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  1. 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.
  2. Inventory Item Results The AI results, generated in a flash, were successful overall. The desired output format was achieved, and the back translations detected very few problems. An example result (before alphabetic ordering), from [Italian]: "#str_fm_map_inv_key_sea_trunk" "Baule da mare" Sea chest "#str_fm_map_inv_key_galley" "Cucina di bordo" Ship’s galley "#str_fm_map_inv_key_mess" "Refettorio" Mess "#str_fm_map_inv_key_master_key" "Chìave maestra" Master key ... Caveats: A judgement of “overall success” is without ground-truthing by human translators. The back-translation uses the same AI as the forward-translation... loosely analogous to “grading its own paper”. Though told not to look at the original English when back-translating, is it cheating and lying? Revisions and Refinements Title Casing for Inventory Items. I should have explicitly prompted to generate this in the results. I manually corrected these (leaving separators like di, de, do, del in lower case), but a few cases required ChatGPT consultation to get the proper upper-case Unicode letter. Mess. Two translation needed revision, because they seemed to suggest an eating area of a much larger or luxurious ship: [German] "#str_fm_map_inv_key_mess" "Offiziersmesse" Officers’ mess [French] "#str_fm_map_inv_key_mess" "Salle à manger" Dining room Rather than rerun the whole translation, I just asked ChatGPT about these cases: On a small ship, what is the mess or eating area called in French? On a small ship, the eating area is typically called la cambuse or le carré, depending on the context: Le carré – This is the standard French nautical term for the crew's or officers’ mess (eating/living area) on a ship. It’s equivalent to the English term mess. Carré des officiers – officers' mess Carré de l’équipage – crew mess La cambuse – Often refers to the ship’s food storage or sometimes the galley (kitchen), but in some informal or small-vessel contexts, it can be used more broadly, though this is less precise for "mess." So for a small ship’s mess or dining area, the best and most nautical French term is le carré. Consequently, I just replaced "Salle à manger" with “Carré”. Likewise, in German, simply “Messe”. Master Key. This was back-translated as “Main key” in 6 of the languages, which I guess is OK. In Air Pocket, a Master Key (entity name key_master) was left in the blue room, if needed for a debugging build; inaccessible otherwise. Arguably, it should not be translated at all. So I’ll comment those non-English lines out. (“Master key” is not part of TDM’s base strings?) Captain’s – Odd Punctuation and Perhaps Compound Unicode. The German translation of “Captain’s Cabin” had odd punctuation: "Kapitan­s¬kajüte" (and some evidence of a Unicode “combining character”). I did a separate follow up to ChatGPT, and revised to drop the punctuation and add an umlaut over the 'a': Kapitänskajüte. Another German use of “Captain’s” was similarly revised. German reportedly never uses apostrophe for possessive form. Captain’s – Title versus Name. There was one case in [Danish] where the word “Captain’s” was not translated, as if it was a person’s name. (Also, reportedly, Danish does not generally use apostrophes for possessives; there are exceptions, but doesn’t seem to apply here.) State of All.Lang So Far Starting from a temporary file into which I pasted the raw AI results (with [<language>] headers added), I fabricated all.lang by: Making sure it had Unix line ending, not CRLF. (In Notepad++, Edit/EOL Conversion/Unix). Begin it with a first-draft preamble comment, heavily adapted from TDM’s all.lang preamble. Following that, a line with just an opening bracket. And a closing bracket line at end of file. Making the handful of translation corrections mentioned above. Change the casing to Title Case. (I didn’t bother changing the back-translation’s case.) Tagging the back-translations with “//bt:”, so they are denoted and if need be can be quickly stripped out with an editor. (If subsequent revision is manually applied, the delimiter will also be altered; preamble will provide guidance.) Lessons Learned So Far Improvements to Prompting... Specify that the FM’s ship is small. Specify that “Captain” is a title, not a person’s name. (Hmm, there’s some shouldered names, not touched by I18N.pl, that maybe should be partially-translated too, with titles like “First Mate Logan”.) For inventory items (and likely readables titles), ask the AI to make the output in Title Case. Tell the AI not to generate Unicode combining characters. Ask the AI to add a special delimiter “ //bt: “ before the back-translation. To the extent possible, convert any directional punctuation (apostrophes, single quotes, double quotes) to non-directional, to comply with TDM font limitations. Since it seems to give better results if you ask about one specific item (like “mess” in French), maybe it’s optimizing for speed instead of accuracy. Ask it to take more time? ChatGPT translation seems to have problems with possessive forms... or at least those problems are more-easily spotted during review. Speculation: maybe one cause of this is that I didn’t specify which country or regional dialect of a language to use. Perhaps a prompt to “prefer the form of language spoken in a language’s originating country, within or adjoining Europe.” Concerns about Translation Length... The results are generally short, but in-game will some of them prove to be too long? Traditionally, inventory names are limited to 2 lines, with “\n” needing to be inserted. This will need to be tested eventually.
  3. Welcome to the Snatcher's Workshop. Come on in, we may have something for you today. Feel free to look around. We trade everything here. --------------------------------------------------------------------------- We realize new ideas and take existing ideas for a spin. For fun. Somewhere in this post you will find a download with mods. Good care was put to make all mods as little intrusive as possible to make them compatible with as many missions as possible. This set of mods will never break your game but some features won't be available in a handful of missions (the reasons are known). Feel free to report here what works and what doesn't. TDM Modpack vs. Unofficial Patch With the release of recent versions of the TDM Modpack I consider the most relevant features of the Unofficial Patch have been matched, superseded, improved, or simply implemented in different ways. More importantly, the TDM Modpack is not only tightly packed and it has a minimal impact in your install but it achieves more by altering less core files, meaning more compatibility and less maintenance. One can, of course, argue. TDM Modpack 5.0 Compatible with The Dark Mod 2.13 (only) A lightweight, stable, non-intrusive, mission-friendly Modpack for The Dark Mod that includes many enhancements and a new set of tools and abilities for our protagonist: peek through doors, blow and ignite candles, whistle to distract enemies, mark your location, an invisibility-speed combo and more. Mods included in the pack do not alter your game or any of the missions in any relevant way. The pack includes enhancements to the core game and additions that can be used in missions but at the same time respects the vision of the mission creators. It is up to you to make use of any of the new tools and abilities or not. Please note that sometimes authors include in their missions their own versions of core files and as a result, some mods are not available in some missions. All missions will play fine regardless. Release posts: v5 series: v5.0 v4 series: v4.0 | v4.2 | v4.5 | v4.6 v3 series: v3.0 | v3.2 | v3.3 | v3.4 | v3.5 | v3.6 | v3.8 v2 series: v2.0 | v2.2 | v2.4 | v2.5 | v2.6 | v2.7 | v2.8 v1 series: v1.0 | v1.2 | v1.4 | v1.6 | v1.8 What's included in the pack? -:- APP: GENERIC MOD ENABLER -:- Credits: JoneSoft License: Free for unlimited time for Home users and non-profit organizations. Description: A portable, freely distributable Mod enabler/disabler. This application is required to run mods safely and it is included in the pack. At the heart of the Modpack resides JSGME (JoneSoft Generic Mod Enabler), an application that allows players to enable and disable mods with one click. JSGME has been around for more than a decade and it is to be fully trusted. Refer to the install instructions section at the bottom for full details. -:- MOD: CORE ESSENTIALS -:- A pack that includes a variety of mods from the best modders of TDM: ~ FAST DOORS Credits: Idea and programming by Obsttorte. Treatment by snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn, The Imperial Sword, Volta 3: Gemcutter and a handful of lesser missions. Description: Being chased? In a rush? No problem: doors open and close faster when running. Topic: Slam doors open while running ~ QUIET DOORS Credits: An idea by SeriousToni (Sneak & Destroy mission). Mod by snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn, The Imperial Sword, Volta 3: Gemcutter and a handful of lesser missions. Description: A vast number of doors play more subtle, sneaky sounds for a quieter, stealthier experience. This applies to doors that come with default sounds but only when manipulated by the player. Topic: Decrease volume of open/close door sounds triggered by player ~ LOOT ANIMATIONS Credits: Original idea by Goldwell (Noble Affairs mission). Programming by Obsttorte. Treatment by snatcher and wesp5. Availability: All missions except You Only Fly Thrice and a bunch of missions that come with their own implementation (tdm_frobactions.script). Description: Moves the loot towards the player before putting it in the inventory, underlining the impression of actually taking it. This mod comes with a subtle new loot sound that goes along nicely with the animation. ~ DYNAMIC INVENTORY Credits: snatcher. Availability: All missions. Description: When picking up loot this mod displays the loot info in the inventory and shortly after reverts back to the last non-loot item selected. The mod in addition, remembers the last item selected when shouldering and unshouldering a body. ~ SMART CONTAINERS Credits: Obsttorte (source code updates), Dragofer (similar attempts), snatcher. Availability: All missions. Description: To facilitate looting, the bottom of many containers (chests, jewellery boxes, etc...) gets automatically disabled at the beginning of the mission and only the lid remains frobable. ~ STEALTH MONITOR Credits: kcghost, Dragofer, snatcher. Availability: All missions. Description: Display some stats (Suspicions / Searches / Sightings) and the Stealth Score during a mission. Just bring up the "Loot" inventory icon and press "Use" (or setup a dedicated key). ~ STEALTH ALERT Credits: snatcher. Availability: All missions. Description: Completing a mission without being seen is something that can be done with some practice and patience. This mod will play an alerting chime whenever you are seen so that you don't have to monitor the Stealth stats all the time. ~ BLINKING ITEMS Credits: snatcher. Availability: All missions. Requisites: Console command r_newFrob must be 0, which is the game default. Description: Items within frob distance that go into the inventory (plus static readables) emit a subtle blink. This pulse can help you identify some valuable items that otherwise are difficult to detect. Topic: New Frob Shader ~ SMART OBJECTS Credits: snatcher, Dragofer. Availability: All missions. Description: Display actor and object names whenever you grab an entity with a name. In addition, objects (except AI entities) do not make or propagate sounds on impact while being manipulated. Topics: No impact sounds while holding an object / Nameless objects... a missed opportunity ~ FRAGILE BOTTLES Credits: snatcher. Availability: All mission except for few items in A Reputation to Uphold and Shadows of Northdale ACT I & ACT II. Description: No stealth game is complete without some good bottle smashing! There are hundreds and hundreds of bottles in our mission catalogue: go to your nearest kitchen, take a bottle and throw it to distract AI, extinguish fires... Topic: Breakable throwables ~ ALT FOOTSTEPS ON WATER Credits: SeriousToni. Availability: All missions except Hazard Pay, Noble Affairs, Shadows of Northdale ACT I and ACT II, Snowed Inn, Volta 2: Cauldron and a handful of lesser missions. Description: Alternative sounds of footsteps on water for our protagonist (walk / run / land). Topic: New Footstep sounds ~ MISCELLANEOUS Re-worked Inventory menu (more compact). Items can be sorted. Inventory count removed for non-stackable items. Alternative high mantle sound for our protagonist. Removed two anticlimactic player dying sounds Revamped and extended "Mission Complete" audio theme. Standardization of frob distances for some doors. Decreased brightness of the Objectives and the Inventory. Decreased brightness of stock newspapers. Player weapons are visually visible in the dark. -:- MOD: PLAYER SKILLS -:- A new "Skills" category is added to the inventory on mission load and the category includes the below abilities: ~ SKILL: PEEK Credits: Dragofer, snatcher, wesp5 Availability: All missions. Description: When the item is selected the player can peek through any regular door. Select the item in the inventory and "Use" it on a door. Topic: Peek through (almost) every door ~ SKILL: BLOW / IGNITE Credits: Dragofer, wesp5, Obsttorte, snatcher. Availability: All missions. Description: When the item is selected the player can blow out and light up candles and oil lamps. Select the item in the inventory and "Use" it on small flame sources. Topic: Extinguish small lights with a blow ~ SKILL: WHISTLE Credits: snatcher. Availability: All missions. Description: When the item is selected the player can whistle and draw the attention of nearby AI. The more you whistle, the more attention it draws. Select the item in the inventory and just "Use" it. Keep a safe distance. ~ SKILL: ALCHEMY Credits: OrbWeaver, MirceaKitsune, datiswous, wesp5, snatcher. Availability: All missions. Description: When the item is selected the player can alter the properties of broadhead arrows by applying different reagents. Select the item in the inventory and "Use" it repeatedly to cycle through the different arrow types. Topic: Alchemy to alter arrow properties? Arrow types: Shadow arrow compound or "Darkdust": Widely believed to be a myth, little to nothing is known about anti-light matter. Where did our protagonist get his formula from? When this substance is subject to strain the particles implode and the residual component absorbs light until it dissipates completely. Flare arrow compound or "Starlight": A recipe based on luminescent mushrooms and other exotic herbs. The resulting powder produces, for limited time, a dim but steady blue-ish glow when mixed with the right reactive. A high concentration of the active mixture can cause a burning sensation to the eyes. ~ SKILL: LOOP Credits: snatcher. Availability: All missions. Description: When the item is selected the player can teleport between two points. You can activate the loop any time and use it to quickly travel back to a safe location, to explore two different areas in parallel or to ambush AI. If the loop fails keep trying, you should be able to get to your destination eventually. If your path forward is blocked you can break the loop by pressing the "use" key for 10 seconds, just make sure you are on the correct side of the loop... ~ SKILL: PENUMBRA Credits: VanishedOne (speed potion), kingsal (invisibility potion), snatcher (alchemy). Availability: All missions. Description: When the item is selected the player can avoid light sources and run faster than usual for limited time. Health consumed will gradually be restored. Penumbra doesn't muffle the noise you make and it doesn't work when in contact with water. THE PATH TO UMBRA: How to become one with the shadows Did you know? You can set key bindings for the skills by clicking on the Modpack banner in the Main screen: -:- MOD: CLASSIC BLACKJACK -:- Credits: Obsttorte, snatcher. Availability: All missions except A House of Locked Secrets. Description: A straightforward approach to blackjacking with new rules and mechanics inspired by the original Thief games. Never miss a KO again! - No indicator required. "Classic Blackjack" rules: Some AI are KO-immune and cannot be KOed: * Undead, creatures... * Guards wearing heavy helmets (to respect TDM vision) * Other: set by mission authors for the plot, in example The rest of AI can be KOed, just aim for the head: * Civilians: Can always be knocked out from any direction * Combatants: Can always be knocked out (including when fleeing) from any direction except when in high alert state (normally in combat mode) As reference, you can find in the Wiki the set of rules of the non-modded TDM: https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay#Blackjacking -:- MOD: FLASH GRENADE -:- Credits: snatcher, kingsal. Availability: All missions except Hazard Pay and Moongate Ruckus. Description: Flashbombs are clumsy and loud but as effective as ever. Instead of throwing Flashbombs like a cannonball we now toss them. Instead of exploding on impact Flashbombs now have a fuse. The chances of blinding have been greatly increased. -:- MOD: FORWARD LANTERN -:- Credits: snatcher. Availability: All missions except Flakebridge Monastery, Hazard pay, Moongate Ruckus, Snowed Inn, Vota 1, 2 & 3. Description: The mod replaces the light of the player lantern with a subtle forward facing version. -:- MOD: HUNTER BOW -:- Credits: snatcher. Availability: Most missions (a few missions do things differently but you should never notice). Description: Nock and draw arrows at a faster rate. Extended radius of gas arrow effect. Chance to retrieve rope arrows when missing a shot. -:- MOD: LIGHT STONES -:- Credits: Idea by Zerg Rush, snatcher. Availability: All missions. Requisites: Lightgem enabled in Gameplay > General settings. Description: Splits the Light Gem into smaller stones with unique light detection levels. -:- MOD: RING HELPER -:- Credits: snatcher. Availability: All missions but the ring is dimmer when using the x-ray glasses or other overlays. Requisites: Frob Helper enabled in Gameplay > General settings. Description: The mod replaces the white dot pointer (Frob Helper) with an advanced ring-shaped aimer. The main difference is that the helper is now available for all objects you can interact with, large or small. Topic: Frob Helper discussion Options in Gameplay > General > Show Frob Helper: Always: Pointer and Ring Hover: Instant Ring Fade In: Ring delayed by one second Fade In Fast: Ring delayed by half second No: Off -:- MOD: SHADOW MARK -:- Credits: snatcher, Obsttorte. Availability: All missions. Description: Our protagonist's lucky deck! When the item is selected the player can drop and throw playing cards to mark a location. Cards can be retrieved. AI will not normally mind a single card lying around but cards can sometimes be noticed. Topic: Find more details in this post -:- MOD: SHOCK MINE -:- Credits: wesp5, snatcher. Availability: All missions. Description: This mod replaces the Flashmines with portable contraptions originally intended to store energy that have been altered to deliver a non-lethal electric shock to those who step on them. Remember: mines can be disarmed with the lockpicks! -:- MOD: SIMPLE SUBTITLES -:- Credits: Geep, stgatilov, snatcher. Availability: All missions. Description: A minimalist, imperfect approach to subtitles (you can set the scope of the subs in the audio settings). Topics: Subtitles - Possibilities Beyond 2.11 / English Subtitles for AI Barks Go to the audio settings and set the scope you prefer: Story: Story only On: Story and general speech (Give it a try!) Off: Disable subtitles Features of the mod: Background replaced with a font outline. Audio source widget replaced with a text transparency based on distance (volume) to the source. Yellow font color for story subs for best contrast, light grey font color for anything else. Non-story subs limited to a single instance, so that players aren't bothered too much with non-relevant subs (barks). --------------------------------------------------------------------------- DOWNLOADS / INSTALL / UNINSTALL So, how do I install and play with all this? Quite easy, but pay attention. I don't want you to break your game so we will be using a "Mod Enabler". A Mod Enabler allows you to enable and disable mods at will, with a few clicks. Before moving forward you must know a couple of things: The moment you enable a mod, previous saves will not work. If you want to load previous saves then you will have to disable the mod. If you play a mission with mods, the saves will only work when that exact set of mods are enabled. This above is important in case you deem your current saves precious. Consider yourself informed. DOWNLOADS You can download the TDM Modpack from Mod DB: INSTALL INSTRUCTIONS Download the zip, unzip it, and move contents to your TDM root folder: Folder "MODS" File "JSGME.exe" Go to your TDM root folder and double click on JSGME.exe (yellow icon). The first time you launch JSGME, it will ask for the "Mods Folder Name". Leave "MODS" and click OK. Now to your left you will find a list of mods available. To your right you will find a list of mods currently enabled. To enable a mod, select a mod on the left, and click on the arrow pointing to the right. To disable a mod, select a mod on the right, and click on the arrow pointing to the left. Go and enable the mods you want: UNINSTALL INSTRUCTIONS Quit the game (to unblock files) Go to your TDM root folder and double click on JSGME.ese (yellow icon) Disable all mods found on the right Close JSGME Delete the following: Folder "MODS" File "JSGME.exe" File "JSGME.ini" --------------------------------------------------------------------------- I hope you enjoy the mods. No coin? then leave a like for pirate's sake!
  4. Hi! I play The Dark Mod on Linux and I prefer to use a controller for most games, so for games that lack native support I use a program called AntiMicroX to map gamepad buttons from my Xbox One controller to keyboard keys. It works pretty well, and I've enjoyed using an identical setup for Thief, Thief 2, and TDM. I was pretty excited when TDM added native gamepad support, but for reasons I still prefer my setup with AntiMicroX. So I completely cleared my "DarkmodPadbinds.cfg", threw in"unbindPad" to completely disable the native controller bindings, and everything was fine. Either that was a fluke, or one of the most recent updates changed something, because I'm now finding that "unbindPad" no longer unbinds the control sticks in TDM. I can confirm this by running TDM with my config file and without running AntiMicroX; with a controller plugged in, the control stick bindings still function both on the menu and during gameplay. Some of the button bindings also still function in the menu. So my questions are: 1) Is it possible to completely unbind the gamepad (including the control sticks) in DarkmodPadbinds.cfg using "unbindPad" or another command? 2) Is it possible to add rebinding of the control sticks in a future update? (I realize this is probably a lot more work, but it would be nice to have!) Thanks for all the effort you guys put into this game, I've been enjoying it for many years.
  5. Hi, I'm on a playthrough of the painters wife and I'm not sure if this is a general dark mod bug or something specific to this mission. After about 30 mins of playtime, I can no longer frob anything in my inventory Restarting the mission lets me do it, but for whatever reason it's happening on my particular save. I'd rather not restart if I can avoid it. I have tried restarting the game, quick load, full save and load. Doesn't seem to be a problem with any particular item, it's the same for everything - tried healing potions, map, readables etc. Has anyone else encountered this and is there a fix? Maybe something I can put into the console?
  6. Hi there I've been playing the dark mod for a while and have been taking notes on a few things that I feel if changed, would make for a slightly better and more enjoyable experience. 1 - Moving sideways when climbing ladders, pipes, nets, vines, etc, is ridiculously slow. Garret does it way faster in Thief 1 and 2... hell, even I can move sideways faster while climbing ladders and I'm no thief! Speeding it up a bit would make for more satisfying maneuvering, and also more fitting given that Corbin is an agile and experienced thief. 2 - There is no falling to your death sound. I was playing The Painter's Wife a while ago, and I fell to my death multiple times, and it always felt so weightless and anticlimactic doing so. In Thief 1 and 2 you could hear your bones being crushed whenever that happened. Having a sound cue like that would make me very very happy, or at least less frustrated from dying, which I do, a lot, because I suck. 3 - On the topic of dying, it would also be nice to add an option to enable a loose camera with physics instead of the Doom 3's standard tilted perspective and pointing 80º or so degrees upwards whenever you die. It looks so jarring to me that I feel even a standard camera animation pointing downwards like in Thief 1 and 2 would look better and more fitting than that abrupt cut. 4 - This is a small nitpick, but the water footsteps sound a bit off. Everything else in the sound department is generally very good, but the water footsteps sound as if someone dipped their fingers on a bathtub and is moving them around. It lacks impact. Thief 1 and 2 sounded better IMHO. 5 (bug) - And lastly, there is a bug that I want to report. For some reason you can't see your compass underwater. You can scroll through and view every item in your inventory (you can even read underwater!), except the compass that for some reason completely disappears. I noticed this when trying to navigate through a maze of underwater tunnels in a FM a while ago. That's all folks.
  7. Surrounded by greedy noblemen and treacherous siblings, Lady Kamila Leicester gets more than she bargains for after acquiring an ancient tome and performing the dark rituals within. Bikerdude, Wellingtoncrab, Dragofer, and Amadeus proudly present Grayman’s FM “Seeking Lady Leicester.” Notes - TDM 2.11 or later is REQUIRED to play this mission. You can get the latest TDM version via the installer or here. - Seeking Lady Leicester was originally a work-in-progress given to the Dark Mod community per Grayman’s wishes after his passing and was initially adopted by Bikerdude before Dragofer, Amadeus, and Wellingtoncrab joined to complete the FM. -This FM does NOT support any unofficial gameplay patch or mod. The use of such a patch and/or mod could break things in this FM. You've been warned. - "Story" subtitles are available for this FM. Simply go to Settings --> Audio and select "Story" or "On" for the subtitles setting. - This FM may be more hardware intensive than normal. LOD settings can be set below "Normal" to improve performance on low-end machines by disabling certain features. - This FM implements the func_peek mechanic, allowing players to peek through any door that has a keyhole on it by leaning forward. PLEASE NOTE: This function has been known to cause crashes for a small number of players in the past, likely due to using the 32-bit version of TDM. At no point in this mission is it required to use the func_peek mechanic; it is purely optional, so feel free not to use it. Download Version 1.1 This FM is available for download via the in-game mission downloader, or here via Google Drive. Promotional Screenshots ThiefGuild Thread Credits A big thanks goes out to Noelker and Goldchocobo for their wonderful voice work with the briefing and conversations, JackFarmer and itsPapiD for their fantastic briefing video, and nbohr1more for his story contributions and writing one particular gameplay feature that I won’t spoil here but you can read about in the readme.txt. An even bigger thank you goes out to our beta testers: nbhor1more, Daft Mugi, Silverwolf, Havoc, Datiswous, Cambridge Spy, Aluminumhaste, Thebigh, Ate0ate, Acolyte6, Kalavi, JoeBarnin. Thank you all very much for your fantastic feedback and tireless efforts as this FM evolved throughout the course of development! Asset Credits - Arx EOS’s Fish - Epifire’s models - Kingsal's Assets and Textures - WellingtonCrab’s assets and textures - Obsttorte's frob loot script - ZergRush's custom Grayman painting ===================Rest In Peace Grayman. You are missed=======================
  8. ============== -= 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 ============== *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:
  9. Renaming the Strings What I describe here is a bit of a fib, reflecting where I ended up, not the iterative process. And some renaming was refined after the first trial AI run. Before doing the translation, I’m going to rename all the FM-specific strings. Why? It’s fair to say the #str_ system was never a hit with DR developers, so features that would support it are scant. A way to make it less painful for mappers to inspect a post-conversion FM in DR is to change the #str_<5-numbers> to #str_<meaningful string>. By convention, <meaningful string> is limited to ASCII alphanumeric characters plus underscore, with no spaces. This generally does not include a version of the full English string (and there are length limitations), but something that clues the mapper. And groups things helpfully. More specifically, I’m going to rename all the FM-specific strings from #str_2xxxx to: #str_fm_<file_source><grouping_and_ordering>_<unique hint> The <grouping_and_ordering> substrings are chosen with an eye to both viewing in DR and group translation. (Later, I’ll talk about batch-processing strategies. The group-naming here does not use a “by scene” strategy.) So this is done first in english.lang and then the altered assets (in .map, .xd). As I search for “#str_” in assets, I am aware that some strings are TDM-level defined, so I should not rename them. These have stringID numbers under 20000, or in theory beginning with #str_main_menu. There were 2 of these found in airpocket: items with inv_name or inv_category given by #str_10052 and #str_02381. Specific Renamings and Examples I’ll be truncating example strings here for brevity and to reduce spoilers. The categories (and an example or two of each) follow. Darkmod.txt and Readme.txt. As mentioned, TDM doesn’t really handle translations of these. Just for completeness... "#str_20000" ==> "#str_fm_darkmod_txt__title" "Away 1: Air Pocket" "#str_20001" ==> "#str_fm_darkmod_txt_desc" "On the run from her husband, me and my girl. With a bribe to a ship's captain, we're away. What could go wrong now? Oh, dammit." Notice that here (and elsewhere) I’ve added an extra “_” before “title”. This is so, when sorted alphabetically, the title comes first before the description (in this case) or body. Mission Briefing. This tells a story, so be sure that its titles (if any), bodies, and pages are well-order to present to the AI. Since the briefing text is long and complex, I’ve opted not to include a #str <hint> for it. "#str_20026" ==> "#str_fm_mission_briefing_xd_pg1_body" "Life is sweet! It's been 3 days since Emily ran away with me, leaving behind her bastard husband. He's miles away now, as our tradeship Esmeralda plies herself down the coast.\n [...] \nAnyway, Emily's set up a cozy bunk for us in the bow galley.\n" Readables. Like the briefing, a readable often tells a story and should be well-ordered to present to the AI. I’ve chosen to skip hints for these. "#str_20024" ==> "#str_fm_airpocket_xd_sheet_appointment_to_service_pg2__title" "Further Instructions\n" "#str_20025" ==> "#str_fm_airpocket_xd_sheet_appointment_to_service_pg2_body" "\n\n\n\nAs agreed, the 2 new crewmates will bunk in the galley, and share the sea trunk nearest the door in the mess.\n\nCaptain Riggs\n" Inventory (mainly keys). The hints for these are usually just the full text, in lower case with punctuation dropped. They could include info about item class or difficulty, but I didn’t find it necessary here. "#str_20021" ==> "#str_fm_map_inv_key_captains_cabin" "Captain's Cabin" (I’ve went with “...fm_map...” here instead of “...fm_airpocket_map...”. I hope that works out. Too bad “map” itself has multiple TDM meanings, e.g., “hungarian.map”; in-game map. Also, since the order in which these inventory items are discovered in the game is pretty variable, I decided not to embed a numeral to force ordering.) Objectives. The objectives as coded in the .map file (and so generated english.lang #str_ numbers) are generally not listed in objective number order. It’s helpful to so reorder the rows. Also, because there are more than 9 objectives, I added a leading “0” to those with a single digit, for lexical ordering. The “obj<num>” is the DR/.map-internal objective number, which loosely corresponds to presentation to the game player, although objectives come and go. "#str_20008" ==> "#str_fm_map_obj01_no_hurt_or_loot_crew" "Rile neither the captain nor crew. No assaults by me or gratuitous thieving... not that there's much to steal." Thought messages. The I18N.pl script did not catch these, so they are manually added (and there’s no #str_2xxxx to begin with). I included an ordering digit after “msg”, roughly reflecting game occurrence (though difficulty and player actions will affect which of these appear and when): "fm_map_thought_msg1_sword_stolen" "My sword's been pilfered... I'm not surprised. It's likely still on-board somewhere." Ordering the Strings The #str_ lines in “english.lang” are extracted and put into ASCII alphanumeric order. I used Notepad++ with Edit/Line Operations/Sort Lines Lexigraphically Ascending. Any full-line grouping comments (beginning with //) will need to be manually repositioned after this. Programmatic Ideas to Better Support Renaming This would be helpful: A program that took the original 5-digit #str form of english.lang, and the renamed-#str english.lang form, and did the surgery on <fm>.map and *.xd . Or alternatively you could make a version of english.lang with an extra tab-separated field; this is what I created manually as a reference for myself, with lines like: "#str_20003" "#str_fm_map_inv_key_sea_trunk" "Sea Trunk" Then have a program that took that and did the surgery, using the first 2 fields. Or most ambitious of all, a version of I18N.pl that created alphanumeric #str_ in the first place, instead of 5-digit ones. Using something like the naming scheme above, this is mostly straightforward. However, for strings that are long sentences, if you still wanted to automatically summarize them into a few words for the #str <hint>, you’d probably need to call upon AI. Next Up I’ll make a version of this data available a little later on. Next post: prompt engineering!
  10. Hrm I wasn't able to type on *after* the spoiler and accidentally already submitted the reply.. (Does this forum somewhere have a raw mode where you type text with tags around them or something instead of this broken WYSIWYG editor?) Anyway, what I was gonna add: This was a great mission and I already played Away1 - I'm really looking forward to Away2, want to see how the story goes on
  11. In order to thank the team (and other mappers) for their relentless efforts in contributing, I hereby give the community.... Ulysses: Genesis A FM By Sotha Story: Read & listen it in game. Link: https://drive.google.com/file/d/0BwR0ORZU5sraTlJ6ZHlYZ1pJRVE/edit?usp=sharing http://www4.zippysha...95436/file.html Other: Spoilers: When discussing, please use spoiler tags, like this: [spoiler] Hidden text. [/spoiler] Mirrors: Could someone put this on TDM ingame downloader? Thanks!
  12. 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!
  13. This post differentiates between "gratis" ("at no monetary cost") and "libre" ("with little or no restriction") per https://en.wikipedia.org/wiki/Gratis_versus_libre * A libre version of TDM could: ** Qualify TDM for an article on the LibreGameWiki *** TDM is currently listed as rejected https://libregamewiki.org/Libregamewiki:Rejected_games_list because "Media is non-commercial (under CC-BY-NC-SA 3.0). The engine is free though (modified Doom 3) (2013-10-19)" ** Qualify for software repositories like Debian *** TDM is currently listed as unsuitable https://wiki.debian.org/Games/Unsuitable#The_Dark_Mod because 1) "The gamedata is very large (2.3 GB)", and 2) "The license of the gamedata (otherwise it must go into non-free with the engine into contrib)" and links to https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/LICENSE.txt Questions: 1) tdm_installer.linux64 is 4.2 MB (unzipped), which is far from the 2.3 GB which is said to be too large. Yes, the user can use it to download data that is non-libre, but so can any web browser too. If the installer itself is completely libre, does anyone know the reason why it cannot be accepted into the Debian repository? 2) If adding the installer to the repository is not a viable solution, would it be possible to package the engine with a small and beginner friendly mission built only from libre media/gamedata into a "TDM-libre" release, and add user friendly functionality to download the 2.3 GB media/gamedata using "TDM-libre" (similar to mission downloading)? 3) Would such a "TDM-libre" release be acceptable for the Debian repository? 4) Would such a "TDM-libre" release be acceptable for LibreGameWiki? 5) Would the work be worth it? * Pros: Exposure in channels covering libre software (e.g. the LibreGameWiki). Distribution in channels allowing only libre software (e.g. the Debian repository). * Cons: The work required for the modifictions and release of "TDM-libre". Possible maintenance of "TDM-libre". I'm thinking that the wider reach may attract more volunteers to work on TDM, which may eventually make up for this work and hopefully be net positive. 6) Are there any TDM missions that are libre already today? If not, would anyone be willing to work on one to fulfill this? I'll contribute in any way I can. 7) I found the following related topics on the forum: * https://forums.thedarkmod.com/index.php?/topic/16226-graphical-installers-for-tdm/ (installing only the updater) * https://forums.thedarkmod.com/index.php?/topic/16640-problems-i-had-with-tdm-installation-on-linux-w-solutions/ (problems with installation on Linux) * https://forums.thedarkmod.com/index.php?/topic/17743-building-tdm-on-debian-8-steamos-tdm-203/ (Building TDM on Debian 8 / SteamOS) * https://forums.thedarkmod.com/index.php?/topic/18592-debian-packaging/ (Dark Radiant) ... but if there are other related previous discussions, I'd appreciate any links to them. Any thoughts or comments?
  14. I've also been playing lots of TG/T2 missions recently and I definitely feel this sentiment, but I do also remember how TDM played before the blackjacking revamp. Now that was garbage. Post revamp, with the animation tell, I've actually felt comfortable enough with the way TDM does things now? Like its still definitely more difficult and finicky than TG/T2 and that frustrates me in the moments where I fail to blackjack and thought I was gonna succeed, but I at least respect it as a design decision. TG/T2 really do make it too easy to give an entire city block migraines by bopping people in the feet. What needs to change is how quickly AI goes from unaware to perfectly invincible - a "surprise" state, where they play some comical "BWA-HUH?!?!" shrug animation and can still be blackjacked while you're running up to them or if you suddenly jump out of the shadows, would probably go a long way to making the blackjacking mechanics and hitboxes feel the way they're intended to feel.
  15. Just finished this amazing mission. I really like how dense the world is, and the story intrigued me. It is a very good one! Personally I believe this mission to be my favorite. Overall, thank you all who worked on this map for that amazing experience! One question, however, bugs me a bit.
  16. Wonderful city fm, completed on Medium in 1:21:54 with 4621/8493 loot. 8.5/10, really enjoyed the layout and architecture of the buildings, and looking for then weaving in and out of windows throughout the level. The apartment facades in the screenshot/opening area, and the really tight nested rooftops and ropes of the last major area, were highlights. Also, I appreciate any level that delivers the dream of grabbing nasty-ass raw fish out of someone's kitchen sink, stuffing it into your pockets, and eating it whole. Some minor notes/critiques: - I'm never a fan of no-kill objectives on all difficulties. I always end up with like 30 broadheads and the police sure ain't taking prisoners - just let me use 'em. - I think this level leaned a little too much on "Door does not open from this side"? Started to feel less like the city had locked down for the night and more like obviously gating the player for gamey reasons. Although I did appreciate the opportunity to go back and look for more loot (even if I didn't take much advantage of said opportunity) as a nice surprise for exploring and getting lost. I did also appreciate the separate sound cue for a barred door vs a locked door. IDK, its a good mechanic, but maybe use it a bit more sparingly. - The ms paint-esque map drawing took me out of the game a bit immersion-wise. Its vague/abstract design is fine, as the level layout was quite good at funnelling the player to the next location so it was more for just keeping track of where I am. But an art pass would be a nice touch to have. - The music changed a lot during my playthrough? Due to the nature of the map, you're entering and exiting areas through windows a lot, and the music track switched around all the time as a result. Was a bit jarring, and maybe just the rain ambiance would have been perfect for the outdoor sections. - I was able to frob a light switch through a wall on the other side of a door. I found this at a location that I can't describe without spoiling, but can safely screenshot without spoiling. I've attached a picture of where I was standing and looking when I was able to frob the light switch.
  17. Wonderful map. Brutally difficult on "difficult", which of course I like. I'm curious if the mission is any easier at the lower difficulty settings or if it only changes the loot objective. I only managed 4048, so clearly I missed a lot! I only really got frustrated when I ended up using noclip, which I have never done before. I replayed that bit with the gamma turned up after reading another player's post. I found the way, so I could finish without resorting to cheating Thanks for the great mission! [EDIT] I went back in and found I missed ended up with 7088. Well worth retracing my steps for that.
  18. That's correct but many people just use the in-game mission downloader to check for new stuff without even looking at the forums, which is what I did. In the past a lot of missions that required a newer version of the game executable and assets would tell you this when you tried to start them up. I was just reporting on this and that you don't need to reinstall, just update via tdm_updater if you find this issue.
  19. The Creeps By Mortem Desino Available via the In-Game Downloader (approx. 60 MB) It crawls upon human minds why some are bound up in grave sins. For what does it profit a man if he remains devoted to the nether creatures? Surely such deeds shall earn no portion from the Lord Builder. Such a man has destroyed his high place in Heaven. --Bishop Deifer, Letters to the Builder Clerics This is a small experimental gameplay FM, exploring a few shock/creep/horror capabilities of TDM. It was designed to be played but one time: so give yourself some time to explore a relatively small space. Updated to v1.01 -- July 7, 2012
  20. The TDM Unofficial Patch is a personal project of mine to modify some small details that annoyed me in the core game. It wouldn't be possible without many others, so thanks to the whole TDM community for discussions and help, but especially to friendly modders who directly contributed code for it, like Obsttorte, Dragofer, Kingsal, Goldwell, Destined, and snatcher! You can find it under the link below and while over the years there was little progress, in recent times many things have been improved that I never even thought of when I started and some might be worth to be included in the core game. https://www.moddb.com/mods/the-dark-mod/addons/the-dark-mod-unofficial-patch Version Changelog: ------------------ v1.7 20.08.2022 ---- Made loot icon change right back to last tool icon, thanks snatcher. Added new whistle player skill to distract NPCs, thanks to snatcher. Made more lights extinguishable and added info for 4 beta missions. Corrected container bottom fix messing up drawers, thanks Dragofer. Improved unlit behaviour of moveable light sources, thanks snatcher. Corrected lit lamps set to extinguished in maps, thanks to Dragofer. Changed western empire maps so the location of Bridgeport is vague. Added several major city names to the small map, thanks to Kukutoo. Fixed frobing animation not working with bound and carried entities. v1.6 23.07.2022 ---- Improved extinguishing oil lamps, thanks to Dragofer and Obsttorte. Added frobing animation, thanks to Obsttorte, Goldwell and snatcher. Fixed container bottoms and training mission chest, thanks Dragofer. Made doors open faster when running, thanks Obsttorte and snatcher. Added more player tools to training mission and improved text there. Fixed Holy Water doing no damage and Hazard Pay not starting at all. Made all five oil lamps in Sotha's "The Bakery Job" extinguishable. Added blow player skill to snuff out small flames, thanks snatcher. Changed Unarmed icon to make clear that the player always has a bow. v1.5 02.07.2022 ---- Created Invisibility Potion out of cut Speed Potion, thanks Kingsal. Increased arrow head shot damage to both living and undead enemies. Replaced slow matches with easier to handle flints, thanks Kingsal. v1.4 10.03.2022 ---- Replaced Frob Helper with dark Frob Outline and updated to TDM 2.10. Made electric mine stun elite guards too and improved mission names. Renamed mission installation/selection UI mishmash to "activation". v1.3 21.02.2021 ---- Changed flashmine to stunning electric mine and updated to TDM 2.09. Edited more mission names and made threefold candles extinguishable. v1.2 26.08.2020 ---- Updated to TDM 2.08 and fixed custom holywater script compatibility. Added Numbers Scroll showing stealth and loot info, thanks Dragofer. Edited more mission names to avoid truncated descriptions in menus. Added default keys info to training mission and repaired cut lines. v1.1 03.02.2019 ---- Moveable candles can be extinguished directly by frobing the candle. More blackjack immune enemies and inextinguishable candles modified. The key frob distance has been decreased to be that of lockpicking. Holy Water bottles must be thrown directly, but they do more damage. The controls settings menu additions have been updated for TDM 2.07. New mission names have been fixed to fix format and spacing issues. Added looking up and looking down controls for people without mouse. Pointed bad prefabs container open/close sounds to existing effects. Added version info to starting screen and edited some new missions. v1.0 06.05.2018 ---- Many enemies will not become immune to blackjacking when alerted. Oil lamps can be snuffed by frobing, thanks Destined and Obsttorte. The controls settings menu lists that "use" can work on held items. Mission names were syncronized between download and online lists. The controls settings menu lists that "frob" can get or drop items. Astericks were added to official missions to move them to list top. Minor text and format bugs have been fixed in some mission infos.
  21. Just a small question: For the 2 shops. Is the audio from the speech of the shop owners custom, or borrowed from another fm? I ask in case I want to make subtitles for them. This is the only (possible) custom speech in the mission, I think.
  22. This is an experimental GUI app for managing and packing Dark Mod missions. It's a successor to FM Packer but with a GUI, that I've been working on for some time. It's now at a stage where I feel somewhat comfortable sharing. Having a GUI unlocks potential for more in depth management of fms, which I intend to explore in the future. You can download the binaries here: https://github.com/Skaruts/tdm_packer_2/releases Currently: it can pack your selected mission into the pk4 at a click of a button it provides an editor for a .pkignore file where you specify which files to exclude from the pk4 it gives you a handy tree view of both the included and excluded files (Shift+LMB to fully expand/contract branches) it can launch TDM or DarkRadiant for the selected mission, or run a second installation of TDM to test your pk4 in isolation (see the menu Settings->Paths) it automatically writes your map sequence into the appropriate file all maps, except the ones in the map sequence, are auto excluded from the pk4 Important: This is still an experimental alpha version, so backup your missions before using it. Note: For now I provided binaries for Windows and Linux. I don't have a Linux system to test the binaries yet, though, so they may or may not work properly. As a last resort, one can still run this app from the source code by running the Godot Engine itself from the terminal with the "--path path/to/project" argument. (Godot itself is just a simple executable and requires no installation.)
  23. Im ok with it but it is getting a bit long in the teeth for a ryzen 5900x even the low cost ryzen models have plenty power to drive this card. I would have used my 3070 instead but with 8gb im running into some rather annoying texture loading problems. So a 16gb model will be next project but the lower end while having plenty vram are just not worth upgrading to with such a small percentage. Guess ill donate a kidney for a 9070 or 5070
  24. Starting the Conversion with I18N.pl Folks have found that it is best to do the conversion only when an FM is complete, which is certainly the case here. As a prerequisite, I installed and tested Strawberry Perl on my Win11 dev box. It worked this time, unlike in the distant past on a different, Win10 machine, where I tried and failed for 3 days to get it to work. Then, as specified in our wiki’s I18N page, I set up a directory with the airpocket.pk4, and a copy of TDM 2.13 strings/english.lang. (The wiki specification missed that last step, which I corrected.) Running the I18N.pl script generated the expected results in its “output” folder: an altered airpocket.pk4 and new airpocket_l10n.pk4. Within both, a /strings/ folder was now present with just an english.lang file, with 28 #str_ entries, covering: maps/airpocket.map xdata/airpocket.xd xdata/mission_briefing.xd darkmod.txt readme.txt However, I believe #str_ support for the last 2 was never implemented (and the output version of those files don’t include #str_ s). So this will be lowest priority for me. Also, I don’t see any auto-generated #str_ for the 5 player “thought messages”. Probably need to add these. English text for these is in the .map file (found by searching for tdm_message_no_art).
  25. well my 2080 ti still beats the 5050 so i would get a small improvement from the 5060 ti 5% the 5070 ti blows both out of the water with a 52% performance gain. sadly im not going to afford that one in like ever the cheapest version in denmark is about 1000 dollars.
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