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  1. One of the problems with the old #str_number system, that would not be automatically solved in the new #str_phrase system, is lack of versioning/history. For example, suppose in the FM I provide a new string: #str_Mother! which (by magic TBD, ideally in DR) generates this placeholder in all the .lang files: "#str_Mother!" "Mother!" The translator in the fr.lang file later does this: "#str_Mother!" "Mere!" Still later, the FM author revises the string in DR: "str_Mother!!!" In a naive implementation, this breaks the link to the existing translation(s), which becomes orphan in all the .langs, and creates a new entry: "#str_Mother!!!" "Mother!!!" OK, how could we do better? Case 1 (as above): the FM author knows the change is trivial, and so (at revision time in DR) might ask the translations to be retained but marked for review. So maybe the fr.lang files gets: // WAS UNTIL 2025-01-01: "#str_Mother!" "Mere!" "#str_Mother!!!" "Mere!" // Needs minor review with removal of the orphans (after they become comments and moved to before their replacements) Case 2, where the revision is not trivial: the FM author (at revision time in DR) might ask the translations to be replaced by english but marked for review, e.g.: #str_Mother of Pearl! causes the fr.lang files to have (with orphan removal as case 1): // WAS UNTIL 2025-01-01: "#str_Mother!" "Mere!" "#str_Mother of Pearl!" "Mother of Pearl!" // NEEDS REDO Then the translator could eventually fix it: // WAS UNTIL 2025-01-01: "#str_Mother!" "Mere!" "#str_Mother of Pearl!" "Nacre!" // Done 2025-03-14 by Henri
  2. In considering my possible upcoming TDM projects, such as upgrading some fonts to Latin-1 or "TDM Latin", I reviewed the current status of support for European Latin-based languages. Basically, for FMs, the translation system has fallen into disrepair and disuse (or perhaps kicked into the grave). Neither "converted" (i.e., #str using) FMs nor Language Packs are now being maintained and distributed by thedarkmod.com. As to other sites, for Cyrillic/Russian, DarkFate provides such resources. Are there any such sites in native Western European tongues, say, German, French, Italian, that likewise offer translated TDM FMs? So, turning back to thedarkmod.com, questions - - is Western Language support (outside the main menu system) officially dead? - if so, maybe it's time to stop pretending otherwise. - if not, should the converted #str system be revived, with better infrastructure? - or an alternative translation system be devised... if so, what? I'm just trying to identify work worth doing. (I started to draft a doc with a litany of problems with Western language support, and possible sub-projects to address them, but TL;DR. And really, not pertinent if support is considered dropped.) Thanks for your thoughts.
  3. I think you need to do things at the exact moment in DR that the user changes a field, so you can capture both the old value and the new value. Would be way better if DR just handled everything natively, but could be done through a hook to an external script too, I suppose. Or some complicated logging.
  4. The main problem of the art direction of T4 is that is *ONLY* that kind of dark (=the "gloom" fallen over the City), prologue apart. Prologue atmosphere is just perfect
  5. I think it would be smart to go ahead and start a "Newbie thread" that covers all newbie questions in one place, as with the TDS Forum. It doesn't have to be this one, just for future reference. Aaanyway, I was going through the A-Z Tutorial, and right about the time you make the pool of water, I fixed some leaks, thought I got them all. Now it won't Dmap again, but when I hit Pointfile, it says "Could not open pointfile: E:/games/ ... /TutorialMap.lin" I don't know why since it's been working up to now. So if I have a leak I can't find it, but it's troubling just that Pointfile suddenly, inexplicably doesn't open! There isn't any ".lin" file either; not sure what happened to it. Any ideas? Edit: I started a map from scratch and Pointfile didn't show up again. So whatever it is, it isn't something I messed up in that first map, but a general problem I'm having with DR. Edit2: But it does Dmap and Map just fine, so that's ok.
  6. I mentioned this elsewhere, but just a historical note: the existing i18n.pl conversion script expects only a numeric value after #str_ in its pattern matching regex (and possibly method of hashing). I do think @datiswous's idea to have key/value pairs with values like: "#str_Nobody crosses me! Must get back Frothley's scepter Creep stole off me." is a good way forward. Maybe with this version, DR could actually choose over time to provide some .lang support. And probably the engine would have to create hash tables to avoid slow string matching with these long non-numeric strings. (Oh, one other thing, since we're talking about The Outpost. When I played it earlier the month under 2.12, my screen would periodically go black for a second or two, every minute or two. I wonder if anyone else sees this, or just my odd Intel graphics chip?)
  7. Correctly me if wrong. Apperantly xdata formatting doesn't work well with the lang references. So this: maps/man2/mission_briefing { "num_pages": "1" "page1_body" : "#str_b1" "" "#str_b2" "" "#str_b3" } Doesn't work. You can only do this: maps/man2/mission_briefing { "num_pages": "1" "page1_body" : "#str_b1" } And then in the lang file you have to add the whole text of page 1 and get newlines via \n etc. So writing a (text only) briefing or readable and after that translating, is probably not something you want to do. I didn't actually test this with readable's, but it seems to me it would have the same limitation.
  8. 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.
  9. If it's supposed to be an octagon, I don't think the corners need to be bevelled. Certainly it looks much better to bevel square corners, but the angles of an octagon don't look bad imo. If you want a smooth cylinder though, the default cylinder patch has 16 sides, which looks smooth enough in game. That would be easier than bevelling 8 corners. Speaking of smoothing; I was pleasantly surprised to find that if you make a model in Blender with smooth-shading ticked, then export an ase file, it will retain the smooth shading when imported to darkradiant.
  10. My issue with the Gold filter in HR is that overpowers all colors making the game monochromatic. These artistic liberties work on short games but in long games once the novelty wears down it could make the game feel monotone. Something similar happens in Thief 4. The art director made the textures almost colorless to add a bleak and sad effect to the game, cool but overtime the player might feel the game is dull and boring. Colors not only give look but also feel. Bur regardless. Here's my attempt to Replicate the Gold Filter in Deus Ex Art Director's Cut OFF ON The Directors Cut has this Pinkish Copper Tone: ON
  11. I was looking into this a bit more and conclude that the translation system in itself is actually an universal external data system. So instead of xdata, you could use a #str_someword and then reference to that in the /strings/fm/english.lang file. Well I guess it's probably not really news for some of us. Edit: This actually works fine: File english.lang for Thief's Den "#str_Nobody crosses me! Must get back Frothley's scepter Creep stole off me." "Nobody crosses me! Must get back Frothley's scepter Creep stole off me." Then in the objective editor you add #str_ before every objective text. This way it's easier and you can still see which is which.
  12. Query: when playing a level, how sharp must a corner in the level geometry be for it to look bad to you? I'm sculpting my current FM from scratch as there aren't many prefab modules fitting my theme and the question has been nagging me for a bit. I've been using bevel patches to smooth out 90 degree corners made of brickwork for a slightly more realistic look to them, but I'm not sure where else I should be smoothing out the angles of my level geometry. Most notably I have a larger room where the main center piece is a large octagonal tower made of brick and I'm unsure if players will find its sharp angles unappealing to look at despite its ornamentation. Try as I might to smooth out those corners, an octagon is still an octagon.
  13. Who I am is of little importance, what matters is the job I am offering. Though the item in question may be simple, I can assure you that the reward is anything but. The task, to those brave enough to follow through, is this: During the peak of Braeden's Harvest Festival, break into Lord Alister Squashbottom's manor and steal that which is most valuable to him: his prize-winning pumpkin. This is the very pumpkin he intends on submitting to the judges of this year's competition, and you are to ensure he has no choice but to resign in failure. It may be dangerous, to which you will be amply compensated, but I have little doubt you will be able to weather all obstacles and keep your eye on the prize to complete this task. For those brave enough to accept the job, start here. Cordially, E. Siltstone Gameplay Notes TDM version 2.12 is required to play this mission. Mines are pickable; simply approach them with lockpicks equipped to frob-disarm. A moss arrow can be shot at glass to make it break more quietly. I recommend playing all three difficulties, as they are very different. This FM may be more hardware intensive than normal. LOD settings can be set below "Normal" to improve performance on low-end machines. Download Version 1.0 - This FM is available here via Google Drive, and will soon be made available via the in-game mission downloader. Promotional Screenshots ThiefGuild Release Page Credits A huge thanks to my beta testers Goldwell, WellingtonCrab, Kingsal, Baal, and Rezar for all of your fantastic feedback Voice Credits - Goldwell! Asset Credits Kingsal Wellingtoncrab Goldwell Sotha Bikerdude Refle3cks Arcturus +++And thank YOU for playing!+++
  14. LOL. Recently I have reassessed the infamous "Gold Filter" of DXHR, thanks to enabling it in DC with this: CookiePLMonster/DXHRDC-GFX: A plugin for Deus Ex: Human Revolution Director's Cut, restoring the gold filter, post processing and shading from the original Deus Ex: Human Revolution (github.com) It fixes the lighting system and the bad (really BAD) DC bloom too (you can force the original 2011 one)! And just avoid the SSAO, it's terrible (temporally unstable) in the DC. Without the Gold Filter the game really looks washed out (and see my avatar )
  15. The translation pack has the german string in the base pack rather than in the fm subfolder. I will fix it in the mission database. Edit: Fixed in the mission db Edit 2: Nope. Not exactly fixed. It seems that lang files in the mission string folder need to be "complete" because they fully override the core strings. If I am correct, this was broken in 2.11 when we permitted in-file overrides of core files in missions. Edit 3: Still broken in 2.10, rolling back to 2.07 Edit 4: Still broken in 2.07. Something has gotta be wrong with the translation specific to this mission. Edit 5: The core mission XD files don't use the strings so nothing happens if the lang files are in the strings/fm subfolder. Probably means that the translation packs "never worked" for many missions unless impacted players sought out special editions of the missions on Tels' server. What a mess. Fuzzy recollection time: I think Tels was trying to push the team to mass convert all missions to move XD data into strings/fm/english.lang but nobody wanted to broach it and even mission authors weren't happy about this way of handling things. If the translation pack takes precedence, the best way forward is to include the converted XD file into it. Testing... Edit 6: Couldn't get the XD update to work, so I decided to checkout Darkfate's version. It works flawlessly. I copied their pack into the standard translation pack and the added string files for the other languages worked as well. Darkfate's packs include map files so I'll need to study whether we can avoid that. Otherwise we are basically doubling our mission db or "damaging" our hosted versions to make them translatable. Since this mission is so small and probably will never be edited again we can probably use darkfate's version as-is.
  16. Since TDM 2.06 is such a different animal to the other 2.x builds (which are also much different to the 1.x builds prior to 1.08), I thought it would be a good idea to see what folks can do when armed with our performance tuning wiki: http://wiki.thedarkmod.com/index.php?title=Performance_Tweaks How low can you go? Certainly, you can no longer do tricks to make TDM run on DX8 hardware with unless that hardware fudges GL2 support via driver workarounds. If you set image_downsize to 16 can you run this on 64mb GPU's? How old of a CPU supports Multi-Core? I'm not expecting a large number of respondents but those who wish to go into their storage and revive an old ATI X1600 or Geforce FX 5900 to see "can it run" please post here.
  17. The translation pack for The Outpost is now essentially the same as the one at Darkfate.org. I'll probably do this for most of the old dormant missions.
  18. EDIT - Please note there is a mod somewhere down this thread.... ------------------------------------------------------------------------------ Taffers, It's a shame moveables didn't get a spawnarg for a proper name back in the day. Names could have added personality to the beautifully crafted moveables and exploring the world would have been way more interesting: "ent_name" "Apple" "ent_name" "Bottle of Wine" "ent_name" "Medium Crate" ... Mappers, of course, would have made use of this simple but nifty feature in a myriad of interesting ways Adding a proper name when a new item is first introduced takes not time but we are now talking hundreds of nameless objects... Oh well, as the saying goes: it never is too late! (or is it).
  19. This is a work of fiction. Unless otherwise indicated, all the names, characters, businesses, houses, events, incidents and particpants in this forum thread/fm are either the product of the author's imagination or used in a fictitious manner. Any resemblance to actual persons, living or dead, or actual events is purely coincidental. Hello everyone, I am saddened that my first post here is to bring you all the news concerning the disappearance of my dear friend, wellingtoncrab, which was last seen on March 10 of this year by heading to the woods of northern California . Unfortunately, without trace or tracks, we have no choice but to cancel research. In addition to finishing 1.25 FMS, wellingtoncrab was known as an partner of many famous people and models, and to have the largest animal crossing house. We will miss them a lot. Of course, an immediate concern was devoted to determining the status of their unpublished FM(s). I must admit that the passage through their hard drive has not turned much, but I was intrigued to find a file called "IRI2.PK4". Unfortunately, my computer cannot load the card (too old, lol ), but I will download it here for posterity as well as the text included in the README: https://drive.google.com/file/d/1SdZswFLUh5VwReIq79uFL_ahXyKxg34F/view?usp=sharing ========================================= WellingtonCrab Presents: IRI2: The Totally Unauthorized Sequel to Moving Day: Moving Day 2: Look Who’s Moving Now *For Richard and Linda* “There once was a hole here. Now it is gone.” With enduring gratitude to: Testers: ImaDace Goldfish Kingsalmon Acknowledgments: @Jedi_Wannabe for graciously unauthorizing this sequel to his great mission "Paying the Bills 0: Moving Day." Mr. Squirrels: you know who you are and what you did. The name "Lampfire Hills" originates with the author Purah and now is part of the extended universe of many subsequent Thief missions. Bikerdude and Goldchocobo then brought the name into the setting of The Dark Mod with the FM "The Gatehouse." It then came to me in a dream. @Dragofer for all of his scripting work and support over the years. Polyhaven.com for its many excellent CC0 assets. I recommend supporting them on Patreon if you can spare the change: https://www.patreon.com/polyhaven/ Textures.com "One or more textures bundled with this project have been created with images from Textures.com. These images may not be redistributed by default. Please visit www.textures.com for more information." Google Image Search.
  20. @Taquito TBH, I like the original Thief 4 screenshots better. Looks darker and more coherent. To each his own, of course.
  21. The Blender export scripts have been updated to work with the new Blender 4.1 series. In this Blender version, they removed "Autosmooth" altogether, along with the corresponding parts of the Python API. This meant that the "Use Autosmooth settings" option had to be removed from the LWO exporter, where it was previously the default setting. The new default is "Full", which smooths the whole mesh, giving similar behaviour to ASE models, although "None" is still an option if you want a completely unsmoothed mesh.
  22. It is not included in the Modpack. It is a little side project, that's all I know today. You know the drill: do what you please with the stuff I release. And if you can make it better or different: do it!
  23. This is how i18n typically works in code: Developers write the strings in English (or their native language), but mark all the strings with a function/macro which identifies them for translation. In C++ this might be _("blah") or tr("blah") — something which is short and easy to write. A tool (which may be integrated into the build system), extracts all the strings marked for translation into a big list of translatable strings. This list is then provided to the translators, who do not need to be developers or compile the code themselves. They just create a translation for each listed string and send back a file in the appropriate format (which may or may not be created with the help of translation tools, perhaps with a GUI). At runtime, the code looks up each translatable string, finds the corresponding translated string in the chosen language, and shows the translated version. At no point do developers (who in this case would be mission authors) have to mess around with manually choosing string IDs. All they do is use the appropriate function/macro/syntax to mark particular strings as translatable. String IDs may be used internally but are completely invisible to developers. I suggest that any system that involves instructions like "search the list of known strings for a similar string" or "manually choose a string ID between 20000 and 89999 and then write it as #str_23456" are over-complicated, un-ergonomic and doomed to be largely ignored by mappers.
  24. I'm looking for the setting that controls the number of difficulty levels in the options menu. The current "hardcore" setting is not challenging enough for me, and I'd like to make it more difficult, like this one for thief. I can edit the Darkmod.cfg file and would like to know if I can create a separate *.pk4 file with this file, removing everything unnecessary except the parameters I need. Will the game load the default settings from the game root and the additional data from my file? Of course, it would be better if you could tell me how to create an additional difficulty setting. I've searched through all the archives and couldn't find what I need. Thank you for your help.
  25. Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.

    1. Show previous comments  4 more
    2. nbohr1more

      nbohr1more

      OK, looks like the button is supposed to evenly spread the pixel density of the texture across the selected surface tris so that the UV range is from 0 to 1.  https://help.autodesk.com/view/MAYAUL/2022/ENU/?guid=GUID-3FDE8873-2169-412F-9A07-26F44E52C5DD

    3. OrbWeaver

      OrbWeaver

      That's what I'd normally understand by "normalise", but that's not what the button does (you can achieve that effect using the Fit button with values of 1.0 and 1.0). It seems that Normalise is designed to take an extreme offset like 250% and reduce it to a corresponding smaller value like 50% without changing the visual appearance. But I'm not sure when you'd need to do that or how you would end up with such an extreme offset in the first place (the Surface Inspector wraps the offset value if you move past one texture width).

    4. thebigh

      thebigh

      I've never understood what it's for either. Are there people in the D3 community who'd know that you can ask?

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