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  1. 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: - (v1.1) - https://drive.google.com/file/d/134U40o6wh659wzad7fWqm6wd_dOIQfVa/view?usp=sharing 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 beta testers: -Jackfarmer, datiswous, CambridgeSpy, DavyJones, Mat99.
  2. I have a small speed build mission that I need a some custom voice lines for. many thanks.
  3. Unreal tournament (99) mod "Thievery UT" and "Thieves Guild" mod for Rune (2000) are using the same Unreal 1 engine. Things can be re-used, after some changes. The other things he can use in his mod, that i loved in TUT: the missions with guard-bots, the environment, the guards behavior, sound and music. I know this because, in my spare time in the early days, i edited maps for both games. For example, i converted Unreal1 map illhaven to Thievery UT. (And i chnaged unreal 1 - intro map to an thievery tutorial map.) I can remember that i did this also for Rune with the same Illhaven map. And also converted the deus ex 1 new-york map to Duke nukem forever restoration project. (In short: Export the mission to t3d, import the T3D and re-texture)
  4. 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:
  5. You can ask people to test your mission here, but the beta tresting should be in this other section: https://forums.thedarkmod.com/index.php?/forum/59-tdm-mission-beta-testing/ Read also: I think it's so that there are no spoilers in view for new regular players.
  6. Nice little mission with tight spacing, impressive visuals and a good showcase of new assets. Managed to loot everything after painstakingly looking at every corner, but in all the search was rewarding enough for such a small mission.
  7. Same here. Also, there is some issue with the (holy) water well in the catacombs. Mantle onto it, and then jump, and you're on an invisible surface. Same when you drop from the middle level down onto it. The surface is then a bit higher though. There also is an issue with the speaker's desk in the chapel. See the screenshot: Looks like two elements from the front are leaking through. Apart from that, nice little mission. A bit too small for my liking, but, it's a speedbuild, so.
  8. Hello everyone! I'm completely new to mapping and wanted to get some quick experience by making a tiny (10-20 minutes of playtime) mansion map over the course of an extended holiday week. Feel free to break this mission right over your experienced knees and tell me (kindly, please) how I should improve. You can find the pk4 here. (Google Drive link) Screenshots:
  9. I've read about this before here on the forums, even when the contest had just recently concluded, but reading about it in greater detail years later is certainly interesting. Thank you. It's a pity that it was mostly the marketing people who were involved on the Square Enix side, as I had the impression it was also the devs at EM that had played Requiem and all the other submitted missions and really liked them. I suppose it was as well, but the TDM team mostly heard from the marketing people. Yes, I wanted to note that as well. I even remember how the people over here in the TDM forums were sort of laughing at the fact that the results of the contest were favourable to TDM and had, in a sense, "proven" TDM as a worthy freeware successor to the Thief IP, with all the modding and mapping tools at one's disposal and so on, whereas Thief 4 or Thi4f or whatever Square Enix were calling it at that point, offered no such possibilities. The entire contest, while no doubt declared in good will and something I actually appreciated seeing, was such a self-own for Square Enix, ultimately to the detriment of them trying to bring back and market the reboot of an older IP. Even if Thief 2014 was a terrific reboot (which I doubt it would ever be), it would still have been hampered by people learning about modding being impossible, and looking to the trilogy and to TDM instead, to make new Thief-style stealth gaming content. Still, I appreciate they recognized the quality's of Moonbo's Requiem FM. Given many retrospectives I've seen over the years, gradually, on the 2014 Thief reboot attempt, one thing a surprising amount of them shared was noting how the game didn't feel cohesive in concept and execution, at any point. Not only not to the same level as the Thief trilogy, but also not even at the level when you consider it as an individual game, a new game on its own. Errant Signal, who's not some deep Thief fan, replayed the older games and played the reboot back when it came out, and made this exact observation already a decade ago. The reboot was just all over the place, in every department, felt clearly unfinished or rushed, and the most interesting story would be the behind the scenes at Eidos Montreal, on how mismanaged the entire project became over the course of several years. I think it's telling that, while even heavily discounted on GOG.com, Thief 2014 hasn't been selling well there, nor attracting much interest, whereas the original trilogy sells for figurative (and sometimes literal) cents on that same site - you can buy the whole trilogy for a smaller price than the reboot, which is kind of hilarious - and continues to have great sales and is considered one of the all-time bestsellers. Same here. I concur with demagogue that the actual Eidos Montreal devs behind Thief 2014, at least those who cared enough to make it at least somewhat presentable and playable - even if the actual game directors never got their act together and never decided on a consistent design apporach - those would have been much more interesting to be in contact with, even regarding the fan mission contest. The sad truth of the matter is that all too many big publishers these days, especially those formed through larger mergers, like the Eidos buyout by Square Enix, are often marketing-first, interest in developers, and veteran players and new players alike, second. I still remember the sheer amount of money spent on pointless external marketing for Thief 2014, all the while that reboot attempt never really coalesced into anything that felt consistent (rather than throwing everything at the wall, in a panic, hoping something would stick), and was also plagued by all manner of technical issues. Just an overall embarassment, and I'm not surprised that even very lenient-leaning game retrospectives of that reboot attempt. The fact that the Thief IP has been sold away to Nordic Games and Embracer in more recent years, with Square Enix no longer caring about it and other older game IPs, also says a lot. Given the Embracer Group's own woes and bad decisions, I'm not sure any new development team will ever attempt another installment of Thief, even if it was a second reboot attempt.
  10. The remaining task is to inspect the language strings associated with messages and objectives as they might appear in the game. However, to actually run AirPocket to completion for each of the 16 languages would be time-consuming and tedious. So, as an alternative, a minimal FM "testAirPocketMessages" was created. This was built from a clone of last year's "testSubtitlesANSI", with the subtitle assets removed, AirPocket's i18n string assets added, and the script file rewritten for a new purpose. For messages, for a given language, this allows all 7 to be reviewed one after another by simply pressing a button. The test FM and Air Pocket use the same message GUI (namely "atdm_gui_message_no_art"), showing white text on a transparent background, with vertical centering controlled by a nominal "lines" spawnarg. (While this could have been done by copying the 7 gui message objects from one Dark Radiant instance to another, I did it by searching airpocket.map for "gui_message" and copying blocks to the test .map. With object origin and entity # changes. Also, when you show a message, a supplemental message box appears in the upper left corner with #str and "lines" values. Implementation of latter is only quick & dirty.) When inspecting, mainly I will be looking for any cases where there's so much text that it overflows below the lower edge of the screen. Plus any missing characters. Also, I dimmed ambient_world, which was too blazing bright in testSubtitlesANSI. I can read overlays much easier now. (Testing within testAirPocketMessages neglects any visibility issues due to the likely background in the real game's scene.) For Air Pocket's 12 Objectives, they are copied into the test FM and altered so that they always appear. (Again, searching airpocket.map, this time for blocks mentioning "objective".) Each objective is made visible and attributes made identical (except "obj...desc" #str text) , e.g., with obj 1 as the example: "obj1_1_irreversible" "0" "obj1_1_not" "0" "obj1_1_player_responsible" "0" "obj1_1_state" "0" "obj1_1_type" "custom" "obj1_desc" "#str_fm_map_obj01_no_hurt_or_loot_crew" "obj1_irreversible" "0" "obj1_mandatory" "1" "obj1_ongoing" "0" "obj1_state" "0" "obj1_visible" "1" For test purposes, really only the last attribute is essential. TDM's GUI used for the Objectives menu limits each to 3 lines as rendered, after which it truncates the string. So that's the main thing to inspect for. (Interestingly, the last objective fails this test in English. I guess since I separately programmed a popup message that states the new objective, I never tested what it looks like in the Objectives list.) Next, I'll use all this to review the language strings.
  11. An update. Like the Briefing, the Objectives menu relies on the Carleton 24pt font. Characters missing from this font, affecting the Romanian and Polish renderings, were mentioned a week ago. Also missing is the "a with ring above" character (0xe5 in the TDM map), affecting the Danish rendering. I've decided in all these cases to leave the full translation in "all.lang" as a comment, and provide in-game text with the base characters as replacements. Also in this font, the German lower-case "ß" (Eszett) (0xDF in iso-8859-1) is present in TDM's charmap at that point, but the provided glyph is full-height. The height should be that of other lower-case characters... it needs to be scaled down in the font's DAT file. (This font's lower-case characters appear as scaled down upper case. So this is in keeping with that.) Note: Recall the Objectives text size is adjustable using the HUD settings. Fortunately, it's set to a maximum size by default (a slider value of 1.0 applied to a base textscale value of 0.27). So, it would seem this is not an additional source of overflow worry for us. Marching through the languages continues.
  12. I have a strange situation in DarkRadiant where several map objects (mainly func_static and atdm: entities) have become untethered from their vertex origins. The objects themselves have all clustered around the center point of the map (0, 0, 0) but their vertex origin is still in its original spot. When I look at the entity properties window (screenshot included), the origin property still shows the correct position, but for some reason the entire distance between the proper origin position and the current position of the object is treated as the entire object. This has wreaked havoc on my map (and I foolishly did not keep an emergency backup) so I'll have to reposition them manually unless I can figure out how to undo this. To make matters worse, it happened suddenly while I was saving some other changes and I didn't notice until later, and now I can't simply Ctrl+Z undo it. I still have the origin data in the object properties, but I'm not sure why this happened, or how to revert it. Has this ever happened to anyone, and how badly screwed am I?
  13. I was cautious because I didn't want it to be perceived that I was using The Dark Mod Forums to promote my mod but I get your point - we're all in this together. Over the years we've had a few different team members, but for the past few months it's mostly been just me and one other person. The Thieves Guild project started a long time ago, when Rune was still popular. We liked Thief and we also liked Rune so we combined the two games together. We incorporated all of the cloak & dagger elements from Thief but we also wanted our thief to be able to fight like a Viking. Don't get me wrong, it's definitely a thief/stealth game. Through the 20 or so missions, we tell a story about a thief working for the local thieves' guild, operating within a dark and corrupt city. Under the cover of night, you are assigned a series of dangerous missions - success is rewarded with valuable items, increased wealth, and greater prestige from within the guild. To survive, you must move silently through shadowed alleyways, scale heavily guarded buildings, bypass deadly traps, and pick stubborn locks - all while avoiding detection by the city watch and roaming night patrols. One misstep can mean capture, failure, or worse. In this city, survival belongs to those who remain unseen. Thieves Guild was designed to be played on a computer using a keyboard and mouse. Rune uses the Unreal Engine 1. I'm glad you liked what you saw in "The Dark Side Edition Trailer". This video is a walk-through of The Training Mission.
  14. No I think you have to position the doorknob, which means editing the map file. Well maybe not, I don't know. I find it weird these kind of things go unnoticed through beta testing. theoretically this is an issue somehow with a stock asset. that changed in a new tdm version. I might take a look at it later on.
  15. 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
  16. It was his wish that they would be a campaign. But at the time it was very difficult to do. This changed in tdm 2.08, but got documented only recently, after which I made this pack. I didn't have to alter the map files and I think briefings as well.
  17. It's a pity Bienie hasn't visited since late 2022, because I've finally found the time to play this mission (to conclude the Twelve Days of Christmas and the main winter holiday season) and I really did enjoy it. Though it has a fairly gritty atmosphere and keeps the Christmas-y atmosphere more on the subtle side, it did genuinely feel like an appropriate holiday mission. One where the theme and story also impacts the nature of the major and minor objectives in a believable way. As far as I'm concerned, a two thumbs up, and this is definitely joining the ranks of Christmas-themed FMs for Thief I've played in the past, as their The Dark Mod FM cousin. I don't know that many winter FMs in TDM that have an explicit or hinted-at Christmas theme (and most of those are from the older seasonal/holiday FM contest), so The Night of Reluctant Benefaction receives a high standing in my top favourite Christmas-themed Thief and TDM missions. I think this is a classic I'll try to replay annually during the Christmas season. Speaking of... My first playthrough took me around 1 hour, 13 minutes and 35 seconds, and the second playthrough after that was a speedrun, that took me around 31 minutes. I only found about one or two of the seven extra secrets, but at least there's more to explore next time, and I'm pretty good at completing all the main objectives and the three good deeds. The second playthough wasn't just ghosting-focused (with only 1 knockout this time, compared to 2 on my first run), it was also a no-saving-at-all run. Initially, I did have to restart it a few times, but I did manage a near-flawless speedrun in the end. I daresay I'd even recommend this mission as a good example of a small, but complex enough mission, that beginning FM authors can take some degree of inspiration, in terms of how even limited space is used effectivelly and how you can have plenty of verticality to a mission, even without any use of rope arrows. I was even somewhat surrpised how many windows were accessible to the player, and at least one could even have its lock picked, even if you didn't have the key. Speaking of, this mission wisely avoids devolving into a key hunt, and you have plenty of flexibility on how to navigate various areas of the mission. I'd suggest everyone pay attention to ceiling lamp lit corridors and rooms in some of the upper levels of the buildings, as those can get tricky if you want a stealthy entry and don't want to startle the locals. That's my review of this fine little holiday mission. I don't know if Bienie will ever read this review or not, but if he ever does, I can honestly say the entire FM fulfilled my expectations several times over. Good work, Bienie. Thank you.
  18. OK, the Briefings are essentially done. As I said before, content is now distributed into 3 pages, instead of the original 2. Also, I’ve been using “\n\n” to separate paragraphs. This provides “air” between paragraphs, and also makes it easy to fit yet more text on a given page if necessary by combining paragraphs. I needed to that only once (for German). There are additional specific-character changes that I applied manually, but in the future the AI could be told to do (i.e., not generate unwanted characters). I’m discussing these in the context of AI-generated Briefings, but they are more widely applicable, including to the [English] section. * Replace long dash “–“ (U+2013) with short dash. * Replace single-character ellipsis … with 3 individual dots. * Replace double quotes with single quotes. * Replace directional single quotes (namely ‘ and ’, including latter as apostrophe) with non-directional. Regarding double quotes, replacing them with single quotes is generally best. However, you can in some cases retain a non-directional double quote, but you’d have to escape it (with preceding \ ), and I vaguely recall that doesn’t work under all use cases. Russian has directional double-angle marks as quotes, which you can use. TDM’s ”english” (European) character map repurposes the Latin-1 double-angle codepoints for other purposes. Be aware that the default briefing font renders a straight single quote as if directional. Turning to shortcomings of the default Briefing font (scaled from Carleton 24pt), certain glyphs were never implemented and appear as squares (or artifacts) on-screen. At codepoints 9c-9e (Polish lower-case n with accent, Romanian lower-case s & t with descenders). Likely upper-case 8c-8e are also problematic. Possibilities of what to do: The long-term system-level solution is to complete the font’s character coverage. Awaiting that, you could just leave the FM with the squares/artifacts. In the FM strings, replace these characters with their unaccented base letters. As an interim system-level fix, update the font’s DAT, to replace these characters with their unaccented base letters. For Air Pocket, I’ll do either (1 - awaiting) or (2) at this time. Finally, for Spanish, the TDM standard english/european character map does not support the inverted exclamation mark: ¡. Three FM workarounds: Drop the leading ¡ but retain the trailing !. Make the sentence non-exclamatory, replacing also the trailing ! with a period. (This is what I generally chose.) Likewise drop both marks, but also capitalize the phrase to indicate shouting.
  19. Doesn't surprise me. There are loads of such cases these days. People just pretending that it's free while it isn't. I don't even think they do that on purpose. This kind of "living in a dream world" is concerningly common nowadays. Of course, often paired with the moral high stance, acting like "Uh, the big corporation do nothing but rip us off anyway, so, we deserve to have everything for free anyway!".
  20. It's funny, I was just watching this video ("How Modern Game Engines Degraded — And Who’s to Blame?") and then I saw this post. That's some cosmic timing. But anyway, what you're saying is making sense. It's not even that surprising. Anybody working with Unreal 5 that was working with these old engines back in the day can see the differences in optimization smacking them in the face. For the record, the team has done serious optimization work compared to what we started with, and the examples you mention are mapper optimizations, not engine. The team is pretty small, and I don't know if they have ambitions to take the engine other places. But anyway the engine is under GPL3 and nothing it stopping people from taking it and running with it. And people have. Blendo's game Skin Deep uses it, or a version of it (as I understand it; we're in the credits), and you can find people posting about their own projects on it. I think people would encourage and help out any big project doing the kinds of things you're talking about. Like most everything, it mostly comes down to who's gonna be a champion for it. Edit: Another funny coincidence, that video I posted at the top is talking about Cryengine as its example of the better optimized older engine, which is the engine that started this thread.
  21. There's a weird (small) bug with this mission: When you start tdm, wait a couple of seconds and then start this mission, no sound is heard in the briefing video. If you would start the mission directly after starting tdm the sound does play and also on a restart of the mission. Maybe this might be because of old data in mainmenu_custom_defs.gui
  22. I also think it's better to go with an established distro that has been around for years and has many developers. What I also don't understand is why a different distro is hyped up every few months. CachyOS has caught my attention in recent months. As far as I understand, it's only maintained by one person (or a very small group) with the known risks. In the first place, getting an Linux distro overview is no easy task, and what you read/hear online is often contradictory. I also get the impression that many of these (especially) YouTube experts don't really know what they're talking about. Recently, I listened to an analysis of OpenSuse by an American and when he called it “Open Zeus”, I already knew it was going to be a wild ride.
  23. Mod that polishes several sound aspects that affect the gameplay. TDM 2.12 introduced a subtle rebalance to player footstep sound volumes. This was meant to be the first step towards an overhaul for all footstep sounds, both in volume levels and variety, since quite a few materials share sound files. 2.13 added "improved footstep sounds for broken glass and ice material surfaces" Almost one year later since 2.13, this project has completely stagnated; as a regular user that tried to chip in, I've seen the motivation fade out from the devs and mappers involved. So instead of letting it rot, I've made the early attempts to achieve this overhaul into a mod. The scope has widened a bit, since I decided to tackle annoying things such as alert 3 & 4 duration or sound propagation for blackjack/sword impact stims. Repository to report issues: https://codeberg.org/SilverKeeper/tdm-sound-polish Installation Latest release: https://codeberg.org/SilverKeeper/tdm-sound-polish/releases/download/v1.0/Sound Polish Mod v1.0.7z The mod comes in three versions: x_sound_polish_mod.pk4 is the main version, using TDM Core sounds but with handpicked improved files from other soundpacks. Read the changelog for a detailed listing. x_sound_polish_mod_VoltaFootstepMod.pk4 has the handpicked files from the main version + footstep sounds from Kingsal's "Volta" series, both for the player and humanoid AI. x_sound_polish_mod_ThiefierSoundsByGin.pk4 has the handpicked files from the main version + the footstep sounds from Gin's "Thiefier Sounds" soundpack, both for the player and humanoid AI. Copy one of those to TDM root folder. Additionally, you can copy autocommands.cfg or my personal autocommands_full.cfg and rename it as autocommands.cfg. Look at Gameplay and TDM settings for a brief explanation. The `_Docs` folder has detailed documentation on my definition changes, final footstep propagation values (based on TDM Core `tdm_propagated_sounds.def` propagation values) and a list of FMs with custom footstep sounds to keep track of potential incompatibilities. Overview Footsteps .sndshd files for humanoid and player footsteps were a complete mess. They were mixed between 3 files when they should've been properly categorized in 2, materials shared one shader for the AI and the player, and in rare cases they outright played the wrong sound files (player carpet footsteps were "placeholders" currently used as AI barefoot footsteps). This has been the hardest part of the mod and hopefully it serves as template for TDM Core files. Both the player and AI (but particularly the player) are too quiet when they walk. The player barely hears their own footsteps, but the AI reacts strongly to them. Material sound shader values have been balanced according to the sound propagation transmitted to the AI. Jumping shaders are the loudest and speed shaders decrease the volume from there the slower you move. AI shaders start being audible too late for them to serve as a warning; their `maxDistance` has been increased. Monsters were also too stealthy, specially spiders (and particularly the small spiders). Sound files themselves had room for improvement, too. Some files needed amplifying (without clipping, of course) to have more leeway with sound shader volumes. Others were disabled/pitch-modified/replaced. In particular, AI had some weak-sounding footstep sounds. Pitch-modified variants of the player footsteps have replaced the worst AI footstep sounds. Alternative versions with "Volta footsteps mod" by Kingsal and "Thiefier Sounds" by Gin have also been created. Sound propagation and AI While TDM AI reacts to sound reasonably well, the base volume of the player's walk and creep sound propagation shaders is a bit too high, triggering alert 2 too easily. Those have been decreased for a more enjoyable gameplay. Thief featured a bait mechanic in the form of stims triggered by slamming your blackjack or sword against objects. This was nerfed in Deadly Shadows; now even walls played impact sounds, but AI was deaf to them. Currently, TDM has the potential to bring the mechanic back, but it's undercooked. All materials play the same sound propagation shader, so AI only hears you bashing wood, regardless of the material... And even that does absolutely nothing to the alert level. I've improvised material-specific shaders for both the blackjack and the sword. There seems to be a problem with value modifiers for the weapon entities... I can't take advantage of the feature. Alert 3 & 4 have insane duration and fuzzyness values. AI takes forever to go back to alert 2; duration gets... multiplied? randomly by, at most, the fuzzyness value or any number below that. Those values have been decreased for a reasonable fail state, so players don't normalize quicksaving when they get caught. Stationary AIs should play their barks frequently so you can point them out by ear before stumbling upon them. TDM Core intervals are too wide... Now barks and snores will occur more frequently. Gameplay and TDM settings Frob distance for pickpocketting has a shorter distance than other actions in TDM. While in principiple this should make pickpocketting more "tense", the bump mechanic gets in the way here. Being caught because you miscalculated the timeframe before the AI would turn around is one thing; being caught because you bumped your head into their back from forward-leaning in another. Now frob distance of objects carried by AI is more consistent with the rest of TDM and closer to Thief. Several aspects of the movement are rather uncomfortable. Headbobbing is nauseating, footstep rate is very exaggerated and running speed feels slow. An autocommand.cfg file has been provided for this, as well as a complete autocommand_full.cfg with my personal settings for TDM. While the increased running speed shouldn't break anything, it is an opionated value from two FM authors and might not be balanced for the rest of TDM FMs. Credits & thanks Daft Mugi and WellingtonCrab for carrying the brief but powerful efforts to start cleaning this up, and for creating the Player Footstep Sounds Test Map. Daft Mugi in particular for sharing the tuned player sound propagation values and the pickpocketting frob distance overrides. WellingtonCrab in particular for helping with AI alert 3 & 4 values and mentioning their overrides for AI barks used in their FMs. Ujtudor for their "Collection of adjusted sounds". Kingsal for their "Volta footsteps mod". SeriousToni for their "Alternative Footstep Sound Package" mod. Gin for their "Thiefier Sounds" mod. If any dev is interested in starting and merging a stable implementation, I would suggest some considerations: Fix jumping stepvol modifiers, if they even exist. Right now the player perceives different ranges of noise when jumping, but AI always hears the loudest value possible... Make wiki documentation for every TDM material on how noisy their footsteps are for AIs. I've included all material final propagation values (as shown by the "tdm_spr_debug 1; con_noPrint 0" command) in a "_Docs" folder. Inspect all entity .def files to detect missing sound material definitions Besides that, sound files are all over the place. I would propose this for both sfx .pk4s: tdm_sound_sfx01.pk4 Move all player climbing files from sound/sfx/movement/footsteps in tdm_sound_sfx02.pk4 to a sound/sfx/movement/climbing folder here. Move all humanoid rustle files from sound/sfx/movement/footsteps in tdm_sound_sfx02.pk4 to sound/sfx/movement/rustles here. (and any other rustle files that wander around the .pk4s) tdm_sound_sfx02.pk4 Move all used player footsteps in sound/sfx/movement/footsteps or sound/sfx/movement/footsteps/human to sound/sfx/movement/footsteps/player. (You would need file duplication for some files, since core player declarations currently shares many files with NPCs...) Move all used NPC footsteps in sound/sfx/movement/footsteps to sound/sfx/movement/footsteps/human. Check and delete unused variation files of materials (there are a lot).
  24. So from my own personal experience, I recommend naming your map file (and the relevant files) something that uses three letters at least. I don't know why, but TDM doesn't like map file names with two letters or less, but only sometimes, so you're kind of playing with fire here. When I was working on A Good Neighbor, my map file was name was "gn.map" and for some reason, TDM just wouldn't accept my pk4 when I packaged it up. It took me way too long to realize that it was the short file name. I renamed it to "good.map" and voila! All of my packaging problems disappeared. and it seems like you have everything listed. If your map had a map script, then it would need to be "(whatever your map name is).script", but you don't have one so you're good to go there
  25. 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)...
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