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  1. Miscellaneous asset fixes done: * More fixes in fonts and better support for Cyrillic and Romanian (post, 6642, 6661). * Added all missing mipmaps in DDS textures (post). * Fixed shop description of slow match (6629). * wood/panels/trim_wood_grunge_moulding_desat: fixed parallax confusion. * models/md5/chars/builders/guard/builder_armor material: brought back specularmap. * textures/darkmod/stone/brick/blocks_light_stained_trimmed material: fixed specularmap. * prefabs/doors/trapdoor_w-padlock prefab: fixed wrong particle (6662). * prefabs/mechanical/switches/wall_lever01 prefab: fixed frobbox of the lever (6060). New assets added: * atdm:ai_undressed_old_man_01: added new character model, including LODs, ragdoll, swappable head. * textures/darkmod/wood/panels/trim_wood_* material: added red variants. * textures/darkmod/wood/panels/panel_decorative_redder_grated material. * textures/darkmod/paint_paper/gold_pedals_* material: added RGB versions. * textures/darkmod/paint_paper/fleur_* material: added RGB versions. * textures/darkmod/stone/brick/red_worn_dirty_trim_wet material. * textures/darkmod/stone/brick/old_bricks_darkgrey_wet material. * models/darkmod/lights/non-extinguishable/painting_downlight model. * models/darkmod/containers/openable/safe_door_003_* and safe_wheel_003: added wall-in-safe door model and prefabs (6590). And there is a big set of assets added by @Wellingtoncrab and @Amadeus from the upcoming mission "Displacement". New models by TDash: * models/darkmod/furniture/beds/rustickingbed with skins DRustBed* * models/darkmod/furniture/seating/darmch1 with skins ArmCh* * models/darkmod/furniture/desk_pagan with skin JPagDesk2 * models/darkmod/furniture/steps_library with skin LibStepup1 * models/darkmod/mechanical/typewriter * models/darkmod/kitchen/wine_bottles_shelved*: versions A, B, C, D * models/darkmod/kitchen/whiskeyglass_silver * models/darkmod/kitchen/bottle_simple_* * models/darkmod/containers/crate_long_* * models/darkmod/containers/crate_simple* * trunk/models/darkmod/containers/wine_crate_03 * models/darkmod/furniture/cabinets/cupboard_* More models: * prefabs/mechanical/switches/red_button prefab along with models/darkmod/mechanical/switches/switch_redbutton* and switch_toggle* models and redbutton_glow* skins * models/darkmod/decorative/statues/bust_emperor_* model (and bust_emperess) * models/darkmod/kitchen/food/bread_loaf*: new versions 02, 03, 04, 05, 06 * models/darkmod/kitchen/food/croissant * models/darkmod/lights/non-extinguishable/streetlamps/streetlamp_iron_01 with skins streetlamp_iron_01_lit, streetlamp_iron_01_unlit * models/darkmod/decorative/trophy_plaque_* * models/darkmod/decorative/stuffed_hart* * models/darkmod/decorative/statues/statue_face_cover* * models/darkmod/loot/loot_golden_goblet* * models/darkmod/loot/loot_golden_vase_* * models/darkmod/decorative/ashtray * models/darkmod/decorative/cigar* with skins cigar and cigar_unlit * models/darkmod/loot/loot_crystalore* (and loot_rareore) New skins: * cabinet1_* for furniture: versions A, B, C * book_sp1_gold_crest for various books Stone, cobblestone, brick materials: * textures/darkmod/stone/brick/bricks_old_light* * textures/darkmod/stone/brick/blocks_sandstone_grime_trimmed * textures/darkmod/stone/brick/blocks_concrete_small_trimmed2 * textures/darkmod/stone/cobblestones/flagstones_bricks_multicolored* * textures/darkmod/stone/flat/tile_dirty_terracotta * textures/darkmod/stone/flat/tile_herringbone_grime* * textures/darkmod/stone/flat/tile_checkered_grime_tricolor* * textures/darkmod/stone/flat/tile_checkered_grime_small* * textures/darkmod/stone/natural/gravel_multi_color Other materials materials: * textures/darkmod/paint_paper/wallpaper_grunge_* * textures/darkmod/plaster/plaster_worn_painted_peeling_autumnal* * textures/darkmod/roof/rooftiles_clay_red_decorative* * textures/darkmod/wood/boards/planks_floor_* * lights/watercaustics01
  2. Back in the day, Tels managed a squad of volunteer translators for TDM. I am not Tels, and could never do that. Nowadays, language translation using AI, either traditional machine learning (ML) models or large language models (LLMs), is common and increasingly fluent. It is often used as an adjunct to speed the work of professional human translators. By itself, AI translation can be imperfect but usually sufficient. Can this "sufficient" approach be used for TDM, to expedite translations? Let's see. I gave some initial thought to a bulk-translation daemon that might range across FMs and fill in all missing translations, without necessarily involving mappers. In the future, possibly AI could tackle that whole enchilada. I was at first visualizing something more modest: a backbone in a standard programming language (I sketched out C++ and C# projects, but lots of other possibilities) that would make calls to an API (I looked at those of Google Translate and ChatGPT). However, I changed focus due to certain concerns... Different FMs, and subsets with each FM, would likely have far better translations if they were properly grouped, ordered, and translated separately, with an appropriate context (e.g., phrase engineering) added. The FM's mapper is best placed to provide this grouping and context. I'll detail what I mean in the next few posts. The mapper would not be expected to know any TDM-supported languages besides English. Instead, each translated phrase could be back-translated to English and examined. Is the "round-trip" meaning OK, even if the English words have changed? Problematic translations could have their context tweaked and rerun. Many AI systems, particularly for API access, require a billing commitment (e.g., credit card). For a professional translator, this is no problem, and subscriptions allow access to more (and putatively better) models and higher quotas. This seems less appealing for TDM. A few paid AI systems have a no-subscription, pay-as-you-go account tier. The cost per translate is typically pennies. But it does introduce quota- and expense-management, and may exclude API usage. Access via API requires an API key (or at the higher end more elaborate security regime), with attendant key-security headaches. Which AI model is thought "best" for translation? Doesn't matter too much, because we can't afford the best. Furthermore, there's endless churn among AI models, with antidotal reports that a given model fluctuates in quality over time, and successor models can be worse than their predecessors. So, with these concerns in mind, I looked for public web-based AI sites that require no billing and provide low-quota but adequate AI. The mapper would enter and retrieve data manually. I will focus on ChatGPT in this exploration, after a quick preliminary test confirmed some promise. Also, as this exploration proceeds, I hope to propose changes to TDM to make it more viable for "sufficient" quality machine translation. Problem areas are incomplete fonts, space-constraints, and layout issues for translated strings. My proposals will likely surface as separate forum threads. That's enough for now. I'll be trying for 1 or 2 substantive posts per week, as I tackle a particular FM.
  3. Hello everyone! I'm excited to bring you Cauldron of the Gods, the second mission in the Volta series. This mission is large, so I'd expect anywhere from 1.5 - 2+ hours depending on your play style. **Hard and Expert difficulties increase AI awareness, patrols, and amount of health potions in the level.** Version 2.3 (requires 2.12) Available in the in-game downloader or HERE Credits: Vocals: Andrew Bartmess - The Thief / Narrator Goldwell - Bellero / Drunk Nobleman Yandros - The Manbeasts Modeling: Epifire - Builder props Drdocker - Rock models **See cauldron_v1/models/model_credits.txt for full list. Music Credit: Ghast, Gigagooga, Sephy, Spadey **See cauldron_v1/sound/sound_credits.txt for full list. Scripting help: Obsttorte, SteveL Special thanks to these awesome beta testers: Bikerdude, Boilder's_hiss, Epifire, DrDocker, FinalBoss, Goldwell, Judith, Springheel New to TDM? -I'd recommend playing the tutorial and Volta 1: The Stone before playing this this mission. Stuck or having a problem? Tips: A couple screen shots: I hope you enjoy it! -Kingsal
  4. Robbing the Notary This is my very first FM, made over the course of an extended holiday week to get familiar with DarkRadiant. I've slightly cleaned it up afterwards with the very helpful feedback from the beta testers. It's a very short and simple mansion heist (10-ish minutes completion time). Enjoy, and I hope to deliver more substantial missions soon! Download link: V 1.0: Google Drive Beta Testers Ralkarn, Niko, Frost_Salamander, Cambridge Spy, thebigh, chumbucket91, wesp5, and bergante. Thank you to each and every one of you! Special Thanks Springheel01 for his New Mapper's Workshop video series which definitely sped up a lot of the learning.
  5. I'm happy to announce the release of my third FM: Year of the Rat. This is my first city hub map, focused primarily on story characters and environment. It's my most complex project to date, taking its fair share of effort to make which was a good learning experience. As an experiment I opted to use no scripts and rely solely on the default entities, as well as no custom assets apart from the map and splash screen hence the small pk4. It features a few special elements, such as factions that are hostile only when the player commits crime or a decoder lockpick used to open electronic doors. The beta testing thread can be found here, thank you everyone who helped find the most obvious problems. You play as a famous thief nicknamed Black Jack: A man who's pulled many crazy jobs in his life, only to be hired for an absurd and insulting task by an anonymous employer. The objective is pretty straightforward: Be kind to the mice and feed them some cheese! Your silly quest takes you to the Lantern Light district during the Lunar New Year celebration, a place where gangs and corrupt nobles do their dirty deeds together. What ulterior motives and unexpected twists could your adventure entail? While the most obvious problems were patched during beta testing, some issues can't be easily resolved due to the complexity of the entity setup and objectives, meaning you may encounter a few inconsistencies. Most notably surrounding AI, which may float above chairs and not react to alerts or oppositely send the whole map into a panic: This is mostly due to how the engine handles AI and alarms. The map is small since I wanted to add more detail without having to work on large areas, as such some places can feel cramped while the skybox may be visible up close. I'll be busy so further updates are unlikely unless I decide to add new content later... you're welcome to report any issues you encounter, but keep in mind that if something wasn't fixed it's likely known but difficult to address or due to engine functionality. Spoilers for objectives and secrets as follows: Download 1.2: Google Drive, Mega. Screenshots with minor spoilers for the various areas:
  6. 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.
  7. Currently if you are implementing EFX in your map, you need to maintain an .efx file: https://wiki.thedarkmod.com/index.php?title=Setting_Reverb_Data_of_Rooms_(EAX) If you are using presets only, all this is is simply a 1:1 mapping of location entities to an EFX preset. Doing this in a file is kind of tedious and error-prone, as you have to check each location entity in your map, and then check the file to make sure you got the location entity name correct, or didn't leave one out, etc. Would it be a worthwhile feature request to be able to just set the EFX preset with a spawnarg on the location entity itself? Something like: "efx_preset" "WOODEN_SMALLROOM" Also, the location entity has other zone-related information, like ambient sound, ambient light, etc. It would just make sense to have the EFX here as well. This would only make sense for the presets, since you just need the preset name. If you wanted to do anything more complicated, the file could still be used. If both are used for the preset, one could take precedence over the other (the spawnarg pehaps). I don't think anything would need to change in DR either, as it's just a new spawnarg on the entity.
  8. To summarize the various findings regarding character-level problems and their workarounds - Recommended Platform The 2024 improvements in character coverage of Stone 24pt were not distributed with TDM 2.13, but now in TDM 2.14. So the Air Pocket update's i18n will work best wtih 2.14. Mapping Error Fixed [Romanian] Due to an old romanian.map error, the Romanian character ș was rendered as Ș. Reported & fixed in bugtracker 6661, committed to dev 2.14 Rev 17437 build. Special (hacked) handling of readables in Air Pocket, to ovecome the shortcomings of mainly-ASCII fonts A system has been proposed to show the text first in English (where font is fine) and then (when current language is not English) switch over to the current language, but in the Stone font, which [at least for 24pt body font] has all 256 characters. This would require new C++functionality, not yet developed. In the meantime, the workaround implementation is to embed a copy of the English text (without #str_) within custom readable sheet GUIs. Specifically for Air Pocket, the fonts and scalings used are as follows. For pg1... Mac Humaine [with English title and body textscales of 0.40 and .31, both invoking 48pt]. Stone [with non-English title and body textscales of 0.30 and 0.23, respectively invoking 48pt and 24pt]. For pg2... Shoppinglist [with English title and body textscales of 1.0 and 0.5, both invoking 48pt]. Stone [with non-English title and body textscales of 0.52 and 0.26, respectively invoking 48pt and 24pt]. For more about this, besides earlier in this topic, see bugtracker proposal "0006638: Feature request: Provide Minimal Engine Support for Fade-In Translations in Readables". For planned improvements to Stone 48pt (as well as Carleton 24pt), see bugtracter 6656, 6657. Changes to English mission_briefing.xd Some pg_1 and pg_2 sentences are slightly altered from airpocket 1.0, to generate more-valid translations. And pg_3 is introduced, to handle language overflows. Unsupported characters in the TDM Char Map [Spanish] Can't do leading "¡", so drop it and replace trailing "!" with "." Missing characters in the Font used for Briefing & Objectives, Carleton 24pt The correct full translation is retained in all.lang as a comment, but the real text has the missing character substituted by its base character without accent. Specifically: [Polish] character ń (0x9c in TDM charmap) --> n [Danish] charactera å (0xe5 in TDM charmap) --> a [Romanian] characters ș and ț (0x9d & 0x9e in TMD charmap; and probably not upper case versions either) --> s and t, S and T. Missing characters in the Font used for Messages (tdm_message_no_art), Stone 48pt [Polish] character ń (0x9c in TDM charmap) --> n Missing characters in the Font used for Title of Stone Readables, Stone 48pt Because under TDM 2.13/2.14, Romanian character ț is not available in Stone 48pt, (used in title), only Stone 24pt (used in body) , we do a work-around, namely, suppress use of title. (Other chars also missing from Stone 48pt: ș, Ș, T+hook.
  9. Complaint From Players The player must pick up candles before extinguishing them, and then the player must remember to drop the candle. The player must drag a body before shouldering it (picking it up), and the player must remember to frob again to stop dragging the body. The player finds this annoying or easy to make mistakes. For players who ghost, some of them have the goal of returning objects back to their original positions. With the current "pick up, use item, and drop" system, the item might not return easily or at all to its original position. For example, a candlestick might bounce off its holder. (See player quotes at the bottom.) Bug Tracker https://bugs.thedarkmod.com/view.php?id=6316 Problems to Solve How can the "pick up" step be eliminated so that the player can directly use or interact with the item where it is in the game world? How can so much key pressing and mouse clicking be eliminated when the player wants to directly use an item? How can candles be extinguished and lanterns toggled off/on without first picking them up? How can bodies be shouldered without first dragging them? Solution Design Goals Make TDM easier for new players while also improving it for longtime players. Reduce tedious steps for common frob interactions. Make it intuitive so that menu settings are unnecessary. Do not introduce bugs or break the game. Terms frob -- the frob button action happens instantly. hold frob -- the frob button is held for 200ms before the action happens. (This can be changed via cvar: 200ms by default.) Proposed Solution Note: Some issues have been struckthrough to show changes since the patch has been updated. Change how frobbing works for bodies, candles, and lanterns. For bodies: Frob to shoulder (pick up) a body. Second frob to drop shouldered body, while allowing frob on doors, switches, etc. Hold frob (key down) to start drag, continue to hold frob (key down) to drag body, and then release frob (key up) to stop dragging body. Also, a body can be dragged immediately by holding frob and moving the mouse. For candles/lanterns: Frob to extinguish candles and toggle off/on lanterns. Hold frob to pick it up, and then frob again to drop. Frob to pick it up, and then frob again to drop. Hold frob to extinguish candles and toggle off/on lanterns. For food: Frob to pick it up, and then frob again to drop. Hold frob to eat food. For other items: No change. New cvar "tdm_frobhold_delay", default:"200" The frob hold delay (in ms) before drag or extinguish. Set to 0 for TDM v2.11 (and prior) behavior. Solution Benefits Bodies: New players will have less to learn to get started moving knocked out guards. With TDM v2.11 and earlier, some players have played several missions before realizing that they could shoulder a body instead of dragging it long distances. Frob to shoulder body matches Thief, so longtime Thief players will find it familiar. Second frob drops a shouldered body. Players still have the ability to both shoulder and drag bodies. Compatible with the new auto-search bodies feature. Dragging feels more natural -- just grab, hold, and drop with a single button press. There is no longer the need to press the button twice. Also, it's no longer possible to walk away from a body while unintentionally dragging it. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Candles: New players will have less to learn to get started extinguishing candles. With TDM v2.11 and earlier, some players didn't know they could extinguish candles by picking them up and using them. Instead, they resorted to throwing them to extinguish them or hiding them. Hold frob to extinguish a candle feels like "pinching" it out. Once a candle is picked up, players still have the ability to manipulate and use them the same way they are used to in TDM v2.11 and earlier. For players who ghost and have the goal of putting objects back to their original positions, they'll have an easier time and not have to deal with candles popping off their holders when trying to place them back carefully. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Solution Issues Bodies: Frob does not drop a shouldered body, so that might be unexpected for new players. This is also different than Thief where a second frob will drop a body. "Use Inv. Item" or "Drop Inv. Item" drops the body. This is the same as TDM v2.11 and earlier. This is the price to pay for being able to frob (open/close) doors while shouldering a body. Patch was updated to drop body on second frob, while allowing frob on doors, switches, etc. Candles: Picking up a candle or lantern requires a slight delay, because the player must hold the frob button. The player might unintentionally extinguish a candle while moving it if they hold down frob. The player will need to learn that holding frob will extinguish the candle. The player can change the delay period via the "tdm_frobhold_delay" cvar. Also, when the cvar is set to a delay of 0, the behavior matches TDM v2.11 and earlier, meaning the player would have to first "Frob/Interact" to pick up the candle and then press "Use Inv. Item" to extinguish it. Some players might unintentionally extinguish a candle when they are trying to move it or pick it up. They need to make sure to hold frob to initiate moving the candle. When a candle is unlit, it will highlight but do nothing on frob. That might confuse players. However, the player will likely learn after extinguishing several candles that an unlit candle still highlights. It makes sense that an already-extinguished candle cannot be extinguished on frob. The official "Training Mission" might need to have its instructions updated to correctly guide the player through candle manipulation training. Updating the training mission to include the hold frob to extinguish would probably be helpful. Similar Solutions In Fallout 4, frob uses an item and long-press frob picks it up. Goldwell's mission, "Accountant 2: New In Town", has candles that extinguish on frob without the need of picking them up first. Snatcher's TDM Modpack includes a "Blow / Ignite" item that allows the player to blow out candles Wesp5's Unofficial Patch provides a way to directly extinguish movable candles by frobbing. Demonstration Videos Note: The last two videos don't quite demonstrate the latest patch anymore. But the gist is the same. This feature proposal is best experienced in game, but some demonstration videos are better than nothing. The following videos show either a clear improvement or that the player is not slowed down with the change in controls. For example, "long-press" sounds long, but it really isn't. Video: Body Shouldering and Dragging The purpose of this video is to show that frob to shoulder a body is fast and long-press frob to drag a body is fast enough and accurate. Video: Long-Press Frob to Pick Up Candle The purpose of this video is to show how the long-press frob to pick up a candle isn't really much slower than regular frob. Video: Frob to Extinguish The purpose of this video -- if a bit contrived -- is to show the efficiency and precision of this proposed feature. The task in the video was for the player to as quickly and accurately as possible extinguish candles and put them back in their original positions. On the left, TDM v2.11 is shown. The player has to highlight each candle, press "Frob/Interact" to pick up, press "Use Inv. Item" to extinguish, make sure the candle is back in place, and finally press "Frob/Interact" to drop the candle. The result shows mistakes and candles getting misplaced. On the right, the proposed feature is shown. The player frobs to extinguish the candles. The result shows no mistakes and candles are kept in their original positions. Special Thanks @Wellingtoncrab was instrumental in improving this feature during its early stages. We had many discussions covering varying scenarios, pros, and cons, and how it would affect the gameplay and player experience. Originally, I had a completely different solution that added a special "use modifier" keybinding. He suggested the frob to use and long-press frob to pick up mechanics. I coded it up, gave it a try, and found it to be too good. Without his feedback and patience, this feature wouldn't be as good as it is. Thank you, @Wellingtoncrab! And, of note, @Wellingtoncrab hasn't been able to try it in game yet, because I'm using Linux and can't compile a Windows build for him. So, if this feature isn't good, that's my fault. Code Patch I'll post the code patch in another post below this one so that folks who compile TDM themselves can give this proposal a try in game. And, if you do, I look forward to your feedback! Player Complaints TTLG (2023-01-10) Player 1: TDM Forums (2021-03-13) Player 2: Player 3: TDM Forums (2023-06-17) Player 4: TDM Discord (2021-05-18) Player 5: TDM Discord (2023-02-14) Player 6: Player 7: Player 8:
  10. i did a edit the moment you answered Manually deleting all old, useless save files is almost as tedious as downloading the missions again. but may be one use an update only for the new missions
  11. TDM 2.14 is ready for beta test This is how to get beta versions: Upgrade from any version (fast): 1 - Start tdm_installer in darkmod folder. 2 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.14 list, should look like "beta214-NN". 3 - Click on "Refresh" button to ensure that it is not going to download too much stuff. 4 - Continue installing with "Next". Fresh install (slow): 1 - Create darkmod folder anywhere you like. 2 - Download the TDM Installer from downloads section of the website. Extract tdm_installer executable from the downloaded ZIP and place it into your darkmod folder. 3 - Start tdm_installer (in case of Linux, first edit file permissions to allow executing it). 4 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.14 list, should look like "beta214-NN". 5 - Continue installing with "Next". In general, upgrade is recommended over fresh install. If you don't want to lose your current TDM installation, then you can copy the whole TDM directory and upgrade the copy. This way you can have both 2.14 beta and 2.13 at the same time. At the end of installation, tdm_installer resets your config by renaming darkmod.cfg to darkmod_{datatime}.cfg. This is a recommended procedure on upgrade, otherwise you are likely to have issues due to old config. If you need your old config for some reason, you can always find it in darkmod folder. Notes 1 - Please try to be specific when reporting a problem. What you were doing, where you were when the problem occurred, can you reproduce it, etc. This wiki article provides many suggestions for good bug reports. 2 - This effort is to find out if we broke anything in TDM with our 2.14 changes, if a new 2.14 feature isn't working correctly. We won't be trying to fix bugs that have been around for a long time. Instead, we will create an issue in bugtracker (if not yet present), to fix it after beta. 3 - If you find something wrong, it would be helpful if you report whether the issue happens in 2.13 too. By the way, you can easily get 2.13 version: just copy your darkmod folder and run tdm_installer on the copy, selecting "release213" on the custom version screen. Thank you for testing !
  12. I think it is not worth the effort. If your installation has a lot of missions/saves/custom stuff, you can simply copy all the tdm_*.pk4 files from your existing installation into the new directory, then drop tdm_installer.exe there and run. It will detect existing archives and only download what's missing.
  13. for SAVES can´t be used anymore in a new install it my be a feature for the installer to do a copy without existing SAVES if - is this possible ? Manually deleting all old, useless save files is almost as tedious as downloading the missions again.
  14. I had created a new ticket for this, but added the old (resolved) ticket as a reference. https://bugs.thedarkmod.com/view.php?id=6667
  15. Hello don´t know where else to post this A.) the ingame downloader offers to list the missions sorted by release date ! would be nice to have this option also for the ingame choose to play side B.) Climbing has changed for some time now. In 2.10, it was possible to quickly switch between the crouching and standing positions while climbing. Since 2.11, this no longer works. (when you stand upright and want to squat – you slide down the rope/net or similar) there were surely good reasons to reconfigure something for the squat position don't remember who did it – but it certainly wasn't their intention to have this effect I would love to get back the possibility to switch between crouch and tall - while climbing (Perhaps only part of the ascent is in the shadow – you can rest there in a smaller, visible pose – take a quick look – and then return to the shadow until it's time to move on.) C.)Just to add another idea – more of a funny extra to arrows – a real knockout arrow not a gas dart, rather with a rubber ball at the tip – which then works like a blackjack and can be found again Edit ! P.S. : New D.) would be nice to have the mission name in the stats screen !
  16. @Mike__ could you please put this in spoiler tags?
  17. Yuletide Boon The idea behind this mission was to again show, what can be built in a small amount of time and with help from other community members. It also showcases the new church modules that I don't think have been used all that much in previous FMs. Enjoy Notes: - TDM 2.13 or later is REQUIRED to play this mission. - Build time roughly 50hrs. - I have created serveral new custom models and prefabs for mappers to use, based of the church models. Download Link: - (v1.2) - https://mega.nz/file/qV1UQKqK#B9cdy3iB_Z7q8j2nQOEc9KISw8cPSYLIowP-1yokRbI Credits: Special thanks: - Springheel for creating the church modules. - Jack 'mozart' farmer for the briefing video and menu music. - datiswous - subtitles. - Goldwell - voice acting and briefing additions. - Dragofer - pagan statue from http://www.cadnav.com/3d-models/model-40413.html - Misc - Melted candlewax texture from - www.pexels.com/photo/close-up-of-wax-of-a-melted-candle-17959695 - Amadeus - scripting beta testers: -Jackfarmer, datiswous, CambridgeSpy, DavyJones, Mat99, Amadeus.
  18. There is a new system in 2.14 for generating smoke particles (6309). In general, it reuses more common code from the other ways to generate particles (particle models and particle deform) and its behavior is more aligned with those other ways. Here are some of the differences compared to the old system that I know of. 1) The new system is FPS-independent. If I'm not mistaken, the old one I think generates 5x particles on 300 FPS and 25% of the particles on 15 FPS. 2) Two systems have a bit different spawning time. Particle stages normally work on periods of length (particleLife + deadTime). In the old system, particles spawn uniformly during the first (bunching * (particleLife + deadTime)) time, while in the new system they spawn during the first (bunching * particleLife) time, same as in particle models and particle deforms. 3) The old system does not respect cycling settings in the particle decl. It plays only one period of every particle stage and stops. However, func_smoke specifically has a high-level logic: it restarts itself if all the particles have been generated. This looks like infinite looping, but all the particle stages have the same period in this case (the maximum one). The new system can respect "cycles" parameter from .prt file if you set spawnarg "use_cycles" = "1" on func_smoke entity. So if your .prt file has e.g. 3 stages with different period and "cycles" = "0", then each stages will cycle infinitely with its own period. And if your .prt has "cycles" "10", then func_smoke will play 10 periods and stop. Note that without "use_cycles" spawnarg both systems just play one period of all particle stages. This is a very recent change. The new system is enabled by default, but it is controlled by cvar g_newSmokeParticles. If we discover serious problems with it during beta, we'll have to flip the cvar...
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  19. The list of new assets also exists in tabular form, created by @Frost_Salamander: https://docs.proton.me/sheet?mode=open-url&token=T2PSHZ1B0M#yc0orLHRZ0Qj This table includes the previous 2.13 release as well.
  20. If I try to rotate a model, only the Rotation option is available in the transformation window. No option to scale: Is this normal? Also not able to do so in NetRadiant-custom. Found a solution: https://wiki.thedarkmod.com/index.php?title=Model_Scaling Mods, please delete. Sorry about being dumb.
  21. Ulysses 2: Protecting the Flock By Sotha The mission starts some time after the events of Ulysses: Genesis, and continues the story of Ulysses. It is a medium sized mission with a focus on stealthy assassinations and hostage liberation. BUILD TIME: 12/2014 - 05/2015 CREDITS The TDM Community is thanked for steady supply of excellent mapping advice. Thanks goes also to everyone contributing to TDM! Voice Actors: Goldwell (as Goubert and Ulysses), Goldwell's Girlfriend (as Alis) Betatesters: Airship Ballet, Ryan101. Special Thanks to: Springheel and Melan (for proofreading). Story: Read & listen it in game. Link: https://drive.google.com/file/d/0BwR0ORZU5sraRGduUWlVRmtsX3c/view?usp=sharing Other: Spoilers: When discussing, please use spoiler tags, like this: [spoiler] Hidden text. [/spoiler] Mirrors: Could someone put this on TDM ingame downloader? Thanks!
  22. I am all for it, especially since I have done another pass at refactoring it, yesterday. Now everything in the frob handling code is super tight and explicit, and with the new door control features and the flash bomb changes, we now actually have some cool new gameplay features for the player. Anyway, ultimately, it is stgatilov's call whether it will get included or not and I don't want to be too pushy.
  23. I guess this is basic stuff for you talented model-boys but now I've trudged for several hours without results and from what I have read in several forums/threads, it's even not that trivial. Therefore I dare to start a thread... I've download some models from the web but these come in some new and fancy format; (FBX, USD etc) not exactly the old and brittle format that we use in TDM So to import these into DarkRadiant I need to convert these to lwo or ASE, right? How do people go about this? I have tried to: - install Blender 5.0 and added an ASE-exporter plugin. Blender actually puts out an ASE-file but as I try to open it in DR, the model is only showed as that checkerboard error-box. Do I need to tinker with the model in a text editor first? I read something about changing something about a BITMAP-line... - use an ancient version (7.0) version of Lightwave but that program cannot even open the files (Not surprising)...
  24. I see two solutions: 1) The knock-out arrow could replace another type of arrow as otherwise no old mission would have it. This could break all missions which rely on the arrow type that is replaced. 2) As in Snatcher's modpack, there could be a mechanism to turn a normal arrow into a knock-out arrow. This could make many missions too easy. A tweaky solution could be that a normal arrow knocks out any NPC with a helmet if it hits the helmet from behind, but it is destroyed in that hit. There already is some kind of head-shot detection in the TDM, maybe this could be modified to make this work? No need for a new arrow type, but need for really good aim otherwise no knock-out!
  25. I have been playtesting a lot recently, and I remembered how great Daft Mugi's handling of grabbing body limbs feels: hold frob to grab, release frob to let go ("hold-type grabber"). It just feels immersive and works very well. So, I went ahead and refactored the whole frob handling code, cleaned it up and most importantly: made it extermely easy to setup different frob-control-styles. Details for those interested in the spoiler tag: Configurable frob-control-styles With that in place, I have setup three different control styles that can be controlled through the new cvar "tdm_frob_control_style". 0: TDM-style (short frob = grab, long frob = use [e.g. blow out candles, eat food, shoulder bodies...]. 1: Thief-style / 2.12 / Daft Mugi (Like TDM-style, but behavior for bodies is inverted so that shoulder bodies is on short frob and long frob has that nice hold-type-grabber described above) 2: TDM_inverted-style (TDM-style exactly inverted, i.e., short frob = use, long frob = hold-type-grabber finally consistently for all entities, my personal holy-grail ) I think TDM-style is what @snatcherhad in mind? Hopefully, this change will make many of you happy. New hold-frob control styles for doors I have also added in a completely new idea. There has been manual door fine control in the mod for quite some time. It can be enabled through tdm_door_control and then holding frob on a door and moving the mouse. I ironed out some of its issues, but it still didn't feel right to me. So, I thought of a new idea to make use of hold-frob for doors. tdm_door_control can now take 4 different values that change the hold-frob control of doors: 0: Disabled 1: Manual door fine control (experimental, existing feature) 2: Hold frob to slowly move doors. They are opened and closed alternatingly, just like regular frobbing a door, but interrupting a moving door is skipped. 3: Hold frob to slowly open doors. Additionally, I added in the ability to quickly force close a door by holding frob and pressing attack to all of the above control styles. The idea behind this addition is that the player can now slowly sneak and peak through a door, but then can also quickly shut the door again if the player deems the situation unsafe. This adds more skill expression and creates further immersion. 2.14 Beta? At the moment, it is not yet decided whether these changes will make it into 2.14 beta, as the changeset is quite massive. We might have to wait for the nearest developer build after 2.14 release.
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