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  1. 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=======================
  2. 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.
  3. 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!
  4. Desired Results File with All Languages What is want to end up with from our AI (with any iterative fixup and manual integration) is an FM-only version of TDM’s UTF-8 all.lang. That file has 17 language sections in a particular order, which we will adopt too (in the prompt further below), although, other than English being first, it doesn’t really matter. Once we have our FM all.lang, we can easily generate all the required ISO-encoded *.lang files, e.g., french.lang. Strategy of Feeding the AI One approach would be to just feed the entire #str list in one gulp, with prompt engineering that covers all aspects. This would minimize the post-translate integration time. But the concern is that prompt engineering becomes more difficult. The AI might get confused about what restrictions and hints apply to which strings. While sometimes shared context across strings can be helpful, too much shared context could lead to overly-creative translations (e.g., hallucinations). [BTW, if accessing the AI through an API, there’s often a "temperature" value you can specify, from 0.0 to 1.0, from most-predictable to most-creative. We can use a few words in the prompt to approximately achieve similar ends.] So, to maintain more control, I’m going to batch-feed. The assumption is that translating #str_ in batches of related input groups will allow more focused guidance from prompt engineering, leading to better results. I’ll start with inventory items, that have the shortest strings and most dictionary-like lookup. An alternative/additional batching (particularly needed with large FMs) would be by "scene". In the case of Air Pocket, it could be thought of broadly as 4 scenes, based on timeline and location. The story, as driven by objectives, is fairly linear; larger FMs would typically have some randomization in scene order. Would batching by scene be useful (i.e., give better AI results) for some of Air Pocket’s #str_ s? Thinking this over. But for now, treat inventory items independent of scene. Prompt Engineering for Inventory Items A stab at a reusable template follows in blue. It describes the overall translation task, the desired tone, and input and output formats. Text specific to inventory items is shown in bold. Text that is specific to this FM, to clarify the context and the meaning of particular words, is in italics, with spoilers hidden. You are an expert translator between English and other European languages, including Russian. You wish to translate a list of inventory items, all inanimate objects, from English to these other languages. Each line of the list begins with a tab, then a word beginning with #str_ within double quotes, then another tab, then a phrase within double quotes. When you translate a line, in the output keep the tabs and the #str_ word unchanged, and only change the phrase to the other target language in UTF-8, keeping it in double quotes. Make the translated phrase reasonably short while preserving the formal meaning. Avoid modern slang. Old-fashioned wording is fine. At the end of each line, add another tab, and then add a back-translation of the previous phrase into English again. When back-translating, ignore the original English phrase. Most of the inventory items are keys, and the associated phrases describe locked doors to particular locations aboard a ship, or locked trunks or safes on a ship. The "Master Key" opens all locks. Following the input list of inventory items, append output lists in these target languages: 1. German 2. French 3. Polish 4. Italian 5. Spanish 6. Portuguese 7. Russian 8. Czech 9. Hungarian 10. Dutch 11. Slovak 12. Danish 13. Swedish 14. Romanian 15. Turkish 16. Catalan. List of inventory items: [... skipping 1 potential spoiler] "#str_fm_map_inv_key_captains_cabin" "Captain's Cabin" "#str_fm_map_inv_key_captains_safe" "Captain's Safe" "#str_fm_map_inv_key_galley" "Galley" "#str_fm_map_inv_key_master_key" "Master Key" "#str_fm_map_inv_key_mess" "Mess" "#str_fm_map_inv_key_sea_trunk" "Sea Trunk" Using ChatGPT As discussed at the outset, you can use this without signing in (it will nag you). Also, if you’d like it not to retain your input for training purposes, click on the circled question mark and change it under "Settings". As of this post, of you ask ChatGPT what model it’s using, it responds "You're currently chatting with GPT-4o, the latest model from OpenAI as of 2025. The "o" stands for "omni" — it's designed to handle text, images, and more, all in one model." Following up by enquiring about usage limitations, it says "Free users can access GPT‑4o, but with strict usage caps, which vary based on demand and time of day". More specifically, "usage falls in the range of 5–16 messages per 3–5 hours, after which you'll be limited or switched to GPT‑4o‑mini." The latter is a faster but lower-accuracy model. "We’ll notify you once you’ve reached the limit and invite you to continue your conversation using GPT-4o mini or to upgrade to [paid] ChatGPT Plus." Because I’m doing this at a leisurely rate (and reporting it to you in posts), the usage restrictions should not bite. About Input and Output Formats As you can see above, the input is the AI prompt, appended with content from english.lang, namely, the lines between the "{" and "}" brackets. For those lines, no change to tab-separation is done. The output is the same format, but with an added English back-translation added to each line. When ChatGPT generates the response, each requested language is enclosed in its own HTML response frame, with a separate "copy" link. So you have to copy each link separately, pasting them successively into your FM-specific all.lang file while adding headers, e.g., [French]. Also, the frame margin contains the word "vbnet". When I asked, ChatGPT indicates that’s the style of syntax highlighting applied to the results, based on source material, but it may be inappropriate and so ignorable. Which explains why the word "key" was always colored green. In the next post, I’ll discuss the specific results.
  5. ============== -= 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:
  6. 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!
  7. 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
  8. 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!
  9. 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!
  10. 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.
  11. 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?
  12. Maybe some of you have the same sort of situation and haven't found an aswer for the pointer appearing in the centre of your tdm game when switching to an other computer and back, and have to quit and restart the game for it to go away ... I just found a solution!: I hooked up another mouse (both logitech now, so maybe that matters .. dunno) to my game computer and just left it on top of the case .. only to keep saying to the game computer: I'm a mouse! Now I can play TDM and switch to mij low wattage internet computer, use my main mouse and keyboard, switch back and don't have the annoying pointer in the middle of my game : ) It will probably work for other games with the same issue.
  13. sorry i didnt mean to throw mud , but the " to rob them without any disturbs !!!!!" part by bergante is spot on. I used flashmines to knock the lantern off the table to get all the coins, if you use water arrow it's very easy to raise the alertness of the guards(they even entered search mode).
  14. Angling along alleyways, gliding among gamblers, fleecing the financiers, and lip-locking the ladies... Here's the prequel to the earlier-released "Away 1: Air Pocket". That was a bite-sized nautical adventure, but this, the back story, is a full-featured offering. Version 2 (V2) Now Available (2022/03/24). Also BONUS illustrated document: Making of Away 0's Video Cutscenes Why Version 2? V2, built under TDM 2.10, is primarily a spit-and-polish release with little impact on the storyline. While a few of the many changes will be obvious to someone doing a re-visit, most are minor improvements. Also, you can now replay cutscenes without needing a workaround. For more, see the Release Notes. Probably you should wait until after you've played the game at least once to check the docs below out, to avoid getting too many hints. if you get stumped, the Maintenance Guide may be helpful, or the forum thread here. Additional Documents, Available Here and Within the .pk4 These are also included within the .pk4 in the /supplementals/docs/ folder: Away 0 V2 Credits & Acknowledgements.docx Now crediting those with suggestions about V1 Away 0 V2 Maintenance Guide.docx Includes information for potential translators Away 0 Use of Historic Paintings.docx Unchanged from V1 Additional Documents, Available Here Only Away 0 V2 Release Notes - Changes from V1 Release.docx Of most interest to folks giving feedback on V1 BONUS (and NSFW): Making of Away 0's Video Cutscenes.docx Alternative Downloads It is recommended to simply use your installed TDM's mission downloader menu to get this FM (now V2). But if you want to bother with a manual install, here's a link to fetch it: away0.pk4 Version 2 While Version 2 is dmap'd under 2.10, it should still work under 2.09; there are no 2.10-only features used. If you run into problems under 2.09, you can reinstall the old version from here (for a while): away0.pk4 Version 1 (original). Does not includes the Dec 16 2021 patch for then-upcoming TDM 2.10
  15. My new mission, A Night in Altham, is available. We are already up to version 2! @Dave the Tafferfound an problem that deserves a fix, so here is version 2: https://www.dropbox.com/scl/fi/y4r1dmziuq6clh2im3qz1/altham2.pk4?rlkey=m3cv5v6v70lxbc9xha61nuxoj&dl=1. I will ask @nbohr1more to update the databases. A special thanks to JackFarmer for several pieces of custom ambient music. They "complete" the mission, providing a unique feel to its locations. Also thanks to the many beta testers (jaxa, Shadow, wesp5, Cambridge Spy, thebigh, datiswous, Mezla, MirceaKitsune, Melchior, Acolytesix, TheUnbeholden, prjames, Bergante). Thanks to @peter_spy for his beautiful Builder Compound assets. This is a large mission, so be ready to take some time. I recommend that you do named saves occasionally (I actually implemented auto-saves for this mission, but it was causing crashes on Linux, so I removed it). This mission has a lot of keys, so it implements a key management mechanism. Keys are removed from the game when no longer needed. This includes when you use a key to open a door, or if you pick a door/lock that also uses a key. Most keys are automatically removed, but there are a couple that aren't (for example, if they open up more than one door). In a certain area, this mission uses the Keyhole Peek feature of TDM. Typically, this is when you lean forward (F key) into a door keyhole and you can see into the next room. But in this case you don't lean into a keyhole. It's a hole of another kind. It's an unconventional use of something that isn't used a lot in TDM; hopefully the mission context will make it clear when to use it. The mission does not use Keyhole Peek for regular doors. Be aware, there is a known problem on Linux, where the peek feature can cause a crash. Peeking is not required for mission completion. This has been tested on TDM 2.11a and the current dev build of 2.12 (dev16854-10518). Scary things warning: Difficulty settings make a difference. Things that are affected by the difficulty level: Enjoy!
  16. 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!
  17. Just to complicate your life, there are 3 additional aspects to consider about the circa-2014 Mason files, and subsequent circa-2017 improvements to the 'english' version perhaps applicable to your work. (These issues are covered in the wiki "Mason Font" article, with a bit more in my "Analysis of 2.12 TDM Fonts", https://forums.thedarkmod.com/index.php?/topic/22427-analysis-of-212-tdm-fonts/. The 2017 changes can be seen in the *current* 2.13 TDM English Mason files.) 1) Need for custom DAT-scaling on certain Mason characters The source TTF had upper-case and lower-case characters that were early-on considered too similar to size. So (before 2014) in the DAT, selective per-character scaling was used to differentiate them. See https://wiki.thedarkmod.com/index.php?title=Font_Metrics_%26_DAT_File_Format#Per-Character_Font_Scaling for details. As you add new characters, you should do likewise (relatively easy with refont). 2) Creating the "glow" of mason_glow How Tels created the glow (for 'english' carleton & mason) is discussed in reasonable detail here: https://forums.thedarkmod.com/index.php?/topic/12863-translating-the-tdm-gui/page/5/#findComment-262661 That could be done for Russian too, which I recall currently fakes a glow, and possibly would require a minor GUI or engine code change to use. Note: To best accommodate glow and retain GIMP-visualization-alignment between base and glow characters, Tels moved some base characters within their bitmap, to keep their glyphs 2-3 pixels away from any bitmap edge. You should consider this when placing new base glyphs. Note: For the 3 mason bitmaps doubled in size circa-2017 as discussed next, the mason_glow bitmaps were also doubled. 3) Extensive bitmap editing to solve main menu character jaggedness. On Oct. 5, 2017, @Springheel in https://forums.thedarkmod.com/index.php?/topic/19129-menu-update/#findComment-412921 said: "Looking at the Mason fonts, it looks like they were super low res to begin with, and were then just resized [presumably referring to per-character scaling], making them even worse. I'll see what I can do." [Further on, referring to fonts in the TDM menu system:] "It appears that resizing the dds file to make it higher res is possible, so I'll proceed." Later, on Oct 13, 2017, he concluded within a "More detailed list of changes: "Updated the menu fonts, which were surprisingly bad before" Unfortunately, I couldn't find details on how this work was actually done. I assume the bitmap editing was all done in GIMP. It started with doubling the size of certain bitmaps from 256x256 to 512x512. This was done for the first 3 bitmaps (i.e., those with ASCII, some Latin-1). Then characters were made more crisp and smooth-edged. How? Dunno. Also, some odd but harmless artifacts happened within GIMP (noted in https://forums.thedarkmod.com/index.php?/topic/22427-analysis-of-212-tdm-fonts/page/3/#findComment-499660)
  18. Aight well if I'm poking around posting fm reviews, code change suggestions, and asking for tech help I might as well also put up my work. Putzing around with DarkRadiant is quite fun. Not sure when or if I will produce a full map but, considering that I haven't touched dromed or made maps for other games before, I'm really happy with what I've got so far. Kudos to the tooling designers for making something reasonably idiot-friendly. One of the first things the A-Z tutorial tells you is to not use 0 0 0 for ambient lighting, and I immediately said nuts to that lol. I'm really enjoying the harsh darkness and the contrast from light sources. I didn't intend for it to happen, but I've ended up with something that looks like it crawled straight out of TDS. It also makes traversing the level have an interesting trade off - you need light to see, but enemies can see you carrying it and if its in your hands you have to drop it to pull out the bow or mantle stuff. I'm trying to build a whole level around this "mechanic"/"gimmick".
  19. @High John most of this I'll put in spoilers: In closing - my missions are designed to be on the challenging side. My favorite type of missions are ones where the challenge is in trying to progress to the next area (i.e. player vs architecture). I don't like key hunts hence the barred doors. Usually the path can be found with careful observation in all directions (including vertically, which people tend to forget), and use of your spyglass. Either way, I want everyone to enjoy my missions so the feedback is always welcome, and thanks for taking the time to play and comment!
  20. Sharing my stuff here (with permanent links this time!) Use them however you like Let me know if there's any issue with any of it and I'll fix them or get them up to standard! Merry Chests 2 Download These are on hold for the moment while I work on actual missions. I got as far as making 8 new containers/chests that are drop and go prefabs, made a little more efficiently and flexibly than the first lot. Technically 1 is from the first lot, I just liked it enough that I wanted to give it a refresh. They all come with little loot lights inside that switch on and off as the lid opens and closes for optimisation and visibility. Frob boxes, keys you can use or not, etc etc. Merry Paintings 2 Download I needed some office-appropriate paintings that were a bit more neutral than Caravaggio's Judith Beheading Holofernes so I grabbed 20 (mostly) C19th still life paintings, all public domain and CC0 scans. Some chiaroscuro, some pastoral, some with kitties This time around I've packaged them as light as possible so they're not the highest definition, just something to fill your walls with rather than lootable centerpieces.
  21. A recent thread of discussion has cropped up in the TDM Discord channel and a couple forum threads ( this comment and the general discussion after it came to mind) about the usability and efficacy of Flashbombs in TDM. To wit, most people seem to think they're kinda bad because they're just a stun, which still requires you to hide in a very narrow time frame and then wait for the AI to cool off after use. One of the big upsides of flashbombs in TG/T2 was that, if you had alerted human enemies chasing you, you could drop a flashbomb and then turn around and blackjack them to non-lethally remove them from play. It was an inventory-limited opportunity to recover from failure and continue playing the game, as opposed to just reloading a save. This is a fun and proactive interaction, and I propose that we add it to TDM. Specifically, I think this can be accomplished with minimal code. After a read through the public TDM git repository, I think the most appropriate change would be to adjust the condition here: https://github.com/stgatilov/darkmod_src/blob/ac0a286561630eefee1cbb44d09d77128cd3d8e7/game/ai/AI.cpp#L11892 to read as follows: if ((GetMoveType() == MOVETYPE_SLEEP || // grayman #3951 GetMind()->GetState()->GetStr() == "Blinded") && // proposed - maybe there's a better way to write this condition like checking the type or something? ((minDotVert != 1.0f) && (minDotHoriz != 1.0f))) // cos(DEG2RAD(0.0f)) indicates elite faceguard helmet { Currently, this check does not pass for blinded AIs and they move to the if-else branch at L11903, and since they're very alert because they were actively chasing the player, they cannot be blackjacked. This change should give a flashbomb-blinded AI the same knockout vulnerability angle as a sleeping AI. Helmeted human AIs (and undead/magical AIs because they can't enter that particular mind state) retain their blackjack immunity, and everyone else can be clunked in the face as a reward to the player for spending a limited resource, not flashing themselves, and having the quick thinking to turn around and draw the blackjack. The blinded mind state lasts for about 8 seconds (I forget where I found that but its a hardcoded magic number in a Damage() function somewhere), which feels a bit short but about right, and then when the state changes the player's window of opportunity is lost. My brain kinda glazed over when I looked at the SVN checkout+compilation.txt instructions, but if I can help test or debug this with a little hand holding I'd be happy to do so.
  22. This might be a thing we can do with modding! I went digging through the source again because this was hanging in the back of my mind, and there is no actual use of the cvars that are defined in the c++ code for how the player reacts to the flashbomb. Seeing that, I followed that cvar through the scripts in my TDM install instead. As it turns out, the white flash that occurs when you flash yourself is defined as a gui element in tdm_gui01.pk4\guis\playertools\flashbomb.gui. Most of the lines of this script are defining color values to fade from and to, as vector4's that presumably represent RGBA values. Everywhere in that script that says something along the lines of transition backcolor "1 1 1 1" "0 0 0 0" "4000"; , "1 1 1 1" represents fullbright, fully opaque white. Changing that to "0 0 0 1" would be fully opaque black, and doing that across the whole script might just solve the problem. The going-all-the-way solution would be to change this color value to a cvar that you can set through a menu accessibility option, but it'd probably be simpler to mod it out in the shorter term
  23. jaxa

    2016+ CPU/GPU News

    If you're satisfied with what you have and it's not broken, there's no reason to upgrade, and that was true even in better times. Unless you can make an argument based on operating cost (electricity). RTX 6000 will definitely use a new node, so it will look much better. I think UDNA could be a good jumping in point on the AMD side since that will mark a huge shift in their driver strategy.
  24. Apply a thin layer of nodrawsolid with your desired sound over the top. Another option: if there's a texture that you always want to have a custom sound, then modify the material definition and add or change the surface type. Example, if you want the "/darkmod/wood/boards/dark_redwood" texture to sound like stone, clone the default material definition to make a new one, and change it: textures/darkmod/wood/boards/dark_redwood_sounds_like_stone { stone diffusemap textures/darkmod/wood/boards/dark_redwood } If you use that texture it'll always sound like stone. No need for a nodrawsolid.
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