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  1. 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!
  2. 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.
  3. 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.
  4. I just added this to the browser-css for https://forums.thedarkmod.com (locally) .ipsDataItem_lastPoster, .ipsDataItem_stats, .ipsCommentCount, .ipsType_light.ipsType_small.ipsType_blendLinks, span.ipsFlex-inline, .ipsDataItem_category {display: none;} /* Less number stats distractions */ Giving a less distracting result:
  5. 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
  6. Author note: It's hard to believe it's already been a year since Act 1 came out! Well during this mission the player will be following Corbin into the Grimwood district to followup on a lead from last night (Act 1) .. the mysterious tablet! This mission is my first time including full EFX support as well as a HD briefing video file, additionally a new script has been added crafted by the talented Obsttorte which has loot flying towards the player when you pick it up. On a level design front I have tried to change things up a bit by really catering towards a number of play styles, this mission can be completely ghosted or you can use the tools at your disposal to wreak havoc on the citizens of Northdale. For the first time I have tried to create more sandbox environments which don't offer clear answers handed directly to you, so if you're having trouble figuring something out try a different method. This mission takes between 1 - 2 hours to finish depending on the difficulty you play on and how thoroughly you explore. I hope you enjoy your night in Northdale! - Goldwell Voice actors Fen Phoenix Goldwell Random_taffer Yandros Beta testers Amadeus Boiler's Hiss Cambridge Spy Chakkman Crowind Epifire Kingsal SquadaFroinx Custom Assets Andreas Rocha DrK Epifire Grayman Kingsal MalachiAD Obsttorte Sotha Springheel SquadaFroinx Purgator With special thanks to Epifire for creating a large collection of custom models, Grayman for helping out with coding, Kingsal for drawing the ingame map and Moonbo for his script revision on the briefing video. Available via in-game downloader MIRROR File Size: 417 mb EDIT: If you are having performance issues please consult this post by Nbohr1more which may address your issue http://forums.thedarkmod.com/topic/19936-fan-mission-shadows-of-northdale-act-ii-by-goldwell-20190320/page-2?do=findComment&comment=436271
  7. damn this was hell to put together... the be quiet case only has space for a 240 aio up top and mine is a 360 so i had to pull the front fans and mount the 360 there. my dev machine i actually had to move to the lian li lancool III which was my gaming machine due to the front panel connector being the new type and i dont have a breakout cable for it. so now my gamer is located in the be quiet case my dev machine was relocated to my lian li gamer (luckily the 2080 ti fits fine in that one) and the old lian li PC-B25F is in use as my retro gamer. had to muck about with the ssd's so i left one in my dev machine for a few games together with two mechanical harddrives and one nvme. the be quiet case got fitted with 2 nvme's and 2 ssd's. i had intended to use an old kingston ssd for the retro setup but the connectors broke so it's thrash sigh... instead i had to use a mechanical harddrive as the system disk with an usb stick for ready boost (still far from ssd speeds). i also replaced the 3070 rtx in my streamer and moved it to the be quiet case, the streamer now uses an amd rx 5700 xt (works fine for that). so next project is getting a 240 aio for the be quiet case and moving the 360 aio back into the lian li lancool III case. getting the damn thing of the ryzen 3700x was rather harrowing as the cooling paste glues so tight that you literally rip the cpu out of the socket (the liquid freezer II model i have can not be wiggled so there is no way to avoid it) luckily no damage but ouch. then ill need a few more ssd's to max out the lancool but with prices as they are atm this might take some time.
  8. ============== -= 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 ============== Beta Russian Language Translations by @kalinovka Mirror #1: yandex.ru Mirror #2: Google Drive ============== *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:
  9. 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
  10. Looks like it's the same old script updated for latest Blender version. Just so you know, this vibe coded script below exports smaller files. It always bothered me that .md5anim files from Blender are three times bigger than they should. https://forums.thedarkmod.com/index.php?/topic/22528-md5-format-importer-exporter-for-blender-36/#findComment-508957
  11. Hey Brams2! Welcome to the dark mod! And you're coming in with two lovely missions to play, as well. Great work on these! One quick note: before these missions get added to the mission downloader, it's usually a good idea to get them beta-tested first. I also played the second mission and fell out of the map: But yeah, I suggest you start a beta testing thread here: https://forums.thedarkmod.com/index.php?/forum/59-tdm-mission-beta-testing/
  12. The rumor that AMD is blocking review samples of the RX 9050 seems to have some truth to it. Roughly 30% slower than 5050 But it’s too late for damage control GPU option like this takes me back to the days of searching for good HTPC specs around 2016–2017.
  13. It seems a driver problem, not really strange for me. I don't think that it is really a TDM problem. In other Forums I see a lot of different issues with Logitech Mices and drivers, myself I had also problems with Logitech Mices. Nerer had again Problems buying specifically gaming mices with cable, these are way more robust and stable for obvious reasons. Maybe changing the Mouse will solve the problem. Currently I use the Rival 3 Gen 2 from Steel Series since several Years, very precise and responsive, apart with a good price (some Years ago I paid ~€30, now it costs somewhat more as I saw in its Homepage.
  14. I improved some of these issues in my Unofficial Patch like the headshots doing more damage unless the arrow hits a helmet. I never noticed the gaps in the log, maybe this can be fixed. Also I see no problem with the GUI brightness and I love the complete jingle :)! P.S.: I just looked at the objective space and the text is cut off without wrapping if the objectives are very close together. There is an intermediate option, but it will probably not work with objectives longer than two lines. So do these exist? P.P.S.: I checked all missions starting with "A" and already found two which need three lines. I will continue, but it seems as if the current solution is easier than modifying multiple mission objectives.
  15. I see we have independently noticed this problem. I have proposed named strings for these instead of numbered strings in https://forums.thedarkmod.com/index.php?/topic/23204-proposed-i18n-improvements-for-tdm-215/ Would you be willing to change your patch to use those names? I'm translating those strings into the 16 languages now. I'll look to your translations for the German versions.
  16. The TDM Unofficial Patch is a personal project of mine to modify some small details that annoyed me in the core game. It wouldn't be possible without many others, so thanks to the whole TDM community for discussions and help, but especially to friendly modders who directly contributed code for it, like Obsttorte, Dragofer, Kingsal, Goldwell, Destined, and snatcher! You can find it under the link below and while over the years there was little progress, in recent times many things have been improved that I never even thought of when I started and some might be worth to be included in the core game. https://www.moddb.com/mods/the-dark-mod/addons/the-dark-mod-unofficial-patch Version Changelog: ------------------ v2.4 16.06.2026 ---- Updated to 2.14 and packed mission changes into dedicated pk4 files. Added missing main menu music for Lucy's Quest, thanks to snatcher. Improved German translation and added several hard-set option lines. Swapped the in game menu objectives button with a quit game button. Added mission title to statistics screen and removed prefab changes. Made compass always stay visible behind the lightgem once obtained. Fixed frobing items animation for all items that was lost in update. v2.3 26.02.2026 ---- Updated to 2.13 and restored many mission names because of new list. Made reading newspapers look less bright and improved training map. Added any 10 minutes auto save game feature, thanks to chumbucket91. Removed invisibility potion as this is a part of the core game now. Added sortable inventory, thanks Snatcher, datiswous and nbohr1more. Removed numbers for non stackable inventory items, thanks Snatcher. Followed requests to restore map that shows Bridgeport is in France. Fixed bad text for flint in shop menu and added a shop flint image. Removed more ko alert immunities and NPC reaction to electric mines. Made keys droppable by default to make perfect ghosting achievable. Fixed reversed door handle in Vengeance for a Thief Part 1 missions. Removed Blow and Whistle for differentiation to Snatcher's Modpack. Added compass name, made it less bright and all tools not droppable. v2.2 23.12.2024 ---- Readded Whistle tool because font issues were fixed, thanks to Geep. Fixed possible problem with item taking animation, thanks Snatcher. Modified internals so the patch can be used with Snatcher's Modpack. Included fragile bottles which break on impact, thanks to Snatcher. Fixed bug with the William Steele 3 mission and invisibility potion. Renamed some new and updated missions for the alphabetical sorting. Reduced mission list font size and removed stripes, thanks Snatcher. v2.1 03.05.2024 ---- Increased torch glare by using new particles, thanks to nbohr1more. Packed non mission files into pk4 archive and updated mission names. Changed several subtitles that imply death if target is knocked out. Removed Whistle and Peek Door to make distinction to modpack clear. Unified frob distance of keys and other entities to the default one. Fixed inventory grid title color, position and cropped loot numbers. Updated final mission statistics, rogues and moors to work in 2.12. v2.0 04.03.2024 ---- Added names being shown on frobing bodies or items, thanks Snatcher. Resorted mission list including "A" and "The" in alphabetical order. Updated to version 2.12 and removed several fixes that are included. Moved helper options from the gameplay page to the difficulty page. v1.9 29.07.2023 ---- Removed statistics button from mission statistics, thanks Datiswous. Arranged mission statistics into groups and commented stealth score. Added blinking to frob highlight of loot and items, thanks Snatcher. Fixed cut off final_save name by hexediting the main TDM executable. Made the default frob outline black, thanks Snatcher and nbohr1more. Fixed inventory overlay when wearing magic glasses, thanks Snatcher. v1.8 13.04.2023 ---- Added peek through door keyhole skill, thanks Snatcher and Dragofer. Improved handling of lit lights that start unlit, thanks nbohr1more. Restored original holy water usage as a backup, thanks to Snatcher. Updated patch for TDM 2.11 and restored option to show frob helper. Changed some defs and script to make "Seeking Lady Leicester" work. Made mantling while carrying somebody possible, thanks to Snatcher. Corrected container bottom fix for jewelery boxes, thanks Snatcher. v1.7 20.08.2022 ---- Made loot icon change right back to last tool icon, thanks snatcher. Added new whistle player skill to distract NPCs, thanks to snatcher. Made more lights extinguishable and added info for 4 beta missions. Corrected container bottom fix messing up drawers, thanks Dragofer. Improved unlit behaviour of moveable light sources, thanks snatcher. Corrected lit lamps set to extinguished in maps, thanks to Dragofer. Changed western empire maps so the location of Bridgeport is vague. Added several major city names to the small map, thanks to Kukutoo. Fixed frobing animation not working with bound and carried entities. v1.6 23.07.2022 ---- Improved extinguishing oil lamps, thanks to Dragofer and Obsttorte. Added frobing animation, thanks to Obsttorte, Goldwell and snatcher. Fixed container bottoms and training mission chest, thanks Dragofer. Made doors open faster when running, thanks Obsttorte and snatcher. Added more player tools to training mission and improved text there. Fixed Holy Water doing no damage and Hazard Pay not starting at all. Made all five oil lamps in Sotha's "The Bakery Job" extinguishable. Added blow player skill to snuff out small flames, thanks snatcher. Changed Unarmed icon to make clear that the player always has a bow. v1.5 02.07.2022 ---- Created Invisibility Potion out of cut Speed Potion, thanks Kingsal. Increased arrow head shot damage to both living and undead enemies. Replaced slow matches with easier to handle flints, thanks Kingsal. v1.4 10.03.2022 ---- Replaced Frob Helper with dark Frob Outline and updated to TDM 2.10. Made electric mine stun elite guards too and improved mission names. Renamed mission installation/selection UI mishmash to "activation". v1.3 21.02.2021 ---- Changed flashmine to stunning electric mine and updated to TDM 2.09. Edited more mission names and made threefold candles extinguishable. v1.2 26.08.2020 ---- Updated to TDM 2.08 and fixed custom holywater script compatibility. Added Numbers Scroll showing stealth and loot info, thanks Dragofer. Edited more mission names to avoid truncated descriptions in menus. Added default keys info to training mission and repaired cut lines. v1.1 03.02.2019 ---- Moveable candles can be extinguished directly by frobing the candle. More blackjack immune enemies and inextinguishable candles modified. The key frob distance has been decreased to be that of lockpicking. Holy Water bottles must be thrown directly, but they do more damage. The controls settings menu additions have been updated for TDM 2.07. New mission names have been fixed to fix format and spacing issues. Added looking up and looking down controls for people without mouse. Pointed bad prefabs container open/close sounds to existing effects. Added version info to starting screen and edited some new missions. v1.0 06.05.2018 ---- Many enemies will not become immune to blackjacking when alerted. Oil lamps can be snuffed by frobing, thanks Destined and Obsttorte. The controls settings menu lists that "use" can work on held items. Mission names were syncronized between download and online lists. The controls settings menu lists that "frob" can get or drop items. Astericks were added to official missions to move them to list top. Minor text and format bugs have been fixed in some mission infos.
  17. Yes, instead of starting with the English text in the prompt, it is better to point it to a file instead, when the amount of text is voluminous (as it will be in my upcoming Group 3 work in https://forums.thedarkmod.com/index.php?/topic/23204-proposed-i18n-improvements-for-tdm-215/ ). Good to know Google Translate supports URL file access. So does ChatGPT (even the basic version without login).
  18. 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.
  19. I've added more comments about more games. I think I'm going to review everything I wrote to rewrite under this format Comments Design notes Positive points Negative points I've been dropping a lot of games. I'm playing games that I know are bad or average just to take notes about design. I have some ideas for the existing pages and one or two new articles. To cite one example: after playing doom 3 and being annoyed by how the screen violently turns away when you take damage. This made me notice how a small detail such as different sound effects, screen effects or filters which vary according to the type of damage or the intensity of it really make a difference in games. Doom 3, Gears 5, FEAR 3 are among the latest additions with a lot of text.
  20. There's now an editable fan mission list on the wiki, for the sake of tracking missions made for The Dark Mod. Please read and follow the guidelines, and help keep the list up to date! Direct link, but also accessible from the wiki title page: http://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod Discussion of changes (format, policies, entries, etc.) can take place in this thread. --------------------------------------- There is also now a wiki page to track upcoming fan missions: http://wiki.thedarkmod.com/index.php?title=Upcoming_Fan_Missions Submissions, progress, and any discussion for missions under construction can take place here: http://forums.thedarkmod.com/topic/11639-upcoming-fan-missions/
  21. This pinned thread's purpose is to collect links to all the discussion threads for new features to be added in 2.14: https://forums.thedarkmod.com/index.php?/topic/23080-214-new-and-updated-assets/ https://forums.thedarkmod.com/index.php?/topic/23072-214-mirrors-and-remotes-resolution-and-optimizations/ https://forums.thedarkmod.com/index.php?/topic/23070-214-tdm-version-macros-and-x-ray-breaking-change/ https://forums.thedarkmod.com/index.php?/topic/23071-214-in-game-screenshot-as-menu-background/ https://forums.thedarkmod.com/index.php?/topic/23073-214-interactible-projected-decals/ https://forums.thedarkmod.com/index.php?/topic/23074-214-new-smoke-generation-system/ https://forums.thedarkmod.com/index.php?/topic/23088-214-beta-ko-non-elite-ai-after-flash/ https://forums.thedarkmod.com/index.php?/topic/22736-font-localization/page/2/#findComment-503417 As well as older Feature Collection Threads: [2.13] Feature Discussion Threads [2.12] Feature discussion threads [2.11] Feature discussion threads [2.10] Feature discussion threads
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  22. Sounds like at least some of the sound and particle effects are from the store: https://www.ttlg.com/forums/showthread.php?t=153298&p=2537323&viewfull=1#post2537323 I wonder why the guy is so obsessed with Steffi Graf, by the way.
  23. After some amount of work I'm happy to be able to share my Christmas gift for TDM! Or at least half of it, considering the other half is still only in design phase. I created an addon that implements detailed player functionality, inspired by the first DeusEx game (The Conspiracy). It's NOT a mission script but an addon, meaning you place the pk4 in your TDM directory to enable the system and it will automatically work in each and every FM. Note that due to using tdm_user_addons.script / user_addon_init() it may disable or get disabled by other addons you have installed... this is a design limitation which can hopefully be lifted at some point in the future. This plugin will be included in my cyberpunk total conversion The Dark Module and automatically active with it, but first I shall design it and make it available as a small independent addon for vanilla TDM. In the current initial release it implements just per-limb damage; The upcoming plan is to add a skill / augmentation system, allowing the player to use loot as skill points to enhance various body parts and gain new or improved abilities. Due to the scripting system being very limited in what it lets me modify, I'm still gathering documentation on how to implement those skills and which I can have. So until then detailed body damage with penalties remains the only part that's theoretically finished so far (further improvements are required here too)... including a HUD component above the lightgem showing the status of each body part: Green = full health, yellow = half health, red = (close to) no health, black = no health left. The individual limbs available: Head, Torso, Left Arm, Right Arm, Left Leg, Right Leg... arms and legs work in unity however. They each take damage with the player as well as healing together with them. The more damaged a group is, the more a respective penalty is applied to the player. Groups and penalties include: Head: When the head is damaged, the player begins to get dizzy and has their vision impaired. Currently the only effect replicates the flashbomb, causing white dots to appear around the player and disrupt their view until the head is healed. As the player can't live without a head, reaching 0 will cause instant death. More effects are possible and pending. Torso: Damage to the torso translates to damage to the cloak, increasing the player's lightgem and rendering them more visible even in dark spots. As the player can't live without a torso, reaching 0 will cause instant death. Given script limitations I'm unable to simulate lung damage and decrease / limit the amount of air the player has. Arms: Arm damage makes it difficult for the player to hold items: In-world objects being held will probabilistically get dropped, more often the worse your arms are hurt. When both arms reach 0 health, the player can no longer pick up anything in the world without instantly dropping it... you also become unable to use any weapons. Due to limitations in the scripting system, I'm unable to decrease the speed or accuracy of the blackjack / sword / bow as was desired. Legs: As expected leg damage will make the player walk more slowly. It was desired that when one leg is lost the player can no longer jump, whereas when both legs are gone you remain stuck in crouch mode until healed... due to limitations in the scripting system this part is also not possible at the moment. A crude limitation is the fact that limb damage is primarily based on the direction the player is walking toward... for example, increased likelihood of suffering damage to your right arm and leg if strafing right the moment you take the damage. The script system doesn't let you extract the vector direction of the last damage event, thus I can't use the real direction the hit came from when calculating which body part should absorb the most health loss. This means that even if an arrow comes from above and hits the player's head area, the player will only take damage to the legs if they're falling downward the moment they got hit... for the time being this provides a bare minimum amount of realism but is a very bitter implementation. For this reason it would be greatly appreciated if any of the code developers could join this discussion and verify if they can help with adding the necessary hooks to external scripts: With 2.09 getting periodic beta releases at this point in time, it would be a great opportunity to make changes to the builtin player script that allow an external function to modify more player variables. This includes the efficiency of weapons, if the player is allowed to jump or forced to always crouch, and I'd also really appreciate a hook to manipulate the breath so air can be lowered as if the player is underwater. I understand other priorities exist or if the work may be considered too much, however this would help in being able to finish this mod with the proper functionality and planned skill set. In the meantime let me know what you think of this idea and how I went about it! So far no new assets are included except the GUI graphics: Everything is done with less than 250 lines of script which I'd say is a good achievement I've attached the pk4 and since it's so lightweight I'll also add the main script straight in this post. player_damage_1.0.pk4 #define DAMAGE_WAIT 0.0166667 #define EXPOSURE_ARM_LEFT 2 #define EXPOSURE_ARM_RIGHT 2 #define EXPOSURE_LEG_LEFT 2 #define EXPOSURE_LEG_RIGHT 2 #define EXPOSURE_HEAD 3 #define EXPOSURE_TORSO 1 #define PENALTY_TORSO_LIGHTGEM 4 player self; float damage_gui; boolean dizzy; entity dizzy_particles; float bound(float val, float min, float max) { if(val < min) return min; if(val > max) return max; return val; } // Range based probability: Calculates a probability per frame independent of wait time (0 - 1 range at 1 chance per second) boolean prob(float x) { return sys.random(1) > x && sys.random(1) < DAMAGE_WAIT; } // Directional exposure calculator float dex(vector dir, float ex_front, float ex_back, float ex_right, float ex_left, float ex_up, float ex_down) { float maxvel = 100; float dir_front = bound(dir_x / maxvel, 0, 1) * ex_front; float dir_back = bound(-dir_x / maxvel, 0, 1) * ex_back; float dir_right = bound(dir_y / maxvel, 0, 1) * ex_right; float dir_left = bound(-dir_y / maxvel, 0, 1) * ex_left; float dir_up = bound(dir_z / maxvel, 0, 1) * ex_up; float dir_down = bound(-dir_z / maxvel, 0, 1) * ex_down; return dir_front + dir_back + dir_right + dir_left + dir_up + dir_down; } void player_damage_update_arm(float dmg_l, float dmg_r) { float hl_l = self.getFloatKey("health_arm_left"); float hl_r = self.getFloatKey("health_arm_right"); float hl = (hl_l + hl_r) / 2; if(dmg_l != 0 || dmg_r != 0) { hl_l = bound(hl_l - dmg_l, 0, 1); hl_r = bound(hl_r - dmg_r, 0, 1); hl = (hl_l + hl_r) / 2; self.setKey("health_arm_left", hl_l); self.setKey("health_arm_right", hl_r); self.setGuiFloat(damage_gui, "PlayerDamage_ItemArmLeft", hl_l); self.setGuiFloat(damage_gui, "PlayerDamage_ItemArmRight", hl_r); // Penalty #1: Disable the weapon once the arm are damaged to minimum health if(hl == 0) { self.selectWeapon(WEAPON_UNARMED); self.disableWeapon(); } else { self.enableWeapon(); } } // Penalty #2: Probabilistically drop held items based on arm damage if(hl == 0 || prob(hl)) if(self.heldEntity() != $null_entity) self.holdEntity($null_entity); } void player_damage_update_leg(float dmg_l, float dmg_r) { float hl_l = self.getFloatKey("health_leg_left"); float hl_r = self.getFloatKey("health_leg_right"); float hl = (hl_l + hl_r) / 2; if(dmg_l != 0 || dmg_r != 0) { hl_l = bound(hl_l - dmg_l, 0, 1); hl_r = bound(hl_r - dmg_r, 0, 1); hl = (hl_l + hl_r) / 2; self.setKey("health_leg_left", hl_l); self.setKey("health_leg_right", hl_r); self.setGuiFloat(damage_gui, "PlayerDamage_ItemLegLeft", hl_l); self.setGuiFloat(damage_gui, "PlayerDamage_ItemLegRight", hl_r); // #Penalty #1: Make movement slower self.setHinderance("health", 0.25 + hl * 0.75, 1); } } void player_damage_update_head(float dmg) { float hl = self.getFloatKey("health_head"); float time_current = sys.getTime(); if(dmg != 0) { hl = bound(hl - dmg, 0, 1); self.setKey("health_head", hl); self.setGuiFloat(damage_gui, "PlayerDamage_ItemHead", hl); // Penalty #1: Without a head the player dies if(hl == 0) self.damage(self, self, self.getOrigin(), "damage_suicide", 1); // Penalty #2: Simulate dizzyness starting at half health if(hl <= 0.5) { if(!dizzy) { dizzy_particles = sys.spawn("func_emitter"); dizzy_particles.setModel("flashbomb.prt"); dizzy_particles.setOrigin(self.getEyePos()); dizzy_particles.bind(self); dizzy = true; } } else { if(dizzy) { dizzy_particles.remove(); dizzy = false; } } } } void player_damage_update_torso(float dmg) { float hl = self.getFloatKey("health_torso"); if(dmg != 0) { hl = bound(hl - dmg, 0, 1); self.setKey("health_torso", hl); self.setGuiFloat(damage_gui, "PlayerDamage_ItemTorso", hl); // Penalty #1: Without a torso the player dies if(hl == 0) self.damage(self, self, self.getOrigin(), "damage_suicide", 1); // Penalty #2: Torso damage negatively affects the lightgem self.setLightgemModifier("damage", (1 - hl) * PENALTY_TORSO_LIGHTGEM); } } void player_damage() { sys.waitFrame(); self = $player1; damage_gui = self.createOverlay("guis/player_damage.gui", 1); float health_old = 100; // Init by sending a heal event filling the limbs to full health player_damage_update_arm(-1, -1); player_damage_update_leg(-1, -1); player_damage_update_head(-1); player_damage_update_torso(-1); while(1) { // sys.waitFrame(); sys.wait(DAMAGE_WAIT); float health_current = self.getHealth(); float dmg = (health_old - health_current) / 100; float dmg_arm_left = dmg * EXPOSURE_ARM_LEFT; float dmg_arm_right = dmg * EXPOSURE_ARM_RIGHT; float dmg_leg_left = dmg * EXPOSURE_LEG_LEFT; float dmg_leg_right = dmg * EXPOSURE_LEG_RIGHT; float dmg_head = dmg * EXPOSURE_HEAD; float dmg_torso = dmg * EXPOSURE_TORSO; // If this is damage and not healing, apply directional damage to each limb if(dmg > 0) { // Currently we estimate damage direction based on the player's velocity, we should fetch the real direction of a damage event when this becomes possible vector dir = self.getMove(); vector ang = self.getViewAngles(); // Protections based on the player's position and relation to the environment // protection_look: 1 when looking up, 0 when looking down // protection_low: Higher as the lower part of the body is exposed float protection_look = 1 - (90 + ang_x) / 180; float protection_low = 1; if(self.AI_CROUCH) protection_low = 0; else if(self.AI_ONGROUND) protection_low = 0.75; // Use the dex function to calculate directional exposure patterns, direction order: Front, back, right, left, up, down // Arms: Somewhat likely to be hit, no added protection // Legs: Somewhat likely to be hit, added protection when the player is crouching // Head: Unlikely to be hit, added protection when the player is looking down // Torso: Likely to be hit, no added protection float exposure_arm_left = bound(sys.random(0.375) + dex(dir, 0.5, 0.25, 0.0, 1.0, 0.0, 0.25), 0, 1); float exposure_arm_right = bound(sys.random(0.375) + dex(dir, 0.5, 0.25, 1.0, 0.0, 0.0, 0.25), 0, 1); float exposure_leg_left = bound(sys.random(0.375) + dex(dir, 0.75, 0.5, 0.0, 0.5, 0.0, 1.0) * protection_low, 0, 1); float exposure_leg_right = bound(sys.random(0.375) + dex(dir, 0.75, 0.5, 0.5, 0.0, 0.0, 1.0) * protection_low, 0, 1); float exposure_head = bound(sys.random(0.25) + dex(dir, 0.25, 0.75, 0.5, 0.5, 1.0, 0.0) * protection_look, 0, 1); float exposure_torso = bound(sys.random(0.5) + dex(dir, 0.75, 1.0, 0.0, 0.0, 0.0, 0.0), 0, 1); // Apply the exposure to damage, multiplied to simulate the sensitivity / resistance of each limb dmg_arm_left = exposure_arm_left * dmg * EXPOSURE_ARM_LEFT; dmg_arm_right = exposure_arm_right * dmg * EXPOSURE_ARM_RIGHT; dmg_leg_left = exposure_leg_left * dmg * EXPOSURE_LEG_LEFT; dmg_leg_right = exposure_leg_right * dmg * EXPOSURE_LEG_RIGHT; dmg_head = exposure_head * dmg * EXPOSURE_HEAD; dmg_torso = exposure_torso * dmg * EXPOSURE_TORSO; } player_damage_update_arm(dmg_arm_left, dmg_arm_right); player_damage_update_leg(dmg_leg_left, dmg_leg_right); player_damage_update_head(dmg_head); player_damage_update_torso(dmg_torso); health_old = health_current; } }
  24. Every now and then I notice a silly circumstance TDM never seems to have covered; The player is standing on a balcony, sees an AI as they look down, decides to climb over the rail and jump on top of their head. The result? Nothing: The player just bounces or glides off as if through magic... if the guard is hostile they will react and attack, if not they act as if nothing happened a guy jumping on their head was something ordinary. Don't try this at home obviously... but if you jumped from a first story window on top of someone's head, they'll be dead or in a pretty bad state in the hospital if they survive, you're likely breaking your legs too, and even if somehow no one gets hurt that person will be asking you what the heck just happened So I think the answer is that jumping on an AI should deal damage, apart from the fall damage the player himself takes. If the player's velocity is high enough, the AI he lands should die on the spot... or maybe a knockout is better? Smaller AI would be more sensitive velocity, such as rats which take damage even faster if you land on them from a lower height. Even if no damage is dealt, the AI you fall on top of should have a basic alert even if friendly, just like what happens if you pick up a movable and throw it at them. Speaking of which: If you threw a metal goblet at someone's face in reality, they may survive by can still be hurt pretty badly. How come throwing small but heavy objects at AI doesn't deal any damage? There was a demo way back on how you can knock out guards by dropping crates on them, yet taking a goblet and throwing it right into their nose doesn't deal even 1 HP of damage, it just bounces off and leaves them scratching their heads at what happened. Seems like impact with high velocity objects could generally be handled more realistically.
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