A simple implementation (like in the example code) uses fixed values with “textscale”. So the textscale for the two Translated winDef overlays is smaller than for the 2 English winDef overlays. Specifically, in the example GUI code, the text scaling factors from the original Camberic readable were retained: textscale 0.4 // titleEnglish textscale 0.31 // bodyEnglish and supplemented by (with a different font, namely Stone): textscale 0.33 // titleTranslated textscale 0.24 // bodyTranslated The goal is to keep the rendered text smaller than the original English rendering for languages with more characters per sentence. These values, while hard-coded, will differ across readables (due to different starting fonts), and would need to be experimentally determined. But this treatment, with just a fixed scaling value that is independent of both text content and current language, is unlikely to be very satisfactory. Better ideas, needing additional engine modifications, will be considered in a follow-on post. Additional Considerations When Authoring the XD File. Recall that TDM is relatively inflexible when using #str_ within an .xd file. So this form will not work: "page1_body" : { "" "" "#str_fm_scroll_camberic_pg1_body_parish_inspection_excerpts" } Instead use "page1_body" : "#str_fm_scroll_camberic_pg1_body_parish_inspection_excerpts" With the 2 leading linebreaks moved into the #str content as leading \n\n. When Testing. If there is a mismatch between the TDM Language setting and the PC’s language setting (e.g., under Windows), then some characters may turn out wrong or indicated as missing (e.g., as boxes). The degree will vary by language, and is unlikely to be seen in the initial English render (because that’s almost all in ASCII, common to all the ISO encodings.) Even with such mismatches, the translation can be reviewed as to overall length and where linebreaks occur. Be aware that direct editing of *.lang files is not recommended, and could risk converting from a particular “ANSI” raw 8-bit encoding into “UTF-8”. Applying this Technique More Broadly. A few fonts have oddball glyphs for certain characters, e.g., a skull and crossbones in Treasure Map. This would require special handling during translation. For Briefings, Objectives, and Messages, similar approaches can be conceived. However, for each of these (and different from readables), only one particular font is routinely offered. And there are alternative designs to be considered. For instance, the English and Translated text could be shown simultaneously side-by-side in various ways, instead of sequentially. The Objectives have the additional complication that the font size is already user-adjustable.
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well it needs to be intel 8080 series compatible atleast to run dos programs. strangely that vtech allmost looks like my old spectrum . back then me and my sis used it to play ping pong on our old black and white tv hehe. from what i can gater about the EZ80 it clocks lower at 50 mhz but should run just as fast as the 150 mhz Z80 due to a better memory controller. it also supports the same options so it should work. Edit: not sure why the ez80 was marked as having lower clock at wikipedia ??? The z80 ran at 4mhz it also supports 16 bit so maybe time for some fun with old windows 2.0 versions (win 3.1 should also run for the most part but a few executables avaliable for it like freecell are 32 bit and use win32s) so allthough win32s maps the code to run on top of win16 im not sure the zilog has the power nessesary. i might be wrong though . https://en.wikipedia.org/wiki/Zilog_eZ80
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@I.C.H.I. What I wrote in the previous post would apply to motion captured animations too. In the end they are just a bunch of keyframes, not magic. You'll be happy to hear that we already have one mocap animation in game already: It's so heavily edited though that it might as well be original. Motion captured anims still need to to be heavily edited. They generally need to start and end on the same pose, unless you're doing a cut scene. Animations need to fit arbitrary criteria set by the game, like a predetermined speed. I was told for example that running needs to feel like sprint, when actual in game speed is that of a jog. Current TDM skeleton is different from a typical standard animation skeleton. It was made in a proprietary software and it took me a lot of effort to retarget it to a rig in Blender. I made it based on imported md5mesh file. Perhaps retargeting the original rig inside Maya would be an easier task. A lot of bad animation is driven by game systems. The reason why NPCs will sometimes rotate 180 degrees while playing some idle animation is just bad code. The reason why rotating animations look like shit at the moment is because origin bone is driven by code and the speed simply doesn't match the animations. Well that and the animation is horrible. Changing rotation speed in code breaks combat, so I'm trying to make animation that matches the code, which is a hack. Feet still slide because of blending. Without blending it looks like this: There's still some jittering going on. Any idea why? For details I invite you to internal development forum. Another example is combat where torso and legs are independent. Combined with crappy animations it makes probably for the most robotic looking part of the game. A lot of it is just bad art. The default idle animation is just crap. The pose is unnatural, weight is placed on the leg that has a bent knee and is moved back and on top of it has a weird rotation. That's not a relaxed pose, but because it's the default, all other animations need to start and end with it. At least the mechanical looking sway of the idle anim à la Mortal Kombat could be fixed at some point. Ideally all characters should be ported to a standard rig like Rigify or Blenrig. The rigging itself wouldn't even be the worst part for me. It's setting up .def files and articulated figures (AF) that's the most tedious part. You're expecting a lot from a community who refuses to switch to high dynamic range rendering, even though that shit is already implemented in the game waiting to be used. I might experiment with mocap more at some point, but I encourage you to try it on your own. When I started working on this mod I new nothing about 3d graphics. Three years later I had a horse completely modeled, textured, animated and with proper rag doll in the game.
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Hello! Tracking down information on software and plug-ins that work with D3 / TDM can be a tough. So I have created a thread here where people can post what software/ plug-ins/ tutorials or other references they've had success or failure with in TDM. 3DS MAX 2013 64bit .ase - Default .ASE model exporter works. However you have to open the .ase file in text edit and manual change the *BITMAP line on each material to read something like: "//base/textures/common/collision" which allows the engine to read the correct material path. md5.mesh / animation - Beserker's md5 exporter/importers for 3dsmax. http://www.katsbits.com/tools, Importing and exporting works. The model must be textured, UV'd, with a skin modifier attached to the bones to export. PM me (Kingsal) for help with this. Imported models using the script will not be weighted appropriately, so this is not recommended if you are simply trying to edit existing tdm content. (Use blender instead) MAYA 2011 32bit md5.mesh - So far I've not had any luck with Maya 2011. I am using Greebo's MayaImportx86 for Maya 2011. I've got the importer working however I get a "Unexpected Internal Failure(kFailure)" and the import fails. This could be due to something finicky in Maya that I am not doing correctly. Will keep trying.. Blender 2.7 about - Blender is commonly used and pretty well supported on the forums/ wiki. Various versions may work as well - https://www.blender.org/download/ md5.mesh / animation Blender MD5 importer/exporter (io_scene_md5.zip): https://sourceforge.net/projects/blenderbitsbobs/files/ Sotha's guide Blender Male/ Female rigs by Arcturus - Here Edit by Dragofer: more links found in this post.
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A change I'm sure No One wants- Light-responsive readables
demagogue replied to BoilerDunce's topic in The Dark Mod
Just to clarify, and going off of wesp's comment, the hard sell isn't deciding to add a voluntary option per se. The ethos of this whole game is to let players and mappers do what they want within a pretty broad range of styles. So it'd be an easy ask if it were a trivial thing to do, like change a "0" to a "1" or some other value in some def file like wesp is saying. But when it's not a simple task like that but one that requires quite a bit of coding support like it seems this it, the hard sell is asking someone to dig through the source code and figure out how to code the thing in a way that is robust & doesn't break other things, which means research, planning, coding, debugging, play testing, and then more coding to fix everything and deal with all the comments that come in. If you really want to get down to brass tacks, the central ethos around here is DIY. If you really care about this, there's a place you can get the source code, and we have an entire forum and wiki that has all of our institutional knowledge to research almost any topic. If you don't know any coding, this is your perfect chance to learn, like I and a lot of us did just to put in new features we wanted but no one else was gonna do. Basically, if we can't get wesp5 on the job, it's only going to be harder to recruit the other usual suspects. So if you want to see it, you may need to do it yourself, but you might be happily surprised at the willingness of people to answer your questions and help you with the task, if you're really serious about taking it on, that wouldn't otherwise do it themselves. -
Just for some backstory, I'm talking about Dark Mod, I think Fidcal was the one that put in the original Stealth Score stats that tracked alerts, then I did a major overhaul of it, and then I had to drag in Grayman to clean up a lot of the bugs and issues. There are things I did with an eye to ghosting, one being that a Level 1 alert didn't count to the Stealth Score, because in a good number of FMs it starts with it already being busted, and it's the one where the guard doesn't know anything is strange yet, it's just a slight noise, the wind or rats. I counted Level 2 and up as a Stealth Score hit. (But it still counts Level 1 hits in the alert stat if someone wanted to count it.) Anyway, I don't know enough about Thief code to offer much. I glanced through its source code when it first got leaked. But from the work I did on TDM, I suspect that it's something you have to get from the source code, and that it won't be available through just a mod... the reason being because the source code will have to explicitly hand the stat over to be accessible to a mod, and if they didn't already do that for a stat, then there's no real reason to do it at all. So I think it'd require a source code change and new compile of the .exe, which means it wouldn't be just a mod you could distribute, but you'd have to distribute an entirely new .exe game for it. That's just my guess, but that's a reason why it probably hasn't been done yet. My first idea would be to post somewhere that Corbeau, the person (or team?) maintaining the New Dark release, and see if they can add it into an update to New Dark, although I don't know if they're even maintaining it anymore.
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I'm not sure if this should go here or in the Tech Support section, so If this is the wrong place, please let me know. As a hobbyist game developer, I'm curious about how the Light Awareness System works in The Dark Mod. I've been poking through the source code, but haven't found any definitive math explaining it, or code comments mentioning on how it's calculated. If anyone could point me to exactly where to look, or could explain what steps and/or math it's using to calculate how visible the player is, I'd greatly appreciate the insight. For reference, I'm trying to implement a similar system in my own stealth game I'm working on in Unreal Engine 4.