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  1. If like me you scour the web looking for inspiration for your next TDM mission then look no further.. Now... talking of images have you guys seen the latest from the master that is DrK from his Rocksbourg4 campaign. We need more dirty texture in TDM me thinks...
  2. I just checked in 2.14 and they typically revert correctly on mission change as well, but this does appear to be cvar dependent - some work and some don't. Are there particular cvars which whitelisted for the mission.cfg or something? pm_runmod has no issue but something like tdm_ai_sightmax seems to persist across mission switching. Meanwhile I just tested "setm" in a mission cfg file - and it seems to not work either. The overrides prints correctly to the console in the main menu but almost none of them seem to persist after the maps actually loads. Most of them will just revert to their default values.
  3. Hello, all. I've decided to post some lists of royalty-free music from Kevin MacLeod's well-known site Incompetech.com, lists that include tracks and themes chosen as potentially useful for The Dark Mod mission creators. Mr. MacLeod's made plenty of really good royalty-free music over the years, including various ambient themes and other music that could work pretty well in The Dark Mod. From what I know and remember, there's already been a fair few released FMs that used a few tracks from MacLeod's archive, so he is not unknown to the TDM community. Here's the tracks on the site arranged alphabetically. Another archive of MacLeod's royalty-free music can be found here (on Wikimedia Commons). I've added the links as well. As of April 2024, I have also added links to the official YouTube uploads of the individual tracks, all part of MacLeod's official YouTube channel. For the sake of easier reading and finding a song in the lists below, I've arranged them all in alphabetical order. Religious / churchly ambients Types of settings: Builder churches, chapels, cathedrals, monasteries, abbeys, etc. Various solemn and calm religious ambients. - Agnus Dei X (YT link. Somber but livelier in places, male and female choir vocals in muffled Latin.) - Bathed in the Light (YT link. A rather soothing ambient, I suppose it could work inside a pleasant-seeming Builder church, including as a place of relief in a scary mission.) - Gregorian Chant (YT link) - Lasting Hope (YT link) - Midnight Meeting (YT link) - Night Vigil (YT link. I think this one would work best if it was sampled into smaller parts.) - Organic Meditations 1 (YT link) and Organic Meditations 2 (YT link) - Rites (YT link) - Private Reflection (YT link) - Supernatural (YT link. Good for an abandoned church, spooky candle-lit catacombs, etc.) - Virtutes Vocis (YT link) Potentially: - Tiny Fugue (YT link) - Toccata and Fugue in D Minor (YT link. Famous organ composition by Bach, IMHO might sound too Baroque for a late-medieval style setting, but good for a hint of eerieness.) Spooky / horror / ominous ambients Types of settings: Crypts, catacombs, haunted caves, eerie ruins, lairs and places where undead and other monsters roam, etc. Some of the more industrial-sounding ones could also be useful for missions set at factories or warehouses occupied by criminal gangs, and so on (i.e. also for non-supernatural threats and non-supernatural creepiness). - Aftermath (YT link), WiCo link) - Ancient Rite (YT link, WiCo link) - Anxiety (YT link, WiCo link) - Apprehension (YT link, WiCo link) - Blue Sizzle (YT link, WiCo link) - Bump in the Night (YT link, WiCo link) - Chase Pulse (YT link, WiCo link) and Chase Pulse Faster (YT link, WiCo link. Both could work in some ghost-haunted location, with ghosts pursuing the player.) - Classic Horror 3 (YT link, WiCo link. Good for a haunted house, manor house or other private household interior.) - Crypto (YT link) - Dark Pad (YT link) - Dark Standoff (YT link) - Darkness Speaks (YT link. Shorter sting, good for a scripted creepy event.) - Decay (YT link, WiCo link) - Deep Noise (YT link, WiCo link) - Digital Bark (YT link, WiCo link) - Distant Tension (YT link, WiCo link) - Dopplerette (YT link, WiCo link) - Echoes of Time 1 (YT link, WiCo link) - Echoes of Time 2 (YT link, WiCo link) - Fire Prelude (YT link) - Gathering Darkness (YT link, WiCo link) - Ghostpocalypse 1 - The Departure (YT link) - Ghost Processional (YT link) - Ghost Story (YT link, WiCo link) - Grave Matters (YT link) - Heart of the Beast (YT link, WiCo link) - Himalayan Atmosphere (YT link. Eerie theme, could work in some ancient ruins.) - Ice Demon (YT link, WiCo link) - Irregular (YT link) - Land of Phantoms (YT link) - Lithium (YT link) - Long Note 1, Long Note 2 and Long Note 3 - Medusa (YT link) - Mind Scrape (YT link) - Mirage (YT link) - Nervous (YT link, WiCo link) - Night Break (YT link, WiCo link) - Ominous (YT link. Shorter ambient, but pretty spooky.) - One of Them (YT link, WiCo link) - Ossuary 1 (YT link) - Ossuary 5 (YT link) - Ossuary 6 (YT link) - Penumbra (YT link, WiCo link) - Political Action Ad (YT link. Yes, a song for this concept has such an ominous atmosphere. ) - Redletter (YT link, WiCo link) - Right Behind You (YT link, WiCo link) - Satiate - strings version (YT link) - Spacial Harvest (YT link) - Spacial Winds (YT link, WiCo link. Might be good for Middle Eastern themed scares.) - Spider Eyes (YT link. This could work well inside a household, or inside some public building.) - Steel and Seething (YT link) - Sunset at Glengorm (YT link and YT remastered link) - Supernatural (YT link. Calmer melody, good for a haunted religious buldings and its grounds.) - Tenebrous Brothers Carnival - Mermaid (YT link. Sounds serene, but is rather creepy and tense, maybe underground/underwater ruins.) - The Dread (YT link, WiCo link) - The Hive (YT link, WiCo link) - The Voices (YT link, WiCo link 1, WiCo link 2. Very otherworldly, good for some haunted area or other dimension.) - Unnatural Situation (YT link) - Unease (YT link, WiCo link. Would sound best in a manor house, museum, or other fancy interiors.) - Unseen Horrors (YT link, WiCo link) - Very Low Note (YT link, WiCo link) Tension-building / mysterious / general ambients Type of setting/situation: General ambients, especially in parts of FMs where the plot thickens and some coded development is triggered that makes for a new "act" in the overall story of the mission. (Imagine the likes of moonbo's missions and how they're structured and you get a bit of an idea.) - Air Prelude (YT link) - Awkward Meeting (YT link, WiCo link. Our thief hero or heroine meets an ally or informant for a bit of chit-chat.) - Blue Sizzle (YT link, WiCo link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Calmant (YT link. A calm, quiet piano theme, but it has an air of mystery and isolation. An emotionally neutral, uncertain theme.) - Crypto (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Dama-May (YT link. A bit of a peculiar tense theme, but some might find some uses for it.) - Dark Times (YT link) - Disappointment (YT link) - Disconcerned (YT link) - Dopplerette (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Dragon and Toast (YT link) - Enter the Maze (YT link) - Fantastic Dim Bar (YT link) - Fire Prelude (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Frozen Star (YT link. Exploring some long-lost ruins, mysterious compound or complex, it's soothing but creepy.) - Ghost Processional (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Gloom Horizon (YT link) - Grave Matters (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Greta Sting (YT link. A short sting, under twenty seconds, useful for revelatory scripted scenes and building suspense.) - Grim League (YT link) - Heavy Heart (YT link) - Industrial Music Box (YT link. Somber and personal, reminds me of the music box theme we already have in the game.) - Interloper (YT link) - Invariance (YT link) - Irregular (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness/mysteriousness.) - Isolated (YT link. A calm, somber ambient, for thoughtful situations. A bit more modern and guitarry-sounding, but could work in TDM.) - It Is Lost (YT link, WiCo link. Maybe a theme for exploring some mysterious underground ruins ?) - Lamentation (YT link. Maybe a castle or manor house household where bad events transpired.) - Lasting Hope (YT link) - Lithium (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Long Note 1, Long Note 2 and Long Note 3 (YT link 1, YT link 2, YT link 3. These are IMHO versatile enough both for tension-building and mild creepiness.) - Lord of the Land (YT link. Maybe usable as a quiet background theme while sneaking through a busier castle or manor house.) - Lost Frontier (YT link. Exploring some city or castle ruins in The Empire that seem majestic at first glance but could hide a darker secret.) - Mourning Song (YT link) - New Direction (YT link. Very interesting ambient, could work well for a slow-burning urban noir atmosphere and doesn't sound modern.) - Night of Chaos (YT link) - Night on the Docks - piano version (YT link. Part of a trio of slow noir themes, the others use a sax and trumpet. This is the only one of the three that sounds pre-1900 compatible.) - On The Passing of Time (YT link, WiCo link) - Oppressive Gloom (YT link) - Overheat (YT link) - Quiet Panic (YT link. Short and quiet, good for tension-building, including for scripted events.) - Relent (YT link. The clarinet in this one might be slightly anachronistic, but it's an interesting contemplative melody.) - Road to Hell (YT link) - Satiate - strings version (YT link. This one's IMHO versatile enough both for tension-building and mild horror.) - Satiate - percussion version (YT link. This one's IMHO better purely as a tension-building theme.) - Scissors (YT link. This would be an excellent theme for a mission set at a factory, inventor's workshop or a warehouse.) - Shores of Avalon (YT link. Quieter tension-builder.) - Simplex (YT link. A pretty good one, though some of the quieter beats are a bit more electronic.) - Spacial Harvest (YT link. This one's IMHO versatile enough both for tension-building and mild horror.) - Spring Thaw (YT link) - Stay the Course (YT link) - Sunset at Glengorm (YT link and YT remastered link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Temple of the Manes (YT link. I'd imagine this could work in an atmospheric mission set inside a castle or fortified manor house.) - Tempting Secrets (YT link) - Tenebrous Brothers Carnival - Intermission (YT link. Tense but melodic theme, with some heavy background percussions.) - The North (YT link) - Thunder Dreams (YT link) - Tranquility (YT link. A longer and very calm ambient theme, but has an air of mystery and strangeness.) - Unanswered Questions (YT link) - Unnatural Situation (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Unpromised (YT link. Can work both in an urban and a rural/wilderness environment.) - Very Low Note (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness, would be ideal for a cave or basement.) - Winter Reflections (YT link. Good for a mission set during a snowed-in winter night.) Period instrument background music (stylistically European) Types of settings: Taverns, village scenes, town life, feasts, scenes among commoners or nobles. Mostly stuff with a calm and cosy atmosphere. - Achaidh Cheide (YT link) - Angevin B (YT link. This one sounds a bit more aristocratic or courtly, good for a feast or public event.) - Danse Macabre - harp version - Errigal (YT link. This one sounds a bit more aristocratic or courtly, but it's a good secular piece of music.) - Evening Fall - harp (YT link) - Folk Round (YT link) - Heavy Interlude (YT link. Short but really cool, IMHO could also work for a background scene of two AI characters sparring for fun.) - Master of the Feast (YT link. Good for a scene with at least two or three musicians and multiple noble/patrician characters attending a feast.) - Minstrel Guild (YT link) - Midnight Tale (YT link) - Old Road (YT link) - Pale Rider (YT link) - Pippin the Hunchback (YT link) - Suonatore di Liuto (YT link) - Teller of the Tales (YT link) North African, Middle Eastern and other "exotic" background music Types of settings: The TDM universe's analogues of the Mediterranean, North African, Middle Eastern regions, and other "exotic" locations. - Asian Drums (YT link. Could work for a Middle Eastern or North African style mission, good slow, tension-building ambient theme.) - Cambodian Odyssey (YT link. This is better suited to a south Asian or southeast Asian setting, but could work in a Middle Eastern locale as well. Tense theme, quiet percussions.) - Desert City (YT link. Could work for a Middle Eastern or North African style mission, good all-around urban ambient theme.) - Drums of the Deep (YT link (shorter) and YT link (longer). Could work for a Middle Eastern or North African style mission, good tension-building ambient theme.) - East of Tunesia (YT link. Could work in a mission with either a Mediterranean or North African style environment, e.g. a port city.) - Ibn Al-Noor (YT link. Good for a Middle Eastern or North African style mission, especially for a palace or public event environment.) - Lotus (YT link. Good as a general ambient theme for a Middle Eastern or North African style mission, or some other exotic locale.) - Mystery Bazaar (YT link. Another good one for a Middle Eastern or North African style mission, ideally some marketplace or square.) - Perigrine Grandeur (YT link. Middle Eastern style percussions interspersed with a grunge-like tune reminescent of those from Thief.) - Tabuk (YT link. Slow, but slightly more dramatic theme for a Middle Eastern or North African style environment.) - Tenebrous Brothers Carnival - Snake Lady (YT link. Has a Middle Eastern feel to it, very good for building suspense and tension.) Wilderness / nature ambients Types of settings: Outdoor areas with groves, forests, rivers, small lakes, mountain valleys, caves. Potentially also some Pagan villages and camps. - Black Bird (YT link. Tribal type stuff.) - Dewdrop Fantasy (YT link and YT link) - Evening Fall - harp (YT link) - Firesong (YT link. Tribal type stuff.) - Healing (YT link. I think this one could also work in an urban environment.) - Heavy Heart (YT link. Also works as a general ambient theme.) - Intuit (YT link. Tribal type stuff.) - Kalimba Relaxation Music (YT link. Maybe could work in a cave or similar environment ?) - Magic Forest (YT link) - Moorland (YT link. Could work for an isolated Pagan tribe village.) - River Flute (YT link) - Shamanistic (YT link) - Spirit of the Girl (YT link) - Thunderbird (YT link) - The North (YT link. A very short but looping theme, IMHO also works as a general ambient theme.) - The Pyre (YT link) - The Sky of Our Ancestors (YT link) - Unpromised (YT link) - Very Low Note (YT link. IMHO very good for a cave or cave system.) - Virtutes Instrumenti (YT link, FMA link) - Willow and the Light (YT link) - Winter Reflections (YT link. Good for a mission set in winter or in some cavern strewn with magic crystals.) Non-serious bonus suggestion - Crunk Knight (YT link, FMA link. When the Bridgeport City Watch throw an annual office party :-))) ) Giving MacLeod proper attribution if you chose to use this music in your mission Each song comes with an attribution quote that you need to include if you're going to use any of this music in your fan mission. If there is a final credits sequence in your mission, or you can include this quote at least as part of the mission's release notes, please do so. Though you can buy a license from Kevin and don't need to use attribution, all of this music is for free, as long as you give him credit. The credit-giving (attribution) is as follows: Name of Song Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/ Replace "Name of Song" with the actual name of the song, keep the rest of the quote in this format and include it in your "free music used" credits for your mission, and you're golden. How to download one of the MacLeod tracks if you can't find them on any website outside of YouTube On the off-chance that you can't find one of MacLeod's tracks on any royalty-free music website outside of YouTube, there is one way to download the track/song you're after straight off of its YouTube upload. (Ideally, off of the official MacLeod track uploads on YouTube. Those tend to have the highest audio quality, and so on.) First, visit this GitHub link for YT-dlp, scroll down to the "RELEASE FILES" section and download the yt-dlp.exe, the one for Windows. That'll be enough for the needs of downloading the track. (You can, of course, also try the other two downloads, but be warned the one that is also good for Linux is just a zip of the build and requires Python. The other one is tailored for Mac OS. Use these if you're not on Windows.) Create a new folder on one of your main disks, e.g. on C:, to keep things simple, and name the folder "ytdlp", lowercase (again, to keep things simple). Download YT-dlp.exe into this new folder. Once that's done, you've already "installed" this simple utility. What remains is installing a custom ffmpeg codec build for YT-dlp, to aid conversion into certain audio formats. Go to this GitHub link, download the "win64-gpl" variant of the ffmpeg, into the same folder as the yt-dlp.exe. The win64-gpl is a .zip, so use 7zip, or any similar .zip software you use, and unzip the ffmpeg.exe file into the same folder as the YT-dlp.exe. (For example, the folder is C:/ytdlp. You should have both the yt-dlp.exe and the ffmpeg.exe in that folder.) You only need that one ffmpeg.exe file, in addition to the yt-dlp.exe file. Almost done. Click the Start button in your Windows, type in envir, then click "Edit the system environment variables". Click environment variables" (a button at the bottom right). Then double-click Path on the top white section. A window will open up. Add the following line, type it in. C:\ytdlp. Click OK to close the window, then OK again to close the window, and click OK one final time to close a window. You now have the YT-dlp utility installed and it will download audio files (including music) from YT, into the "C:\ytdlp" folder, where you also have the "yt-dlp.exe" file and the win64-glp "ffmpeg.exe" file. Now you need to download the audio of the track. You'll do that more indirectly, via the Command Prompt of your Windows OS. Here's how you do it: 1.) Open the Launch menu of Windows, type in cmd in the search bit of Launch, click the Command Prompt that shows up. You'll get the classic black-background, white-text Command Prompt window. 2.) Type in cd \ytdlp, press Enter. The "cd" is not a compact disc, but the command shortcut "change directory". This will tell the Command Prompt we're working with the aforementioned "C:\ytdlp" folder. 3.) Now comes the fun part. Type in the following: yt-dlp -x -f bestaudio --extract-audio --audio-format mp3 --audio-quality 320k "https://www.youtube.com/watch?v=restofyoutubelink". Then press Enter, and the track should be downloaded in mp3 format, and in 320k quality. You can also set the quality to 0, whatever you like. I have not tried to experiment with downloading into .ogg file format, but other common audio formats should work too. (At worst, you can download a track as an mp3, then convert it into .ogg with any decent offline audio converter software.) You aldo don't have to type in the YouTube link entirely by hand, because you can copy the YouTube link of the video in your browser, and then use the CTRL + "paste" key combination to copy the link into the space between the parentheses. 4.) Visit the "C:\ytdlp" folder and you should find the MacLeod audio track you couldn't find anywhere else but on YouTube to be present in the folder. If you ever need to update yt-dlp, type in yt-dlp -U into the command prompt, press Enter, and it'll update itself in a few seconds. The occassional update might be needed if the utility is having trouble downloading and converting audio. Of course, even if you download a particular MacLeod track in this manner (mainly because you couldn't find it elsewhere), please credit Mr. MacLeod for his work, just as you would if you've downloaded it from one of the royalty-free music sites. Please see the official template on how to credit MacLeod's royalty-free track, provided by MacLeod himself, which I quote earlier in this post ("Giving MacLeod proper attribution..."). Final note from me If you've found some other good tracks in Kevin's musical archives that could fit the tone of The Dark Mod and its setting and would like to include them in this list, please let me know and I'll update this post. Don't send me a personal message, just post your suggestion in this thread. Thank you ! I sincerely hope these lists will be of at least some use to mission builders. Good luck ! If you want to seek out non-MacLeod royalty-free music and public domain music, I've started a thread for that as well. Not too many download links yet, but it's meant to give you inspiration what sort of ambients or period music you could search for.
  4. 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
  5. Mandrasola is a small sized map in which aspiring thief Thomas Porter steals some herbal products from a smuggler. The mission was created by me, Sotha and I wish to thank Bikerdude, BrokenArts and Ocn for playtesting and voice acting. Thanks goes naturally to everyone contributing and making TDM possible. This mission occurs chronologically before the Knighton's Manor, making it the first mission in the Thomas Porter series. Events in chronological order are: Mandrasola, The Knighton's Manor, The Beleaguered Fence, The Glenham Tower and The Transaction. The winter came early and suddenly this year. Weeks of strong blizzards and extremely harsh cold weather hit Bridgeport hard. With the seas completely frozen, a rare occurence indeed, most of the City harbor commerce has stopped completely. Vessels are stuck in the ice and no ship can leave or enter the City, resulting in the availability imported goods declining and their prices skyrocketing. One of these imported items is Mandrasola, a rare herbal product, which is imported overseas from the far southern continents. Mandrasola has its uses in alchemical cures and poisons, but mostly this substance is used for its narcotic qualities by commoners and even the nobility. The problem with Mandrasola is that excessive use is extremely addicting and the withdrawal effects are most grievious. Many are utterly incapable of stopping using Mandrasola and are transformed into quivering human ruins if they do no get their daily dose. And now this expensive and rare substance is running out from the whole City. Me and my fence, Lark Butternose, would love to grab this monopoly to ourselves: selling the last few doses in the City would probably be worth a fortune. According to Lark's sources, there remains only one smuggling lord who still has Mandrasola in stock. The problem is that this individual maintains an exclusive clandestine operation and only supplies a few nobles. Despite our best information gathering efforts we couldn't learn who the smuggler is and where he or she operates. Luckily we have an alternate plan. While searching for Mandrasola related information, we learned that a noblewoman called Lady Ludmilla is addicted to the substance and has paid high prices for small amounts of it. We also know that she has visited frequently someone in the Tanner's Ward waterfront, and since she goes to the area personally we believe she is visiting the smuggler. The plan is simple: I must monitor Ludmilla's most likely entryway to the Waterfront and then follow her to the smugglers hideout. I'd better be very careful around Ludmilla. She must not realise I'm following her or she probably won't lead me to her dealer. Hurting her is also out of the question. After she leads me to the smuggler's hideout, I can take my time to break in carefully and steal all the Mandrasola I can find. While I'm there it wouldn't be a bad idea to grab some loose valuables as well. I've now waited in the blistering cold for a few hours already. Looks like there are a few city watch patrols in the area to complicate matters... I think I heard a womans voice beyond the north gate. That must be lady Ludmilla, I haven't seen many ladies in these parts. I'd better get ready.. Links: Use the ingame downloader to get it. WARNING! Someone always fails to use spoiler tags. I do not recommend reading any further until you've played the mission.
  6. Don't worry, we were just joking. The confusion was rather that this part of the forum usually is for fan mission releases, so, when I saw the name "Painter's Wife:...", I thought for a second that there was a sequel to Painter's Wife, which was quickly resolved when I visited the thread. If there were a Painter's Wife 2, I'm sure it would be ages away.
  7. @Mike__ could you please put this in spoiler tags?
  8. I'm sure this thread provided the final nudge for the team to seriously consider the much-awaited sequel
  9. I'm very sorry, I didn't know there was a Painters Wife 2, otherwise I would have labeled the thread correctly right away.
  10. PLAYERS Flashbombs have become more useful. Now guards can be knocked out with blackjack from any direction briefly after flashbomb explosion. The only exception is the guards with a facemask helmet: these ones cannot be knocked out easily (thread 6635). Tonemapping no longer affects UI elements like HUD and main menu. Gamma, brightness, sharpness are all applied only to the game. Cutscenes should not play without color banding, just like in a normal video player. Guard animations were improved for more smooth and natural movements, fixing bad transitions happening occasionally. You can follow the process by looking at: post, post, post, post. Frontend Acceleration settings was further improved with smart scheduling and less overhead. This improves FPS on some missions like Scroll of Remembrance. Added "Full" LOD settings for the players which want to see everything in full detail regardless of distance, without any LOD switches whatsoever. MAPPERS The list of new and updated assets in available separately: thread. Now the engine defines macros TDM_VERSION/TDM_REVISION/TDM_VERSION_FULL in game scripts and GUI scripts. This adds more flexibility in making a mission compatible with several versions of the game despite occasional breaking changes (thread). Changed the rendering system for runtime-projected decals. Now they can be interact with lights if interaction stages are available (thread). The smoke particle generation system was reimplemented, fixing several discrepancies with particle generation for particle models and particle deform. In particular, it is not possible to use proper cycling, although this needs use_cycles spawnarg (thread). Returned back the _menuLastGameFrame feature which did not make it into 2.13. It allows you to use the last in-game footage as background in the in-game main menu. On a related node, fixed several one-frame glitches (thread). There are several performance-related changes for mirrors and remote camera screens. Mirrors resolution can now be controlled by using the new mirrorResolutionFactor material parameter, and remote resolution can now be set in better way using remoteResolution parameter. Made several engine optimizations as well (thread). Value portal_dist is now multiplied by LOD coefficient which depends on player setting. Just like hide_distance from LOD. Dmap should no longer leave some files from the previous compilation, which used to cause confusion previously (thread). NOTABLE BUGFIXES * Fixed Linux crash when material with custom GLSL shader is loaded during gameplay (6510). * Fixed dynamically started looping sounds with leadin, including main menu ones (6647). * Fixed major issues in using OBJ meshes from Blender. * Fixed backface shadows for parallel lights in light estimate system (6649). * Various campaign fixes: GUI of wrong mission being shown (thread), next mission not starting if some menu screens were disabled (6648, post), shortsword name in tdm_campaign.def (post). * Fixed promoting mission override into user value for some cvars (6655). * Fixed crash from having many localization packs (6611). * Fixed too many decals spawned by brittle fracture sometimes (6588). * AI should now notice absence and blood markers again (6623). * Fixed shadow culling bug with volumetric lights (post). * Removed collision from func_cameraTarget (6654). * Fixed saving/loading the special liquid model.
  11. I came here for the "Painter's Wife 2: Harrington's Manor" release thread.
  12. Complaint From Players The player must pick up candles before extinguishing them, and then the player must remember to drop the candle. The player must drag a body before shouldering it (picking it up), and the player must remember to frob again to stop dragging the body. The player finds this annoying or easy to make mistakes. For players who ghost, some of them have the goal of returning objects back to their original positions. With the current "pick up, use item, and drop" system, the item might not return easily or at all to its original position. For example, a candlestick might bounce off its holder. (See player quotes at the bottom.) Bug Tracker https://bugs.thedarkmod.com/view.php?id=6316 Problems to Solve How can the "pick up" step be eliminated so that the player can directly use or interact with the item where it is in the game world? How can so much key pressing and mouse clicking be eliminated when the player wants to directly use an item? How can candles be extinguished and lanterns toggled off/on without first picking them up? How can bodies be shouldered without first dragging them? Solution Design Goals Make TDM easier for new players while also improving it for longtime players. Reduce tedious steps for common frob interactions. Make it intuitive so that menu settings are unnecessary. Do not introduce bugs or break the game. Terms frob -- the frob button action happens instantly. hold frob -- the frob button is held for 200ms before the action happens. (This can be changed via cvar: 200ms by default.) Proposed Solution Note: Some issues have been struckthrough to show changes since the patch has been updated. Change how frobbing works for bodies, candles, and lanterns. For bodies: Frob to shoulder (pick up) a body. Second frob to drop shouldered body, while allowing frob on doors, switches, etc. Hold frob (key down) to start drag, continue to hold frob (key down) to drag body, and then release frob (key up) to stop dragging body. Also, a body can be dragged immediately by holding frob and moving the mouse. For candles/lanterns: Frob to extinguish candles and toggle off/on lanterns. Hold frob to pick it up, and then frob again to drop. Frob to pick it up, and then frob again to drop. Hold frob to extinguish candles and toggle off/on lanterns. For food: Frob to pick it up, and then frob again to drop. Hold frob to eat food. For other items: No change. New cvar "tdm_frobhold_delay", default:"200" The frob hold delay (in ms) before drag or extinguish. Set to 0 for TDM v2.11 (and prior) behavior. Solution Benefits Bodies: New players will have less to learn to get started moving knocked out guards. With TDM v2.11 and earlier, some players have played several missions before realizing that they could shoulder a body instead of dragging it long distances. Frob to shoulder body matches Thief, so longtime Thief players will find it familiar. Second frob drops a shouldered body. Players still have the ability to both shoulder and drag bodies. Compatible with the new auto-search bodies feature. Dragging feels more natural -- just grab, hold, and drop with a single button press. There is no longer the need to press the button twice. Also, it's no longer possible to walk away from a body while unintentionally dragging it. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Candles: New players will have less to learn to get started extinguishing candles. With TDM v2.11 and earlier, some players didn't know they could extinguish candles by picking them up and using them. Instead, they resorted to throwing them to extinguish them or hiding them. Hold frob to extinguish a candle feels like "pinching" it out. Once a candle is picked up, players still have the ability to manipulate and use them the same way they are used to in TDM v2.11 and earlier. For players who ghost and have the goal of putting objects back to their original positions, they'll have an easier time and not have to deal with candles popping off their holders when trying to place them back carefully. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Solution Issues Bodies: Frob does not drop a shouldered body, so that might be unexpected for new players. This is also different than Thief where a second frob will drop a body. "Use Inv. Item" or "Drop Inv. Item" drops the body. This is the same as TDM v2.11 and earlier. This is the price to pay for being able to frob (open/close) doors while shouldering a body. Patch was updated to drop body on second frob, while allowing frob on doors, switches, etc. Candles: Picking up a candle or lantern requires a slight delay, because the player must hold the frob button. The player might unintentionally extinguish a candle while moving it if they hold down frob. The player will need to learn that holding frob will extinguish the candle. The player can change the delay period via the "tdm_frobhold_delay" cvar. Also, when the cvar is set to a delay of 0, the behavior matches TDM v2.11 and earlier, meaning the player would have to first "Frob/Interact" to pick up the candle and then press "Use Inv. Item" to extinguish it. Some players might unintentionally extinguish a candle when they are trying to move it or pick it up. They need to make sure to hold frob to initiate moving the candle. When a candle is unlit, it will highlight but do nothing on frob. That might confuse players. However, the player will likely learn after extinguishing several candles that an unlit candle still highlights. It makes sense that an already-extinguished candle cannot be extinguished on frob. The official "Training Mission" might need to have its instructions updated to correctly guide the player through candle manipulation training. Updating the training mission to include the hold frob to extinguish would probably be helpful. Similar Solutions In Fallout 4, frob uses an item and long-press frob picks it up. Goldwell's mission, "Accountant 2: New In Town", has candles that extinguish on frob without the need of picking them up first. Snatcher's TDM Modpack includes a "Blow / Ignite" item that allows the player to blow out candles Wesp5's Unofficial Patch provides a way to directly extinguish movable candles by frobbing. Demonstration Videos Note: The last two videos don't quite demonstrate the latest patch anymore. But the gist is the same. This feature proposal is best experienced in game, but some demonstration videos are better than nothing. The following videos show either a clear improvement or that the player is not slowed down with the change in controls. For example, "long-press" sounds long, but it really isn't. Video: Body Shouldering and Dragging The purpose of this video is to show that frob to shoulder a body is fast and long-press frob to drag a body is fast enough and accurate. Video: Long-Press Frob to Pick Up Candle The purpose of this video is to show how the long-press frob to pick up a candle isn't really much slower than regular frob. Video: Frob to Extinguish The purpose of this video -- if a bit contrived -- is to show the efficiency and precision of this proposed feature. The task in the video was for the player to as quickly and accurately as possible extinguish candles and put them back in their original positions. On the left, TDM v2.11 is shown. The player has to highlight each candle, press "Frob/Interact" to pick up, press "Use Inv. Item" to extinguish, make sure the candle is back in place, and finally press "Frob/Interact" to drop the candle. The result shows mistakes and candles getting misplaced. On the right, the proposed feature is shown. The player frobs to extinguish the candles. The result shows no mistakes and candles are kept in their original positions. Special Thanks @Wellingtoncrab was instrumental in improving this feature during its early stages. We had many discussions covering varying scenarios, pros, and cons, and how it would affect the gameplay and player experience. Originally, I had a completely different solution that added a special "use modifier" keybinding. He suggested the frob to use and long-press frob to pick up mechanics. I coded it up, gave it a try, and found it to be too good. Without his feedback and patience, this feature wouldn't be as good as it is. Thank you, @Wellingtoncrab! And, of note, @Wellingtoncrab hasn't been able to try it in game yet, because I'm using Linux and can't compile a Windows build for him. So, if this feature isn't good, that's my fault. Code Patch I'll post the code patch in another post below this one so that folks who compile TDM themselves can give this proposal a try in game. And, if you do, I look forward to your feedback! Player Complaints TTLG (2023-01-10) Player 1: TDM Forums (2021-03-13) Player 2: Player 3: TDM Forums (2023-06-17) Player 4: TDM Discord (2021-05-18) Player 5: TDM Discord (2023-02-14) Player 6: Player 7: Player 8:
  13. 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!
  14. Subtitle capabilities available in 2.10/2.11 are described in the wiki "Subtitles". For info about one new project using these capabilities, see the thread "English Subtitles for AI Barks". That project includes development of a TDM subtitle style guide. The thread here is mainly focused on ideas that would require future engine changes to implement. A. Automatic Switching Between Subtitle Languages Based on Settings This is a follow-on of a forum discussion between datiswous and Geep. It is desirable to have a standardized method for: subtitles to be authored in multiple languages, and so packaged and distributed as part of TDM and its FMs a gamer to dynamically select subtitles in a desired language The subtitle language choice might be controlled by the existing TDM language choice within Settings, or a separate "Subtitles Language" setting. B. Other Possible Improvements Requiring Engine Changes Most of these involve allowing the subtitle code to know something about game entities, and convey that to the gamer. Examples of useful knowledge: the ID of the speaker (or other source) the location of the speaker, relative to the player, the player's view, and other speaking AI. This type of information helps to disambiguate when there are multiple voices present. There are lots of ways such info is visually conveyed in other subtitle/caption systems, and might be added to TDM. C. Providing Subtitles for Existing FX These would have the "verbosity effects" subtitle tag. Beyond 2.11 capabilities, some of the location aspects of (B) would be pertinent.
  15. I'm happy to announce the release of my third FM: Year of the Rat. This is my first city hub map, focused primarily on story characters and environment. It's my most complex project to date, taking its fair share of effort to make which was a good learning experience. As an experiment I opted to use no scripts and rely solely on the default entities, as well as no custom assets apart from the map and splash screen hence the small pk4. It features a few special elements, such as factions that are hostile only when the player commits crime or a decoder lockpick used to open electronic doors. The beta testing thread can be found here, thank you everyone who helped find the most obvious problems. You play as a famous thief nicknamed Black Jack: A man who's pulled many crazy jobs in his life, only to be hired for an absurd and insulting task by an anonymous employer. The objective is pretty straightforward: Be kind to the mice and feed them some cheese! Your silly quest takes you to the Lantern Light district during the Lunar New Year celebration, a place where gangs and corrupt nobles do their dirty deeds together. What ulterior motives and unexpected twists could your adventure entail? While the most obvious problems were patched during beta testing, some issues can't be easily resolved due to the complexity of the entity setup and objectives, meaning you may encounter a few inconsistencies. Most notably surrounding AI, which may float above chairs and not react to alerts or oppositely send the whole map into a panic: This is mostly due to how the engine handles AI and alarms. The map is small since I wanted to add more detail without having to work on large areas, as such some places can feel cramped while the skybox may be visible up close. I'll be busy so further updates are unlikely unless I decide to add new content later... you're welcome to report any issues you encounter, but keep in mind that if something wasn't fixed it's likely known but difficult to address or due to engine functionality. Spoilers for objectives and secrets as follows: Download 1.2: Google Drive, Mega. Screenshots with minor spoilers for the various areas:
  16. 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.
  17. How do you take the map and gold pouch from the fence? Neither can be frobbed. This was mentioned 12/2021 in this thread (and I think I encountered the same thing on my first go 1 or 2 years ago). PS: In the name of science, I noclipped into the fence's room, took the stuff (it was frobbable then) and knocked on the door after that to do the transaction, but the objective still doesn't clear.
  18. The preliminary working titles for the missions in my now-in-development Partners in Crime series: 
    - Partners in Crime 1: A Mere Trinket
    - Partners in Crime 2: Beacon Burglary
    - Partners in Crime 3: In the Bleak Midwinter
    - Partners in Crime 4 (5 ?): Fishy Dealings
    - Partners in Crime 5 (4 ?): A Thief in the Night

    No title stealing, please. :D In return, I promise to finish these. I do stress the preliminary part. Beyond the broad strokes storyline, plot, objectives, briefings and the (currently built) layouts of these FMs, I haven't fully decided about every single detail yet, including the exact order of the missions (4 and 5 might switch places, with the story adjusted accordingly). I want the overall plot to be plotted out a bit in advance and not suffer too much from inserting prequels later. I also prefer to let my FM building fill out part of the details naturally.

    Currently working on the second FM, and once I do enough work on the current prototype, I'll work on the first one, until I get that one released. Then complete the second one, get that one ready for release (hopefully) a few months later, and so on. I want most of the early missions to be fairly small and confined, and get a bit bigger as I grow more confident in my FM making skills.

    Though there is an overarching storyline to this series, the missions themselves are mostly episodic in nature. They factor into the character development of the two main characters I'll have in the series, but it's the kind of continuity where the mission's own plot and story wouldn't depend on it. 

    1. datiswous

      datiswous

      Ah, so no campaign then?

    2. Petike the Taffer

      Petike the Taffer

      They will be single missions, but the series will be a campaign in spirit. Hence the numbers in the titles.

      I just don't want to apply too much hard continuity, in the sense of, "And this happened exactly one week after the events of the previous mission... which I made years ago.". Precisely because it makes any potential delays with the creation of a new mission all the more annoying in terms of story continuity. Having some flexibility for the time in between the missions helps with less creative constraints on the individual storyline of each mission and the overarching storyline of the FM series. Same as with keeping more setting-related flexibility for the gameplay and locales of each mission.

  19. 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.
  20. Thanks for the details. Clearly from what you report, some sequences of your actions can make it act funny - in both the haha and weird sense. I think you should be able to do stuff on the inn's ground floor without causing problems upstairs, but once you start to climb the stairs, there are triggers involved. It now occurs to me too that you can adjust the game's overall frob distance with a cvar, and (since I never tested for that) that could mess up some aspects. For now, I'm so glad you were able to find ways to get it to work as intended.
  21. Changelog of 2.14 development: beta214-01 (17445-11121) * A lot of new assets added by @Wellingtoncrab and @Amadeus from Displacement mission. * Now blinded guards without facemask helmet can be knocked out from any direction (6635). * Added walk-in-safe door model (6590). * Fixed shadow culling bug with volumetric lights (post). * Fixed various deviations in smoke particle generation from the other particle generation (6309). * Some stim/response timer now uses game time instead of CPU clocks. * Reduced job system overhead and implemented adaptive chunking for r_useParallelAddModels (6650). * Fixed main menu choiceDef elements promoting linked cvar mission override into user value. * Font improvements for Cyrillic and Romanian (6642, 6661). * Mark complete missions with checkmark in mission downloader (6659). * Added sys.unsetcvar script event (6655). * Added setting to not select the item on pick up (6653). * Removed collision from func_cameraTarget (6654). * Added inv_icon for ore crystal model. * Fixed wrong particle in trapdoor_w-padlock prefab (6662). * Fixed lever frobbox in wall_lever01 prefab (6060). * Fixed editor description of lock_picktype spawnarg (5473). * Testmap prefab now includes slowfall potion and gasmine. * Minor stability fix in AAS compiler. * Fixed UV on model pier_house (6652). * OpenAL build recipe adjusted for CMake 4 (6618). dev17389-11070 * Now portal_dist is multiplied by LOD modifier like hide_distance. * Fixed dynamically started looping sounds with leadin, including main menu ones (6647). * Readded _menuLastGameFrame feature to show in-game screenshot in the main menu. Also fixed several related one-frame glitches (6608). * Fixed parallel lights and shadows from backfaces in light estimate system. Static particle collisions also hit backfaces now (6649). * Fixed saving/loading the special liquid model. * Added mirrorResolutionFactor material parameter for low-res mirroring surfaces (5485). * Added remoteResolution material parameter to set resolution of a remote screen (5485). * Use scissor to optimize mirror surfaces that are small on screen (5485). * Automatically lower resolution of remote screen if it's small on screen (5485). * Added "Full" level of detail in settings for maximum detail. * Fixed next campaign mission not starting if some menu screens were disabled (6648, post). * Fixed shortsword name in tdm_campaign.def (post). * Freeze LOD when debug r_lockView cvar is used. dev17380-11030 * Fixed HUD rendering while compass is active (6644, 6593). * Now runtime-projected decals can be interact with lights (5867). * Fixed GUI of wrong mission being shown sometimes in campaigns (thread). dev17376-11017 * Added new character model: atdm:ai_undressed_old_man_01. Includes LODs, ragdoll, swappable head. * Fixed some potential memory issues, more cautious floating point compiler settings. * Don't allow func_fracture to spawn decals too fast (6588). * Changed starting frame of the walk1.md5anim so it blends better with idle animations (post). * Updated walk.md5anim animation to fix incorrect arm rotation (post). () * Builder guard will now use walk.md5anim animation. * Replaced animations idle_turn_90_lft.md5anim and idle_turn_90_rgt.anim (post). * Disabled "shifting" idle animations during walking (post). * Proper sounds will be played on certain frames where idle animations replacement were used. * Brought back specularmap in "builder_armor" material. * Fixed specularmap on blocks_light_stained_trimmed. * In training mission, removed errant clip brush and fixed hidden gas arrows. dev17343-11008 * AI should now notice absence and blood markers again (6623). * Most visual stims are now more frequent, at least 2 times per second (6546). * Fixed performance issue of infinite decals on brittle fracture (6588). * Hopefully, dmap no longer leaves out-of-date files around (thread). * Fixed parallax confusion on wood/panels/trim_wood_grunge_moulding_desat. * Fixed shop description of slow match (6629). * Added red variants of trim_wood and panel_decorative materials. * Added new paint_paper materials (fleur, gold). * Added old_bricks_darkgrey_wet, red_worn_dirty_trim_wet, painting_downlight.ase. dev17332-10999 * Fixed Linux crash when material with custom shader is loaded during gameplay (6510). * Completely disabled old light estimate system (6546). * Now it is possible to use larger mesh models... at least static ones. * Ported some more fixes from dhewm3 repo: mostly warnings and uninitialized memory use. dev17330-10984 * Tonemapping is now applied to game frame only, HUD and menu are not affected. Includes major & breaking changes in X-ray implementation (6606). * Now engine defines macros TDM_VERSION/TDM_REVISION/TDM_VERSION_FULL in game scripts and GUI. * Added all missing mipmaps in DDS textures (post). * Fixed crash from having many localization packs (6611). * Fixed comments parsing and automatic collision model for OBJ models (6610). * Ported some fixes from dhewm3 repo: save/load, snprintf, bad memset, some RenderSystem shutdown fixes. * Fixed number = 1 in inventory GUI on non-stackable items (thread). * More fixes in fonts (post). * Added cvar r_ssao_insubview which enables SSAO inside subviews. * Split oversized tdm_modelsXX.pk4 packages into more pieces. Known problems: * Compass breaks player HUD (thread). Changelog of earlier versions can be found here.
  22. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
  23. To summarize the various findings regarding character-level problems and their workarounds - Recommended Platform The 2024 improvements in character coverage of Stone 24pt were not distributed with TDM 2.13, but now in TDM 2.14. So the Air Pocket update's i18n will work best wtih 2.14. Mapping Error Fixed [Romanian] Due to an old romanian.map error, the Romanian character ș was rendered as Ș. Reported & fixed in bugtracker 6661, committed to dev 2.14 Rev 17437 build. Special (hacked) handling of readables in Air Pocket, to ovecome the shortcomings of mainly-ASCII fonts A system has been proposed to show the text first in English (where font is fine) and then (when current language is not English) switch over to the current language, but in the Stone font, which [at least for 24pt body font] has all 256 characters. This would require new C++functionality, not yet developed. In the meantime, the workaround implementation is to embed a copy of the English text (without #str_) within custom readable sheet GUIs. Specifically for Air Pocket, the fonts and scalings used are as follows. For pg1... Mac Humaine [with English title and body textscales of 0.40 and .31, both invoking 48pt]. Stone [with non-English title and body textscales of 0.30 and 0.23, respectively invoking 48pt and 24pt]. For pg2... Shoppinglist [with English title and body textscales of 1.0 and 0.5, both invoking 48pt]. Stone [with non-English title and body textscales of 0.52 and 0.26, respectively invoking 48pt and 24pt]. For more about this, besides earlier in this topic, see bugtracker proposal "0006638: Feature request: Provide Minimal Engine Support for Fade-In Translations in Readables". For planned improvements to Stone 48pt (as well as Carleton 24pt), see bugtracter 6656, 6657. Changes to English mission_briefing.xd Some pg_1 and pg_2 sentences are slightly altered from airpocket 1.0, to generate more-valid translations. And pg_3 is introduced, to handle language overflows. Unsupported characters in the TDM Char Map [Spanish] Can't do leading "¡", so drop it and replace trailing "!" with "." Missing characters in the Font used for Briefing & Objectives, Carleton 24pt The correct full translation is retained in all.lang as a comment, but the real text has the missing character substituted by its base character without accent. Specifically: [Polish] character ń (0x9c in TDM charmap) --> n [Danish] charactera å (0xe5 in TDM charmap) --> a [Romanian] characters ș and ț (0x9d & 0x9e in TMD charmap; and probably not upper case versions either) --> s and t, S and T. Missing characters in the Font used for Messages (tdm_message_no_art), Stone 48pt [Polish] character ń (0x9c in TDM charmap) --> n Missing characters in the Font used for Title of Stone Readables, Stone 48pt Because under TDM 2.13/2.14, Romanian character ț is not available in Stone 48pt, (used in title), only Stone 24pt (used in body) , we do a work-around, namely, suppress use of title. (Other chars also missing from Stone 48pt: ș, Ș, T+hook.
  24. This is nicely done, good work! I enjoyed playing through it, the light switch scenario with the guard was fun! I did have a gameplay issue though: several areas of the floor that are covered by carpet/rugs still sound like tile, wood, or stone when stepped on. You can see this happening in Cambridge Spy's video above: at 5:18 he visibly steps on the dining room rug, but it sounds like he steps on tile. Later, at 6:24, he steps on the other half of the same rug and it properly sounds like carpet. 8:45, 9:09, 11:14 show more spots where some or all of the carpet doesn't affect footstep sounds as expected, which mirrors what I experienced when playing. Every now and then I've seen other missions have this issue with individual rugs, admittedly I don't know the right way to handle this myself. As for those little lights in the foyer, they didn't work for my first playthrough, but after restarting multiple times in a row I haven't reproduced the issue again. If I reload a quick save I made on that first playthrough then I can see they are still not casting light in that case. And one more very minor thing: I worry the light switch button on the first floor of the foyer doesn't "stand out" as well as it should. The "Private" sign has another small gray thing (the light for the sign) centered under it that's purely decorative, so the small gray thing centered above it doesn't initially read as something useful. Maybe the button should be closer to the stairs instead? Those points aside, once again good job, it's a solid little mission!
  25. It works in your fm. I tried it with an efx related testmap and it doesn't work. Using the efx file does work fine.
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