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  1. So Ive got a problem in my BHM wip, with NPCs talking landing damage, on stairs and other diagonal terrain when they. I dont think the stairs or the terrain are steep enough to be causing this, so what else is going on?
  2. ============== -= 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 2.13 -Iris does not support mods or the Unofficial Patch- Download and place the following .pk4 into you FMs directory: Iris Download ============== 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:
  3. haha I come by every now and then I like forums. Social media was a mistake.
  4. 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.
  5. Lemmy seems to be a Reddit alternative. I think it overlaps with what our forum does and has the same disadvantages as the forum regarding delay between messages. I do think what we need in addition to the forums is a chat room where you can see & write with others and exchange files in real time.
  6. So it's clear there are a lot of possibilities, each with strengths and weaknesses. It doesn't seem like anything replicates Discord completely right now. By my own experience, we mainly need Discord for 1) mappers as a place to bounce ideas, exchange files and work together in private channels, and 2) users as an easily accessible place to meet and chat about TDM. Right now we have the forum for anything that needs to be persistent and findable in the future, but discipline is not perfect in this regard, so sometimes important chats take place in Discord and get forgotten. Also, forum latency between messages is too long for easy chatting or co-mapping. I would place our priorities as follows: Must-haves: No requirement to prove identity. Multi-user text chat. Easy to partition into subchannels, either public or private. Easy to join and use. A lot of people can't or don't even want to install a VPN client, so it should not be much harder than signing up for Instagram. Made by programmers, not vibe-coders, and steadily developed. This ties into how secure and well-functioning the software is likely to be. Everyone uses AI these days to code, the question for me is what the skill level of the ones wielding it is. Nice to have (as a tiebreaker): Mature. We can expect projects to become more mature after initial teething problems. Similar UX to Discord. Has a mobile app for iOS and Android Easy to maintain for hosters Can be selfhosted. If we choose a public hosted service, we should check how likely it is for the makers to join the identity verification movement. Completely free. Paid products with a free tier tend to progress in a bad direction eventually because of greed, putting us in a similar situation again. However, the reality seems to be that this narrows our choices a lot and will require compromises elsewhere. Not important: Voice chat, video streaming, webhooks, bots. Not my impression these are commonly used features. We use youtube/twitch for streaming and sharing playthroughs. Federation. This would allow users to join other interesting communities with the same app/login, but narrows our choices down a lot for a relatively minor gain imo. End-to-end encryption. This causes operational complexity to manage, i.e. new users joining encrypted channels in Matrix couldn't see old messages. Also, the question is what our threat model is. I think what this mainly achieves is being able to hide messages from server admins and hackers, which isn't a feature we have had in Discord. Most of our messages are public. A risk of not having E2E could be a hacker leaking private chats and community members finding them (probably only if actively looking for them). I think we could reframe it not only as a Discord alternative, but also as a Microsoft Teams alternative given our collaboration needs for mappers. Could also be an idea to use forum software that has inbuilt chat rooms, which Discourse seems to be, but that would be a pretty big migration (AI helps, but can we replicate all the forum features we want and/or need?) and a big change from what we are used to. I have my doubts whether our forums need to be replaced. Also, most of the examples I found look a bit bare and like long scratchpads, especially if you don't figure out that you need to filter by category (examples, an example). If we can work around that, we would win 1) chat and forum being in one place and 2) currently free. From what I see so far, Zulip seems to be a good match for the priorities I put up, except for TaffingTaffer's objection that it is getting slop-heavy. Alternatively, we could migrate the whole forum to Discourse and use its inbuilt chatroom feature, hopefully without the new forum feeling unfamiliar or old content getting broken. But it could be a good idea to intentionally keep forums and chat separate so we can still communicate if one of them has a problem.
  7. I found that AIs suddenly gets large negative vertical velocity. Getting velZ = -2000 kills them with landing damage next frame when velocity returns to normal value (idActor::CrashLand, after delta < 390000 thresholding). Smaller values can result in knockout when person is standing on non-opaque surface (idActor::CrashLand, Fall_Knockout call almost at the beginning). The code of the point 2 is intended to knockout freefalling AIs. But the freefall check tests for negative vertical velocity (with rather weak threshold) and for the remaining distance of falling. The remaining distance was computed incorrectly for e.g. nodrawsolid ground, and I hopefully fixed this in svn rev 11369. And increased thresholds in 11370. The issue no longer happens for me, but I'm still worried that I have not found what causes these cases of sudden negative velocity. I tried teleporting to the location where in happens, everything looks find visually.
  8. Well I have narrowed down how when it happens, basically if I am outside the vizleaf that the NPC/s are in they will take said landing damage. @stgatilov asked me to try "tdm_ai_opt_disable" "1" but that dosent make any different the NPC still take damage. So what changes on NPC's, when the player is not in the same vizleaf?
  9. One could always encrypt their stuff when uploading things online no matter which service is being used. I think this is for the better. You could easily do that with rar or 7zip. But if you guys did that with TDM stuff and put passwords here, then wouldn't AI be able to take the passwords? this could be prevented if the site forbids scrapers or just sharing the passwords with TDM developers only. Though the damage has already been done i think since the whole AI thing has been around for years now and this site for much longer too so all of its stuff are on the internet.
  10. AI of big corps are out of control and it is a big risk. Eg there are AI made game clones and other copyright content out there. This is a big risk and damage for the authors and developers, no chance of copyright claims by these. Google is one of the main player in this with it's AI, reading user contents of all his services. Because of this it give me goosebumps when people store and share content with GDrive, like devs of TDM often do. Yes, AI change our future, but not becesarly in a better way if it is in the hand of greedy corps for their own benefits. For storing and sharing files, I use Filen, encrypted, made in the EU (Germany), OpenSource, 10 GB for free. Alternatively kDrive (Swiss), as alternative with mail and office apps, 15GB for free, also OpenSource. Maybe also usefull for our devs for intern sharing files, Sharrr (Swiss) OpenSource, ephemeral file sharing (7 days, online, encrypted, anonymous, up to 10GB/file) No AI sniffing the content with these
  11. ThiefGuild has some tags: https://www.thiefguild.com/fanmissions/?advanced_search=&series=&collection=&table=&page=&works=&work_lists=&sort_by=newest&search=&games=5&released_from=all&released_to=all&genre=all&original_games=fms Not sure how complete or accurate those are, after all either the author or users add the tags to the missions.
  12. I think that a forum is always better for communication and interaction in is random access structure, not possible this way in social networks wit sequencial structure, where it is easy to loose the theme and you have to scroll up kms to find it. Yes, its mainly for socializing. Forums are dying, despite it is way better and feature rich than a chat, but it was killed by smartphones. In a smartphone the handling of a forum is a toothache, there a chat or social network is easier and more direct. But for an tech support, there exist nthing better than a forum. Respect Markdown, which I like a lot, would be nice to have instead of the BBcode. But here is needed to maintan the automatic insetion of YT videos, because In Markdown it don't exist like in the BBcode.
  13. 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
  14. currently revisiting baldurs gate 1 and 2. bg1 was a bit irritating i rememberered, party members seldomly said anything and it could be a drag to in some maps to finish a quest due to one monster hiding all the way back in the lowest mines. bg2 improved much but i allways found it kinda odd that you could barely walk 2 cm without running into some npc wanting to join up making a mess of changing party members all the time (who sometimes got annoyed by it and left the game with the gear i gave them). otherwise fun game, though a little brutal when you are low level. in real life i have an appointment with a neurologist the 27 this month due to complications after i broke my back some 16 years ago (loss of sensation like being wrapped in cellofane). i unfortunatly have extensive nerve damage due to how long it took for them to find out my back was broken.
  15. Revelator, Zerush: I remeber when Mircea Kitsune was banned. I saved the Xonotic vote page to the internet archive, but can't remeber the URL: What I do remeber is this: 1) First Havok (AKA: Forest Hale, IIRC) from Darkplaces banned Mircea because of some twitter opinion Mircea wrote three years prior. This is after Mircea work on code for Darkplaces for many years (for free). Havok then made an explicit rule in the opensource project banning everyone who expressed such views anywhere on the internet: they were banned from development and not wanted. It had to do with who one likes. Mircea was not allowed to like why they liked. Verboten in America. Mircea had programmed C for a Decade + for darkplaces. 2) Then Mircea fell back on Xonotic: and wrote about this on the blog. The feeling was "atleast I have this community that will not betray my kindness". He had programmed QuakeC for Xonotic/etc/whateveritusedtocallitself for a Decade; including great additions such as the code that makes better damage effects clientside. He also made 3d models to be used with Xonotic/etc and textures and everything else. Within a week, the head of that project: Divverent (AKA: Rudolf Polzer, IIRC) voted to ban Mircea because of his twitter opinion expressed 3 years prior: about who was liked/loved by Mircea. Verboten in America (and Germany (but less so)). The rest of the "heads" of that project also gleefully voted to ban and they happily stand by this decision to this day on their discord. 3) That crushed Mircea (according to the blog written) and this is the eventual result. In the past developers were never banned from opensource projects. I think that banning people who have contributed to an opensource project; directly their time, effort, and code; whereby the original understanding was "show us your code" "only code matters" etc; is a violation of a implicit agreement. I also think that banning them based off of speech they made; is an attempt to quell their speech; and a violation of their Federal Civil Rights. But that's just a theory. I also think the parents of Mircea Kitsune, in Romania, should be informed about the people who banned their child. It feels like a wrongful death to me.
  16. 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
  17. Agree with this sentiment 100 percent. Just come ask for help on these forums before asking chatgpt there are tons of knowledgeable folks here, especially those who know how materials work
  18. I don't know who has what skillset, as I am still pretty green on the forums. However, I do know that shader development does require some voodoo black magic! I understand the fundamentals of shaders, but understanding the basic how and why is very, very different from creating them.
  19. Nice work! Is there a build/code that other users can download and try? Please merge back the code with TDM VR, see topic: https://forums.thedarkmod.com/index.php?/topic/20468-the-dark-mod-vr-210-alpha-is-now-available/ === Reddit topic: link Video of JAKE's work:
  20. For more info, read this topic: https://forums.thedarkmod.com/index.php?/topic/23261-i-made-full-vr-support-for-the-dark-mod-new-bow-climbing-mechanics-and-more/ He based his code of TDM VR, so I referred him to this topic.
  21. 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.
  22. 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
  23. Okay, I've coded a solution that lets you update a readable with up to three substitution strings. I'll list the limitations up front, just so you don't get too excited: 1) It supports at most three substitution strings (although this is easy to change). Scripting doesn't support arrays, so I had to pick a fixed number. 2) As @kingsal mentioned, scripting has a problem with strings longer than 127 characters. So this doesn't work well with readables with long strings (see below). To use: Create your readable as you normally do. Presumably you'll edit it using the Readable Editor. In the text, use "%1" (no quotes) to indicate a string that you want to substitute (%2 for a second string, and %3 for a third). So for example, you might have a sheet that his a title of "Hey %1" and a body of "The new combo is %2. Regards, %3" From a script, you make a call like this: adjustReadable($testsheet, "Chris", "375", "Jeff"); Where "$testsheet" is the name of the readable entity. The next three strings are the substitutions for %1, %2, and %3. If you only have one or two substitution strings, just pass "" for the remaining args. In game, the sheet looks like this: Like I said, it's SMOP (simple matter of programming) to support more than 3 substitution strings. But the 127 character limitation is much more difficult. It's a problem/feature with the scripting code: strings are limited to 127 characters in length. The adjustReadable() call will truncate readable strings to 127 characters, so if you have a long page in a book with a substitution string, the page will be truncated. The code is smart enough to limit the damage - if a readable string doesn't have the substitution characters (i.e., "%1") then I won't process it at all, and the text isn't truncated. So with some planning you can get this to work - just make sure all of the pages that have substitutions are short (For example, page 1 is a wall of text, 100s of characters with no substitutions. Page 2 is brief, "And that's why I changed the combination to %1".). Dynamically creating readables with strings longer than 127 characters is possible, but ugly. That's another whole topic, I will discuss separately. Here's the code. Drop it into your <fm>.script file, and call it as in the example above. Suggestions for improvement are welcomed. string substitute(string str, string sub1, string sub2, string sub3) { if (sub1 != "") str = sys.strReplace(str, "%1", sub1); if (sub2 != "") str = sys.strReplace(str, "%2", sub2); if (sub3 != "") str = sys.strReplace(str, "%3", sub3); return str; } // Adjusts all of the contents of the specified readable. In any xdata content for this readable, this method will replace "%1", "%2", and "%3" // with sub1, sub2, sub3, respectively. void adjustReadable(entity readable, string sub1, string sub2, string sub3) { string xd = readable.getKey("xdata_contents"); readable.loadExternalData(xd, "xdx_"); string key = ""; while ((key = readable.getNextKey("xdx_", key)) != "") { string xdName = sys.strSkip(key, 4); string xdValue = readable.getKey(key); if (sys.strFind(xdName, "page", 1, 0, 4) == 0) { if (sys.strFind(xdValue, "%1", 0, 0, -1) >= 0 || sys.strFind(xdValue, "%2", 0, 0, -1) >= 0 || sys.strFind(xdValue, "%3", 0, 0, -1) >= 0) { string newXdValue = substitute(xdValue, sub1, sub2, sub3); readable.setKey(xdName, newXdValue); } } } }
  24. https://www.ttlg.com/forums/showthread.php?t=153454&p=2543356&viewfull=1#post2543356 Great reaction from heywood.
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