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  1. Take a look: You know what drew my attention? Around 1:10 he says something similar to "it's mission based but at the same time it's very sandbox in nature. Every mission you are given a huge map to explore and no particular path is forced". Does that ring any bells? Looks like a nice game
  2. 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); } } } }
  3. Let's get this out of the way up front: AirGap was made almost entirely by AI. Not "we used a plugin to tidy shaders." Not "a chatbot suggested a variable name." Every line of code was written by a machine. No human hand touched a semicolon. The art is about 99% AI too — the one exception is the guards, whose models were made by actual humans. We hope to replace them soon. The models, not the humans. Probably. There was exactly one meatbag involved. He didn't code. He pointed at the screen and said things like "the guard is walking through a wall again" and "why is the forklift in the ocean," and the AI apologised, promised it had found the real cause this time, and went back to work. Several hundred times. So what did all that silicon produce? AirGap is a first-person stealth roguelite about breaking into a floating AI datacenter and blasting it apart every way imaginable. Learn the patrols, sabotage machines, steal keycards, cut the power, plant charges. Leave clean and the damage stays; get caught and the fortress heals and adapts. I'm posting in Off-Topic (not in TDM mission boards) because this community knows the difference between a stealth fantasy and a trailer. If the loop sounds interesting — or sounds like a terrible idea — I'd rather hear it here than from a silent wishlist counter. Yes — an AI built a game about infiltrating AI datacenters and tearing them apart. We asked it how it felt. It said it was "happy to help" and then wrote 2,000 lines of pathfinding. Read into that what you will. Steam (wishlist / upcoming Q4 2026): https://store.steampowered.com/app/5015220/AirGap/ Happy for feedback and brutal honesty. If you find a bug later, please report it to the meatbag, not the AI. The AI will apologise, find the real cause, and put the forklift back in the ocean. — Eli / GeneStone
  4. Zerush

    Free games

    I hate Game Stores which need an Desktop Client and a account to be able to play the downloaded Games, above logging my game activity. It's for me a no go and a privacy invasion. Gog at least permits mostly to run the game outside of the client, but not so Steam and also not Epic. Because of this only games downloaded from the Homepage of it or sites like itch.io which don't need accounts or an client app. Nowadays privacy protection is more and more important and in any service or software a big theme, but in the game world it seems to be forgotten,despite that there often sensitive data, like Bank- and full personal data (Epic, Valve), if you buy an game, in the hands US companies which are all nice and friendly which value your privacy. Well, I'm old and rambling sometimes, no matter.
  5. For me it feels like the Remaster is caged in between the purists that want exactly the same game and the same maps (the "Vision of LGS" as they've played it over the past 20 years) and the appeal to new players who are looking for something that has the level of a modern game. I didn't play the Remasters of Night dive studios, so I can't tell anything about how they will do it in the end. My wish is that they fix everything that was caused by the lack of time or knowledge to build the game, its maps and assets. Not to only wrap around another engine and leave the rest as is. That would probably not appeal to the purists who will complain that textures and models don't look like thief 1 (and make base game assets stand out in FMs anyways). That would not appeal to people who played the game zero or only a few times in their childhood because they wonder why maps look partly unfinished or models and graphics overall look still dated. I don't know how to think of it. I was soo excited when the remaster was announced, but seeing the progress in the two trailers I am not that sure anymore if this will be the Remaster that makes me happy.
  6. I can't seem to wrap my head around that we, the audience, want to pay for a game that we already know since the beginning , especially when we already have so many fan missions and tfix . What is the benefit of replaying what we already did multiple times with no real addition (I don't know how huge the new campaign will be) except smoothed out fluffy models and another HD texture pack. Don't get me wrong, this is not a rage post nor defying each ones taste. Serious question though.
  7. cant believe it's actually playable @ 480p It usually runs more smoothly when you look up at the sky in the game; I recommend looking up at the skybox throughout the game until you finish it. At 480p, it’s trying to rival Project Shadowglass so the key to beat ue5 game on older gpu is looking at the skybox
  8. Some of the ambient music in the game are great, I was wondering which file they're located in and which tool I can use to extract them?
  9. Hello I currently tried to update the game to release version 214 but after a, by the way, very slow downloading process of about 15 minutes, I repeatedly get an error message about the hash value, when the game start to install. I tried installing with default settings as well as custom select the release 214. Both tries gives the same error messge. Could someone possibly help me with this ? Is there a way to download the complete installer manually somewhere, and run the installation process offline then ? Further the installer tells that it "was run as admin what is strongly discouraged" even though I didn't started it as admin and can't even stop it from doing so by itself. But that behavior was always like this, as I remember it right, and don't ever seemed to be a problem in the past. Greetings martin
  10. google seems to think its an excel spreadsheet format but i cannot open it with excel either . there are two in the main game dir but they are pretty damn small, there are also two of the same name in gamedir/data which are somewhat bigger. i wonder if the two in the main dir are symbolic links to those two ?. they turned up after patching the game with ss2tool.
  11. yep looks insanely good but the overhead is pretty brutal. fluctuated between 3 to 7 fps so it was not playable unfortunatly. mid settings do work and still looks quite good at about 35 to 40 fps (some stutters though). low still looks ok if you fiddle with the shadow settings (otherwise they are to blocky). there is an example of game file support in the hwtl_variant.txt "DMH1" header is accepted in addition to the "DML1" header. TagBlock "HWTLPARVAR" { // sky parameters "sky dist horizontal" 100.0 // distance to horizon "sky dist vertical" 50.0 // distance to zenith "sky fog dist" 1.5 // fog distance multiplier, can be used to reduce sky // fogging so that it's not too heavy when combined with // volumetric fog // screen space ambient occlusion parameters "ssao intensity" 1.0 // intensity "ssao radius" 1.0 // radius in screen space "ssao range" 20.0 // range in world space // underwater effects parameters "underwater absorption" 1.0 // how quickly light shafts decay as a function of // distance from the surface "underwater blur" 1.0 // distance blur "underwater latitude" 20.0 // latitude of light shaft source "underwater longitude" 30.0 // longitude of light shaft source "underwater light" 1.0 // light shaft intensity "underwater range" 10.0 // light shaft effect range (from camera) "underwater saturation" 0.3 // light shaft saturation "underwater scale" 1.0 // light shaft scale "underwater speed" 200 // light shaft animation speed // volumetric effects parameters "vol range" 40.0 // effect range (from camera) "vol saturation" 0.7 // saturation "vol speed" 200 // texture animation speed "vol scale" 1.0 // texture scale "vol scatter" 1.0 // amount of light scatter "vol texture" 0.1 // texture intensity } +ObjProp <ObjID> "HwtlLight" { "selection weight" 1 // HW lights are selected based on distance and this weight // dynamic lights have an additional weight multiplier of 10 "volume" 1 // light volume intensity "volume exponent" 1.5 // exponent for volume decay "softness" 1 // shadow softness (penumbra size) "radius" 1 // radius multiplier "rays" 0 // light rays, 0 is uniform light "rays scale" 0 // light rays scale "rays speed" 0 // light rays animation speed "jitter" 0 // light position jitter range "jitter speed" 0 // light position jitter speed } this would probably help quite a lot performance wise since effect quality is enabled per object and not the entire world .
  12. little dark but this is how system shock 2 looks with hwtl. ill try to upload some shots from further in game (this shot is from right at the start). i have toyed a bit with variables to get a good balance between eyecandy and performance. bloom was way over the top so i lowered it considerably. hwtl lights set to 4 shader_quality to 1 and vis_hw_light to 1. it is best to patch the game with ss2tool beforehand and then overwrite the newdark version it installs with the hwtl version (you dont need both exe's just rename the ss2_hwtl.exe to ss2.exe and delete the other one). move the mods/hwtl folder from the newdark_hwtl.zip to the games dmm folder then open the mod manager "ss2bmm.exe" and activate the hwtl mod then hit apply. you will probably have a better time with some of the community patches and enhancements, these can be installed with the mod manager as well. here are my cam.cfg settings ; hey, which game is this game shock ; general configs include_user_cfg user.cfg editor_include_dromed_cfg dromed.cfg ; game specific paths/configs dark_include_install_cfg darkinst.cfg shock_include_install_cfg install.cfg ; set trait cache to include concretes trait_cache_flags 2 ; HWTL section. hwtl_enable 1 ; HWTL quality presets. ; low (potato) ;env_enable 2 ;env_obj_size 0.3 ;hwtl_lights 2 ;vis_hw_light 1 ;env_size 128 ;sm_size 256 ;shader_quality 0 ;shadow_enable 1 ;shadow_obj_size 0.08 ; medium (best balance) env_enable 1 env_obj_size 0.2 hwtl_lights 4 vis_hw_light 1 env_size 256 sm_size 512 shader_quality 1 shadow_enable 1 shadow_obj_size 0.04 ; high (very heavy) ;env_enable 1 ;env_obj_size 0.1 ;hwtl_lights 6 ;vis_hw_light 1 ;env_size 512 ;sm_size 1024 ;shader_quality 2 ;shadow_enable 1 ;shadow_obj_size 0.02 ; MISC improvements. sfx_vol_music -1000 game_screen_size 3840 2160 sfx_channels 24 always_play_introfogging 1 enhanced_sky 1 render_weather 1 fogging 1 master_volume 0 sfx_device 1 game_screen_flags 45 game_hardware 1 game_screen_depth 32 reverse_stereo 0 sfx_vol_2d 0 gamma 0.8500000238 sfx_vol_3d 0 game_full_screen 1 skip_intro if you like my bloom settings set them like this in cam_ext.cfg ; enable postprocessing (bloom) postprocess 1 ; bloom intensity factor, default is 5 bloomscale 1.3 ; bloom/"glow" radius defined as percentage of the screen's diagonal, default is 2 (the larger values ; require more GPU processing) bloom_range 1.7 ; bloom saturation, 0 completely desaturated, 1 is fully colored, default is 0.7 ;bloom_saturation 0.7 ; min value required (for R, G and B) in order for a pixel to be included in bloom processing, default is 0.6 ; (with a low value a lot of surfaces will glow, with a high value only the really bright surfaces will glow) ; for SS2 you might want to consider increasing this slightly, as the game is generally brighter bloom_threshold 0.8 "
  13. Skacky's texture pack: - Amadeus and I have worked on this pack, its a mixture of various walls, floors, doors, drains and other architectural assets. The pack has the startingmap.txt file, so it can just be dropped into the FMs folder and will show up in the in-game FM list. - https://drive.google.com/file/d/1YfIEc4lUHLxk7P3c15L3xJqQ0yoZBDDR/view
  14. https://store.steampowered.com/app/632950/SiN_Reloaded/ It's been almost 3 decades since I last played the game, but, I have fond memories of it. Guess I will have to buy it.
  15. 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!
  16. I'm personally for change a few more things if you touch the game anyways. 100% the same game with just updated graphics would make me ask why I shouldn't just use something like taffer patcher and newdark.
  17. OK, so this is bothersome. Take any of the books or scrolls GUIs and the DarkRadiant readables editor will either show that they can fit text that is a line over or under what actually shows in-game. As an example, "guis/readables/books/book_hand_jd_hand.gui" will fit, in the preview, an extra line at the bottom that won't show up when I test inside the map. Now what I've noticed is that the GUIs in the preview and those in-game have a different aspect ratio. I play on a 16:10 resolution. Is it that the GUIs get stretched rather than centered, could that be the cause? So, in the end, is it really a problem on DR's side or on TDM's? This kind of mismatch is dangerous because you can type out text lines in-editor and have them get cut short for players even if you see them yourself (provided resolution stretching really is the issue). Imagine it's some mission critical information that's in the readable and you have yourself a soft-lock.
  18. to early to tell i think, though with the resurgence of it that might actually become a possiblity . as for the hwtl release, use the cam.cfg settings i posted. the higher settings look a bit nicer but also slows the game to a crawl. atleast untill someone releases a patch for game file support so the performance hit gets minimized.
  19. okay 1 testbed is done , time to post to ttlg , here is the link : https://www.ttlg.com/forums/showthread.php?t=153456&page=2&p=2542791&viewfull=1#post2542791 originally windows 7 isnt recommended but i decided to go down the path i have no dx9 gpu left ( and the hwtl document itself doesnt recommend dx9 era gpu) The remaining test results from other PCs and laptops will follow
  20. Hm unless we don't have a passionate person here currently for knowing how to do animations I fear this new rig may be lost in time soon. I really wish you could find the time to transfer it into enhancements of the base game yourself.
  21. Sixty years ago the famous deLisle family fell into ruin. The last heir of their house believes an ancient heirloom will restore their fortunes. Retrieving it should be worth braving a haunted house for... Get it from the in-game mission downloader.
  22. 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.
  23. What would be most interesting for me is how well the announced fan mission editor is adopted by FM authors. If there are technical advantages, I can well imagine that people will switch. In general though, I'm not so sure if we really needed this remaster. Yes, it looks great and all, but, if there's one game from the stone age which is still held up by the community, then it's Thief .
  24. heh yeah when the old game can be made to look like this it kinda comes down to new content and how good it will be. dont mind new content but it has to fit with the style or it becomes a bit futile.
  25. 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.
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