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well besides the waste which is a problem since not many countries have the facilities to store it, it is actually green in the sense that it does not pollute the air or water . also and god forbid that! plutonium is used in warheads in case we need to "sway" someone away from messing with us. fusion would be the cleaner alternative but we are not there yet. batteries are fine but for a few things. they are hellishly expensive, the biggest ones can only hold enough charge for a few hours of use, and they are BIG and need constant cooling. water turbines are allready used in some countries like sweeden / norway. not sure if there are any in germany ?. but not all countries have the natural habitats for using it, denmark for one (to flat simply). EDIT: ah https://www.hydropower.org/region-profiles/europe seems it is also planned in other countries.
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Okay I am totally with you except maybe for the nuclear reactors. If we were able to save the green energy, and use it when needed I think that would be much more safe. However I have no reliable source on how much "batteries" we need to store enough. Thanks for sharing your thoughts on this, I really appreciate your words oh wise pinhead !
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Hmm, it now appears that Format B would prevent me from using built-in AI translation with gettext-compliant desktop editors like poedit. Consider 2 more variants that make use of the msgctxt ("context") field: Format C (A variant of Format A that can use AI directly) #. Used after applying the holy water. Appears also in inventory: msgctxt "#str_08610" msgid "Holy Water Arrow" msgstr "" // Will be filled in to make language-specific .po Format D (A variant of Format B that still can not use AI directly, but could be manually script-swapped to Format C, more readily than B). #. Used after applying the holy water. Appears also in inventory: msgctxt "Holy Water Arrow" msgid "#str_08610" msgstr "" // Will be filled in to make language-specific .po Swapping manually would be a pain, so I'm leaning towards C. Enterprise-level translation systems (cloud or desktop) have that kind of swapping (and other good stuff) built-in, but probably too pricey for us.
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Hi team, I've come back to the FreeBSD native port that I was working on and have some patches that I would like to upstream. What is the best way to submit patches for consideration? Is there a public tracker/email list, or is it best to post patches somewhere here on the forums? Thanks!
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I'm personally for change a few more things if you touch the game anyways. 100% the same game with just updated graphics would make me ask why I shouldn't just use something like taffer patcher and newdark.
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"Out of all the districts in Bridgeport, the Pagan Quarter is probably the second worst... it's certainly the last place I'd want to live. Sadly, I don't have a choice in the matter." It's with great pleasure that I present my third Dark Mod FM, "The Maybury Idol, Part 1: A Trip to the Museum" https://www.thedarkmod.com/missiondetails/?internalName=maybury1 This is the first in a planned 4-part series which is largely already plotted out to conclusion, and I'm planning to get started on Part 2 soon. Compared to the last FM I submitted, this one is a lot more linear and story-driven, but it also includes conversations and a mid-mission cutscene... which along with learning some basic scripting has really opened up a lot of possibilities in mission creation, and I'm looking forward to putting the lessons learned here to use in future. I'd like to thank everybody in the Beta Testing thread for ironing out the many, many wrinkles that came up and for offering helping advice in how to patch up the map's shortcomings: @Baal, @Cambridge Spy, @Bikerdude, @wesp5, @Bergante, @Keruah, and @tapewolf I hope you enjoy it.
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BHM ? big hairy men or jk. spent all night playing system shock 2 (damn long since i last did that and i died like crazy the first 10 or so times hehe). now i just got to find the last black egg... damn whoever came up with us having to hunt 16 of those in unlikely places all over the ship . after all the mucking about moving mainboards around my cabinets i checked the liquid level on my old artic liquid freezer II 360 because after so many years it must have dropped somewhat or so i thought. turns out it was still full after 6 years of continous use, thats damn impressive id say. ill eventually move it back to my lian li lancool III when i get the aio for my be quiet 520SE cabby. as for why i moved it around in the first place. well at the time i had to use my 2080 ti in my ryzen setup wasting pcie4 support and rebar on a card that supported neither and the rtx 3070 in my old haswell board because my other cabby was to small for the ginormous 2080 ti. so i got a new cabby which had enough space for it. now i got an rx 9070 xt which is just as long and even bigger than the old card. this card was made for pcie5 but it runs just fine with pcie4 luckily.
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Looks like we need one of these. Use this to post images or teasers of whatever you happen to be working on at the moment. Sharing feels good, and can inspire other people to keep working on their own maps. Use spoilers if appropriate!
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okay 1 testbed is done , time to post to ttlg , here is the link : https://www.ttlg.com/forums/showthread.php?t=153456&page=2&p=2542791&viewfull=1#post2542791 originally windows 7 isnt recommended but i decided to go down the path i have no dx9 gpu left ( and the hwtl document itself doesnt recommend dx9 era gpu) The remaining test results from other PCs and laptops will follow
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@stgatilov, I've tried to get up to speed on the xgettext/.pot/.po stuff, and the implications of migrating to using that for the core all.lang data (setting aside usage for FM data). In my remarks here, I'm going to use REVALL to refer to my revised/restructured all.lang[English] file. My goals were – to preserve in some form the new manual contextual structuring (order & comments) I developed for REVALL. The .pot/.po format is not ideal for that, being flatter than .json or .xml, but probably close enough. avoid having such contextual structuring accidentally deleted by updates. (That is, don't use standard xgettext to automatically extract and update the .pot file, since this would throw away manual structuring) support the "stays the same" annotations from translators. be likely compatible with editors like poedit. (These would presumably ignore the use of trailing comments. The "po way" of doing things is to have preceding full-line comments, each beginning with "#".) Although TDM engine code would not have to adhere to standard "gettext()" syntax/semantics when parsing a .po file, introducing our own customizations to .pot/.po might well conflict with standard po editors. Anyway, given where we are now with REVALL, I don't think it's viable to use standard (or even customized) xgettext to extracts translatable content and generate a .pot file. Instead, a reasonable, poedit-compliant .pot can be one-time hand-created from REVALL. This would then be used with msgmerge (or more likely from within poedit) to generate language-specific (BUT still utf8) .po files. Consider this 2-line fragment from REVALL: // Used after applying the holy water. Appears also in inventory: "#str_08610" "Holy Water Arrow" Here's what a corresponding .pot entry would look like, where "#." (hash-dot) here indicates a message TO the translators (as if extracted from the source material). Messages FROM the translator (e.g., "stays the same", would be on a preceding line beginning with "# " (hash-space). FORMAT A - #str_id as comment #. Used after applying the holy water. Appears also in inventory: #. "#str_08610" msgid "Holy Water Arrow" msgstr "" // Will be filled in to make language-specific .po FORMAT B - #str_id as key #. Used after applying the holy water. Appears also in inventory: #. "Holy Water Arrow" msgid "#str_08610" msgstr "" // Will be filled in to make language-specific .po With Format A, there is some possibility of multiple meanings for the same msgid. To prevent key collisions, standard Gettext uses an optional msgctxt (message context) attribute. The combination of msgctxt + msgid forms a unique composite key. Probably TDM's Translate() could just look for the preceding #str_id comment. I didn't show reference comments beginning with "#:", to indicate the file(s) and even line numbers where the pseudo-extraction was done from. These could be added with additional work. Also, the REVALL special "//&" notation... I'd have to think further about that.
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to early to tell i think, though with the resurgence of it that might actually become a possiblity . as for the hwtl release, use the cam.cfg settings i posted. the higher settings look a bit nicer but also slows the game to a crawl. atleast untill someone releases a patch for game file support so the performance hit gets minimized.
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So I had a conversation with Gemini and it told me that in order to get rid of the code from tdm_ai_base.script I can use "scriptobject" inside tdm_ai_humanoid.def. The problem is there can only be one script object, so if I want both banking script and head tracking script, then one will have to inherit from another. So banking now inherits from head_tracking. That seems like a hack. But it prevents this crash: But now that I think of it, people probably already use "scriptobject" for other things. So it will cause conflicts.
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How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
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I agree that we need some annotations which are functionally comments but which are saved properly by all the processing. I wonder how well do the existing programs save these #. comments? In general, we don't have to use the original GNU programs. As far as I understand, the gettext/PO is/was so popular, that there should be many programs that are compatible with it. And many of them are more modern and convenient. At least I hoped to find something more modern as a main recommendation... No, it's better not to add any extensions. On the other hand, the engine does not need to support the whole PO format. E.g. I saw there is some way to provide several translations depending on the context (e.g. singular/plural, or gender), but we can start with some core subset of the features, like a trivial msgid + msgstr replacement. I'm 100% sure the extraction script for missions is on us to make. As for the core strings, I suppose we can edit POT manually (just like we do now). It shouldn't be a problem to convert the current format to POT once. I'm pretty sure I can write a Python script for that relatively quickly. I hope this can be done with some more user-friendly program. Something like: we point it to POT file and to the directory with PO-s, and it allows us to navigate through strings, display several languages at once, enumerate missing strings, etc. Don't you think this convenience should exist in some programs? It should be format B, that's the intended usage of PO. The program passes some string to translation function, which finds this exact string in language-specific PO, and substitutes it with the value. We just need to ensure that preceding comments are visible in most of the programs. Also... can't we have "Holy Water Arrow" both in comment and in msgstr in POT? So that the comment stays in all the local PO-s forever, and so that msgstr becomes the "default value" that goes to English PO automatically. With format B we can also naturally support full-text substitutions in the future for missions. It's exactly the way how gettext is used normally. I am 100% sure this should be done by the automatic extraction script. I.e. when the script finds some string in .map file, it should write path to the file, line number, and preferably name of the entity and spawnarg. The same for .gui files. We probably don't need this for the core strings. Because we have many of them, and the core files will be constantly changing. Most likely all those extra comments with far links will gradually start saying nonsense over time. It is more reliable to simply grep over *.gui, *.def, *.cpp, *.h (and even over the whole assets SVN) than to trust some old comments.
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seems there is a new version of newdark out https://www.ttlg.com/forums/showthread.php?t=153456 version 1.29 the hwtl version supports shadowmaps postprocessing effects (bloom etc) and other nifty stuff. this one done by le corbeau himself. the hwtl version gets rather spooky with dynamic shadowmaps on . EDIT: ah just noticed it was posted earlier lol.
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i can upload the mods i use with a presetup cam_mod.ini if you like the look . i can also add the config files. here is a look at the player shadow -> as you can see it is a bit blocky so ill toy a bit more with its settings.
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The still ongoing Windows 10 topic sparked my curiosity why people do not just switch to Linux. But users of other OSes are also allowed to vote.
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Looks like at least some other Frenchies have access to it: https://www.ttlg.com/forums/showthread.php?t=152974
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I have committed my changes to SVN, now SVN works on the UTF-8 system. It reads all language strings from all.utf8lang file, and only reads old-style {language}.lang files for missions if the equivalent new-style files are not available. The core .lang / .map files are present yet, but will hopefully be deleted. In the end, I had to manually add some characters to utf8map to suppress warnings. They were not handled by the old engine: I simply remapped them all to the question mark. It seems that the majority of them come from language names, and I don't care if they look broken or have question marks. I have already stated my position about language names. At the current moment, .utf8lang uses the same format as .lang, but this is temporary. As I said before, this must be changed in order to not lock us into compatibility trap. The format should be a sequence of "commands", each command starting with a keyword saying which command it is. And global state should be kept to minimum (e.g. current language seems acceptable). In addition to the current "#str_{name}" placeholders, I'd like to add two more types of replacements for missions. 1) Plain-text replacements, i.e. replace "Not enough drive space to save the game." with "Não há espaço para salvar o jogo.", as I suggested before. This approach provides zero inconvenience for the mapper, but it rather unreliable. It becomes especially bad for short strings. This kind of replacements is not cheap to perform, but I think I know how to do it efficiently. The first version will do it with bruteforce algorithm, we don't have any plain-text replacements yet anyway. 2) Full-text + ID replacements, i.e. replace "Not enough drive space to save the game.#id_nospacesave#" with "Não há espaço para salvar o jogo.#id_nospacesave#". The #id_...# placeholders are stripped from the text by the engine even if translation does not exist. If translation exists, then the engine verifies the context around the placeholder and does not apply it in case of mismatch. This approach gives mild inconvenience to the mapper, since he can clearly see the original text but has to tolerance this annoying tag at the end. The mapper can even edit the text without touching the placeholder: the obsolete translations will stop working automatically. I have a feeling that plain-text replacements won't be enough for the missions, and hope that such extra "tags" can be used here and there to make it more reliable.
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Darkmod underutilizes, in my opinion, capabilities for procedural animation. We already do some, like the random head and torso turns that are added on top of existing animations. There's also possibility for separate animation for top and bottom of the character as well as head. There's a missing opportunity for varied facial expressions. I talked about animation blending in this thread. Here's something that for example Thief: Deadly Shadows did. It's swaying side to side while turning. I used Gemini to add code to the tdm_ai_base.script. I don't know if this is the most efficient way of doing it, probably not. Here are the parts added: Gemini came up with the term "banking" which is used in car racing. I don't know if that's what it's called in animation or games. There's a lot of variables that can be tweaked. You can rotate this way any bone you wish. I use 'Origin', 'Spine_Dummy' and 'Neck' bones: You can tweak amount of rotation for each bone. setJointAngle(m_bankingJointHandle, 1, jointRotation * 1); setJointAngle(m_bankingJointHandle1, 1, jointRotation * 0.6); setJointAngle(m_bankingJointHandle2, 1, jointRotation * -1.5); There's also global intensity: (targetBanking = deltaYaw * 1.4;) and attenuation: m_bankingCurrentValue = (m_bankingCurrentValue * 0.95) + (targetBanking * 0.05); modifiers. Gemini also proposed to add an LOD system, which I thought was a great idea. So currently at a distance of 1500 from player the swaying will be disabled. Here are examples, each with slightly different values: And here's comically exaggerated one:
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"When the leaves change and the air is still, there is a quiet." -Lady Blackbriar -=| DISPLACEMENT |=- BY AMADEUS & WELLINGTONCRAB = DOWNLOAD = <( | )> -REQUIRES TDM 2.14- -JOIN THE BETA NOW- "Seek not the prideful sin that is perfection The Builder's light shines through all flaws. It is His wisdom to recognize a thing is done Before it is ever truly finished." -St. Edgar's Sermon of Rust LAMPFIRE HILLS... They say the woods around here give the tourists bad dreams, but I don't mind. I like it here. I feel like a piece of me belongs here. ... That it fits. DISPLACEMENT is a medium-sized traditional manor mission with a highly variable playtime. *2.14 provides a number of improvements to gameplay, performance, and stability. It is strongly encouraged to play on the latest 2.14 beta release. Join in testing now!* *Mods such as the “Unofficial Patch” and “TDM Modpack” are not supported by this mission and should be used at your own risk* https://www.thiefguild.com/fanmissions/97429/displacement CREDITS: ADDITIONAL MUSIC: -AIRSHIP BALLET -GIGAGOOGA ADDITIONAL SCRIPTING: -DRAGOFER -OBSTORTTE -FROST SALAMANDER -KINGSAL ADDITIONAL ASSETS: -KINGSAL -TDASH -SKACKY -BIKERDUDE -GOLDWELL -EPIFIRE -STRUNK -SHANNEN ART -POLYHAVEN -TEXTURES.COM -SKETCHFAB CULTURAL HERITAGE CC0 COMMUNITY -LOISTE INTERACTIVE -COLINFIZGIG -CDMIR BETA TESTERS: -KINGSAL -GOLDWELL -MAT99 -FROST SALAMANDER -MIKE A -STGATILOV -STIFU -MARBLEMAN -DETEEFF -THEBIGH FURTHER ACKNOWLEDGMENTS: -STIFU FOR HIS EFFORT IN FIXING THE NOTORIOUS STUCK AI AND ARROW CRASH BUGS. -STGATILOV WHO MADE A NUMBER OF 2.14 OPTIMIZATIONS AND BUG FIXES. -KINGSAL FOR PROVIDING SOME OF THE MAIN MENU GUI ASSETS -PURAH FOR ORIGINATING THE SETTING OF LAMPFIRE HILLS, REIMAGINED HERE, IN HIS THIEF FMS. -GUY-ON THE COUCH AND JAM61 FOR THEIR SILENT HILL COMMUNITY MAPS WHICH HEAVILY INSPIRED THE LAMPFIRE HILLS REGION MAP. -SPECIAL THANKS TO LOISTE INTERACTIVE FOR ALLOWING US TO USE ASSETS FROM THEIR GAME "INFRA." SOME ADDIITONAL DETAILED LICENSING INFORMATION: SOME NOTES ON PERFORMANCE: NOTE TO MAPPERS: MOST OF THE NEW ASSETS IN THE MISSION ARE INCLUDED IN 2.14
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2 SATA SSDs and all internal 2.5-inch to 3.5-inch HDDs are already in use for cold storage, and some are being used as primary storage for current pc, while these old laptops and PCs all need to be reimaged and of course require storage to boot up I’ve never felt the urge to set up a dual-boot system with Windows 7 and Windows 10 on legacy devices Im wavering as to how to test all the options in NewDark 1.29 HWTL for now specifically on legacy devices there are a lot of RAM modules from old devices that I could sell, but I’d feel like an asshole if I marked up the price even a little. useful for adding my existing budget for the RTX 5070 or RTX 6000 series later on, but right now the price is already out of my range. The RTX 5070 has gone up to over $300 above its original price.
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so after some digging, i found out that system shock 2 only has very few places using dynamic lights. the rest of the lightmaps are static which would explain why dynamic shadows dont seem to work. the water effects for thief 2 actually works for system shock 2 as well despite it not being worded as such (cant remember if there are any underwater sections in SS2 ? so im not sure if these would work as well. but the water surface in hydroponics looks amazing). ps the mods/hwtl folder for the water effects needs to be installed as a mod. simply copy the hwtl folder to the dmm folder and use the modmanager to activate it (priority should be highest). bloom is very heavy with the default values so some tinkering is nessesary if you want to have this on.
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============== -= IRIS =- ============== WELLINGTONCRAB TDM v 2.11 REQ Ver. 1.3 *For Maureen* -=- "Carry the light of the Builder, Brother. Unto its end." -Valediction of the Devoted "What year is this? Am I dreaming?" -Plea of the Thief Dear Iris, I am old and broken. When we were young it felt like the words came easily. Now I find the ink has long dried on the pen and I'm as wanting for words as coin in my purse. I can tell we are nearing the end of the tale; time enough for one more job before the curtain call... ============== -Installation- Requires minimum version of TDM 2.11 **Dev build dev17056-10800 (2.13) fixes several visual effects which have been broken in the mission since the release of 2.11. For that reason playing with that version or later is currently recommended** -Iris does not support mods or the Unofficial Patch- Download and place the following .pk4 into you FMs directory: Iris Download ============== Beta Russian Language Translations by @kalinovka Mirror #1: yandex.ru Mirror #2: Google Drive ============== *Thank you for playing. Iris is a large mission which can either take as quickly or as long as you are compelled to play. I hope someone out there enjoys it and this initial release is not completely busted - I tried the best I could!* *Iris both is and isn't what it seems. If commenting please use spoiler tags where appropriate. If you are not certain if it would be appropriate a good assumption would be to use a spoiler tag* *Support TDM by rating missions on Thief Guild: https://www.thiefguild.com/* ============== WITH LASTING GRATITUDE: OBSTORTTE - Whose gameplay scripts from his thread laid the foundation which made the mission seem like something I could even pull off at all. Also fantastic tutorial videos! DRAGOFER - Who built upon that foundation and made it shine even brighter! And whom also provided immeasurable quantities of help and encouragement the past couple years on the TDM discord. ORBWEAVER & GIGAGOOGA - For generously offering their ambient music up for use. EPIFIRE - Who lent me his fine trash and trash receptacle models. AMADEUS - Who was the first person who wasn't me to play the damn thing and provided his excellent editorial services to improving the readers experience playing TESTERS AND TROUBLESHOOTERS: AMADEUS * DATISWOUS * SPOOKS * ALUMINUMHASTE * JAXA * JACKFARMER * WESP5 * ATE0ATE * MADTAFFER * STGATILOV * DRAGOFER * KINGSAL * KLATREMUS - What can I possibly say? Playing this thing over and over again could not have been easy. Deepest thanks and all apologies. -=THANKS TO ALL ON THE TDM DISCORD AND FORUM=- ==SEE README.TXT FOR ADDITIONAL ATTRIBUTIONS & INFORMATION== HONORABLE MENTION: GOLDWELL - If I hadn't by chance stumbled into Northdale back in 2018/2019 I would probably still be trying to get this thing to work in TDS, which means it probably would not exist - though more details on that in readme. ============== Boring Technical Information: *Iris is a performance intensive mission and I recommend a GTX 1060 or equivalent. I find the performance similar to other demanding TDM missions on my machine, but mileage may vary and my apologies if this prevents anyone from enjoying the mission.* *Iris heavily modifies the behavior of AI in the game, how they relate/respond to each other and the player. So they may act even stranger than they do typically in TDM. Feedback on this is useful - as it can potentially be improved and expanded upon in future patches.* -=- This is my first release and it has been a long time coming! If I forgot anything please let me know! God Speed. 2.10 Features Used:
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