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Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
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Is there a script command to make a screenshot?
I just though it could be interesting to be able to create a screenshot at a certain point in time. Then use that screenshot possibly in a debrief.
I guess the second question is: Can you use a (in-game made) screenshot in a (debrief) gui?
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Hello and good evening to everyone reading this. After calling up FM Displaced for the first time on an installation of TDM 2.12/64 that had been working for years, I got an error message, which I have attached as a text file. Can someone please tell me what it means and whether I can expect it to happen again after I uninstalled and reinstalled the game because I no longer had access to it? I have played FM about 30 times and never had a problem with performance. Thank you very much. Translated with DeepL.com (free version) fehler tdm.txt
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NPCs tracking player with their heads and torso - procedural animation
Arcturus replied to Arcturus's topic in The Dark Mod
Back to the previous version. Added checks for unconscious and asleep NPCs. https://www.youtube.com/watch?v=B677bxy98cc tdm_ai_head_tracking_humanoid.script- 3 replies
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Another procedural animation I've been playing with. There is already predefined "look at" event in the game. When I set up NPC to look at the path node it was a little buggy. Anyone tried to set up NPCs looking at player? They do seem to look up when they throw stones. tdm_ai_head_tracking_humanoid.script
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Darkmod underutilizes, in my opinion, capabilities for procedural animation. We already do some, like the random head and torso turns that are added on top of existing animations. There's also possibility for separate animation for top and bottom of the character as well as head. There's a missing opportunity for varied facial expressions. I talked about animation blending in this thread. Here's something that for example Thief: Deadly Shadows did. It's swaying side to side while turning. I used Gemini to add code to the tdm_ai_base.script. I don't know if this is the most efficient way of doing it, probably not. Here are the parts added: Gemini came up with the term "banking" which is used in car racing. I don't know if that's what it's called in animation or games. There's a lot of variables that can be tweaked. You can rotate this way any bone you wish. I use 'Origin', 'Spine_Dummy' and 'Neck' bones: You can tweak amount of rotation for each bone. setJointAngle(m_bankingJointHandle, 1, jointRotation * 1); setJointAngle(m_bankingJointHandle1, 1, jointRotation * 0.6); setJointAngle(m_bankingJointHandle2, 1, jointRotation * -1.5); There's also global intensity: (targetBanking = deltaYaw * 1.4;) and attenuation: m_bankingCurrentValue = (m_bankingCurrentValue * 0.95) + (targetBanking * 0.05); modifiers. Gemini also proposed to add an LOD system, which I thought was a great idea. So currently at a distance of 1500 from player the swaying will be disabled. Here are examples, each with slightly different values: And here's comically exaggerated one:
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Here's a version of the "banking" script in a separate file. These go into the tdm_ai_base.script: In the tdm_main.script: In the tdm_ai_humanoid.def This way it will only apply to humanoids, and mappers will be able to disable it or change strength for individual NPCs by overwriting those values in Darkradiant. The rest goes to tdm_ai_banking_humanoid.script tdm_main.script tdm_ai_humanoid.def tdm_ai_base.script tdm_ai_banking_humanoid.script
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NPCs tracking player with their heads and torso - procedural animation
Arcturus replied to Arcturus's topic in The Dark Mod
This version was made using built in "look at" code. , tdm_ai_head_tracking_humanoid.script- 3 replies
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eu version needs different patch so yeah. script can be modified though so should not be to bad to correct.
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With this Lutris script I am able to install the game from cdrom. It also succesfully installs the two patches: Best to make a copy of the disc and mount the iso I think. You have to download the YAML file and in Lutris choose for "Install from local install script". Then you have to point to that file. After install you might have to reconfigure the paths to the game locations. The install script assumes certain locations, but I found to be often wrong, so I had to alter the paths in configure window (tab "Game options"). If you run the game after it will ask for the renderer, then if you choose for Direct3D it will use Dgvoodo. This will work, but I found it would not support my screen resolution. I think it actually had only support for 16:10 aspect ratio, not 16:9. For this reason I would recommend installing the Direct X 11 patch and disabling Dgvoodo in Lutris configure game. Dgvoodoo does not work with the Dirext 11 mode. Then when you start up it will ask for the 3d Renderer and you choose for Other, which will give you option OpenGL and Directx 11. You choose Directx 11. If it doesn't ask for the renderer on start, you can set it via the in-game Options menu. Then in Options menu of game you can set resolution. You can also go into the console via ~ key and then typ "preferences". Then you can set advanced settings. For example in Renderer options, you can set Anisotropic filtering to 16 and Anti Aliasing to (in my case) 8.
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Doom3 GPL contained most of the source of the script debugger that used to be part of Quake4. Harrie van Ginneken fixed it for dhewm3 by implementing the missing parts and we further improved it together (I maintain dhewm3). I ported that to TDM. It allows you to set breakpoints in script functions (by clicking to the left of the line number, where that red dot appears then), so when those lines are executed the game is paused and you can inspect variables in the debugger, or continue running the script line-wise (with those little buttons with the arrows at the top, or F11/F10/Shift-F11, see also the "Debug" menu. To continue running the game (until it hits the next breakpoint), click that ▶︎ button at the top. You can download a testbuild and read some more information at https://github.com/stgatilov/darkmod_src/pull/6 - it should work with the latest 2.14 Beta gamedata. Note that this is currently not officially part of The Dark Mod and I don't know when (or if) it will be merged. Might be after 2.14 if the changes are considered too risky or too much to review or whatever.
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For the people eager to play with the latest state of development, two things are provided: regular dev builds source code SVN repository Development builds are created once per a few weeks from the current trunk. They can be obtained via tdm_installer. Just run the installer, check "Get Custom Version" on the first page, then select proper version in "dev" folder on the second page. Name of any dev version looks like devXXXXX-YYYY, where XXXXX and YYYY are SVN revision numbers from which the build was created. The topmost version in the list is usually the most recent one. Note: unless otherwise specified, savegames are incompatible between any two versions of TDM! Programmers can obtain source code from SVN repository. Trunk can be checked out from here: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/ SVN root is: https://svn.thedarkmod.com/publicsvn/darkmod_src Build instructions are provided inside repository. Note that while you can build executable from the SVN repository, TDM installation of compatible version is required to run it. Official TDM releases are compatible with source code archives provided on the website, and also with corresponding release tags in SVN. A dev build is compatible with SVN trunk of revision YYYY, where YYYY is the second number in its version (as described above). If you only want to experiment with the latest trunk, using the latest dev build gives you the maximum chance of success. P.S. Needless to say, all of this comes with no support. Although we would be glad if you catch and report bugs before the next beta phase starts
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Wishlist For Darkradiant
kingsal replied to sparhawk's topic in DarkRadiant Feedback and Development
@func_klausThank you for the script hotkey plug, thats gonna really speed up script usage. Here is something else that might be worth looking into: 6704 The lighting preview mode is great, but it would be more usable if we could see widgets and whatever brush/ entity we have highlighted. ( I tried to photoshop this up below) It would be rad to just work right in that lighting preview mode. Im sure others could chime in with ideas here as well or if this is even viable. I know lighting preview has some other issues but I can't recall where @OrbWeaverand/ or @greeboleft off with it. -
How about adding the following config-line to your darkmod.cfg file, so you can store the FM folder somewhere else: set fs_ModSavePath "h:\darkmod/fms" More info: https://forums.thedarkmod.com/index.php?/topic/20991-using-system-wide-file-locations/#findComment-462471 Or just move the whole TDM folder to the H-drive. Because the TDM folder is "portable", it keep all the files inside it, as stgatilov posted. (unles you change things in the darkmod.cfg file)
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@sulliumin my experience weapons are not like other inventory items in that the entity which goes into your inventory is spawned and is not actually the specific entity you picked up, so you cannot rely on a named entity once they are in the players inventory. I had this problem with the sword anyway when I tried to make a similar objective for picking it up. I ended up making the objective controlled by a script, added a frob response to the sword with the frob/response editor which fires a script when the weapon is frobbed (ie picked up), and then wrote a short map script that just set the right objective state to complete.
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The community patch packs have some gameplay and graphics mods. Thief Mods and Utilities https://www.ttlg.com/forums/forumdisplay.php?f=174 TFix https://www.ttlg.com/forums/showthread.php?t=134733 T2Fix https://github.com/Xanfre/T2Fix There are a few mods here for Thief and System Shock 2. Keyring Ghost Mode Minion Summoner Fairy Light Radar https://github.com/saracoth/newdark-mods Upscaled textures and paintings https://www.moddb.com/mods/thief-gold-esrgan-pack https://www.moddb.com/mods/thief-ii-esrgan-pack
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Wishlist For Darkradiant
OrbWeaver replied to sparhawk's topic in DarkRadiant Feedback and Development
I'm not sure how the web site works these days — is it Git based? I do actually have a little GitLab CI script in my repo (https://gitlab.com/orbweaver/DarkRadiant/-/blob/master/.gitlab-ci.yml?ref_type=heads), which just generates the manual HTML using asciidoctor then puts the resulting page into the public directory, but I can't remember what URL the content appears at (if it still appears anywhere). Presumably if all of the website content was in the repo, such a CI script could deploy the whole thing rather than just the user manual, and the darkradiant.net domain could be pointed at it. But I don't know if maintaining a website by making commits into the same repo as the source code is actually a good practice or not. -
A Winter's Tale By: Bikerdude "One of the few pleasures I have as a man of the thieving profession is to return to my old home town for the holidays and relax in the company of friends and relatives. But a local lord has been going out of his way to making the lives of the locals a miserable." Notes: - TDM 2.12 or later is REQUIRED to play this mission. - This is my entry for the speedbuilding jam. - This FM should play on the vast majority of systems. I have perf tweaked this map with low end players in-mind. And have moved the globale fog/moon lights to the ‘ better’ LOD level. - min recommended spec (as per beta testing) Intel Core i7(3rd gen), nvidia 1030 4gb (GDDR5), will get you 60fps inside and 45fps outside. - Various areas will look better with shadow maps enabled (SoftShadows set to medium/high, Shadows Softness set to zero and LOD set to 'better'), at the possible expense of performance depending on your system specs. - this mission continues the imperial theme, with this being a border town slightly further out from the main imperial lands than Brouften. - build time roughly 130hrs. Download Link: - (v1.4) - https://discord.com/channels/679083115519410186/1310012992867405855/1310022631415746632 v1.4 changes: I have been tweaking the LOD levels through-out the map - - Snow fall has been moved to LOD low/normal. - world fog moved to LOD better. - fireplace grills to LOD better. - world moonlight moved to LOD high. Other tweaks - - reduced light counts in all the fireplaces. - reduced the length of the looping menu video background. - Some new assets Gameplay: - added more ways for the player to get around. - tweaked existing routes to make some easier or more of a challenge. - and added an additional option objective. Credits: Special thanks go to - - Nbhor1more, flashing out the briefing and creation of readables. - Amadeus, Help w/custom objectives, script work, proof reading, mission design & testing. - Dragofer, for custom scripts and script work for the main objective. - Baal, for additional tweaking of the main objective and script work,. - Beta testers: Amadeus, Nbhor1more, Mat99, DavyJones, S1lverwolf, Baal & Dragofer. - Freesound.org, for ambient tracks, further details in sndshd file. Speed Jam Thread: - https://www.ttlg.com/forums/showthread.php?t=152747
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most builds nowadays use meson for glib based sources (GTK) or cmake + ninja (KDE or XFCE), but both can and do see uses for other non system libraries / tools. autotools are perl based and very very powerfull but unfortunatly the syntax is hard to grasp because it is so complex and is getting left more and more behind today (most linux devs hate it with a passion). in retrospect autotools is what was used to help build linux originally but maintaining it became a nightmare as things got more advanced so the devs looked to simpler build systems. there are however still cases where you are left with having to use it because it enables stuff that is next to impossible to achive with the other build systems. for one it allows far more advanced operations than either meson nor cmake can handle. there are also ide based build systems though most linux devs dont use them often if versed in the above due to it being to restrictive compared to a script based system where anything can be automated. but for simple development you can use both codeblocks codelite anjuta kdevelop and a whole slew of other ide's. hell you can even use msvc in linux
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I don't know how it works for Radeon but for NVidia there is a setting in the control panel called Power management mode, it's is also possible to change it for any game individually. Also Windows has its own power management settings. Here is the thread on Dolphin forum about it(but it's pretty old and some things most probably changed): https://forums.dolphin-emu.org/Thread-unofficial-laptop-performance-guide
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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.
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This pinned thread's purpose is to collect links to all the discussion threads for new features to be added in 2.14: https://forums.thedarkmod.com/index.php?/topic/23080-214-new-and-updated-assets/ https://forums.thedarkmod.com/index.php?/topic/23072-214-mirrors-and-remotes-resolution-and-optimizations/ https://forums.thedarkmod.com/index.php?/topic/23070-214-tdm-version-macros-and-x-ray-breaking-change/ https://forums.thedarkmod.com/index.php?/topic/23071-214-in-game-screenshot-as-menu-background/ https://forums.thedarkmod.com/index.php?/topic/23073-214-interactible-projected-decals/ https://forums.thedarkmod.com/index.php?/topic/23074-214-new-smoke-generation-system/ https://forums.thedarkmod.com/index.php?/topic/23088-214-beta-ko-non-elite-ai-after-flash/ https://forums.thedarkmod.com/index.php?/topic/22736-font-localization/page/2/#findComment-503417 As well as older Feature Collection Threads: [2.13] Feature Discussion Threads [2.12] Feature discussion threads [2.11] Feature discussion threads [2.10] Feature discussion threads
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============== -= IRIS =- ============== WELLINGTONCRAB TDM v 2.11 REQ Ver. 1.3 *For Maureen* -=- "Carry the light of the Builder, Brother. Unto its end." -Valediction of the Devoted "What year is this? Am I dreaming?" -Plea of the Thief Dear Iris, I am old and broken. When we were young it felt like the words came easily. Now I find the ink has long dried on the pen and I'm as wanting for words as coin in my purse. I can tell we are nearing the end of the tale; time enough for one more job before the curtain call... ============== -Installation- Requires minimum version of TDM 2.11 **Dev build dev17056-10800 (2.13) fixes several visual effects which have been broken in the mission since the release of 2.11. For that reason playing with that version or later is currently recommended** -Iris does not support mods or the Unofficial Patch- Download and place the following .pk4 into you FMs directory: Iris Download ============== Beta Russian Language Translations by @kalinovka Mirror #1: yandex.ru Mirror #2: Google Drive ============== *Thank you for playing. Iris is a large mission which can either take as quickly or as long as you are compelled to play. I hope someone out there enjoys it and this initial release is not completely busted - I tried the best I could!* *Iris both is and isn't what it seems. If commenting please use spoiler tags where appropriate. If you are not certain if it would be appropriate a good assumption would be to use a spoiler tag* *Support TDM by rating missions on Thief Guild: https://www.thiefguild.com/* ============== WITH LASTING GRATITUDE: OBSTORTTE - Whose gameplay scripts from his thread laid the foundation which made the mission seem like something I could even pull off at all. Also fantastic tutorial videos! DRAGOFER - Who built upon that foundation and made it shine even brighter! And whom also provided immeasurable quantities of help and encouragement the past couple years on the TDM discord. ORBWEAVER & GIGAGOOGA - For generously offering their ambient music up for use. EPIFIRE - Who lent me his fine trash and trash receptacle models. AMADEUS - Who was the first person who wasn't me to play the damn thing and provided his excellent editorial services to improving the readers experience playing TESTERS AND TROUBLESHOOTERS: AMADEUS * DATISWOUS * SPOOKS * ALUMINUMHASTE * JAXA * JACKFARMER * WESP5 * ATE0ATE * MADTAFFER * STGATILOV * DRAGOFER * KINGSAL * KLATREMUS - What can I possibly say? Playing this thing over and over again could not have been easy. Deepest thanks and all apologies. -=THANKS TO ALL ON THE TDM DISCORD AND FORUM=- ==SEE README.TXT FOR ADDITIONAL ATTRIBUTIONS & INFORMATION== HONORABLE MENTION: GOLDWELL - If I hadn't by chance stumbled into Northdale back in 2018/2019 I would probably still be trying to get this thing to work in TDS, which means it probably would not exist - though more details on that in readme. ============== Boring Technical Information: *Iris is a performance intensive mission and I recommend a GTX 1060 or equivalent. I find the performance similar to other demanding TDM missions on my machine, but mileage may vary and my apologies if this prevents anyone from enjoying the mission.* *Iris heavily modifies the behavior of AI in the game, how they relate/respond to each other and the player. So they may act even stranger than they do typically in TDM. Feedback on this is useful - as it can potentially be improved and expanded upon in future patches.* -=- This is my first release and it has been a long time coming! If I forgot anything please let me know! God Speed. 2.10 Features Used:
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Gemini managed to come up with a solution that's frame rate independent. However, I discovered a bug in Darkmod (unless it's a known issue). With vertical sync off, uncap FPS on and high max FPS values (around 100 and above), the character animations get restarted (walking, running) when AI makes a turn. It looks bad and causes NPCs to stop a lot, too: Beyond that, some additional checks were added, whether AI is dormant and for speed. It's possible to limit which AIs use this script by adding "can_bank" "1" argument in the def files. It would be better to make separate script files for different types of creatures. A horse especially could use a custom one. Those are just visual changes. They don't affect the behavior of AI. Right now NPCs don't slow down at all when they make a turn, which makes them look like trains on tracks. Click on images to watch the videos:
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its a wine bug, some workarounds here https://forums.lutris.net/t/multi-disc-install-problem/9116