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Here's a .blend file with a Darkmod NPC rig: https://drive.google.com/file/d/1-odjc8A54ED5qgO7pA01Nr59U2_2jFmL/view?usp=sharing set up to be used with this motion capture animation pack https://www.rokoko.com/mocap/free-mocap-assets It's a stripped down version of this Blender rig. Exporting works the same way. For retargeting you'll need to install this addon: https://github.com/Mwni/blender-animation-retargeting It works in Blender 3.6 as well as 4.5. Animation playback of longer files is waaay faster in 4.5 but the drawback is that md5 file exporter won't work with anything newer than 3.6. This pack contains different skeleton standards. This setup was made for Mixamo which seems to be majority of files. Import .fbx file with scale 48, manual orientation: x forward to match the Darkmod skeleton. When selected, keyframes of the imported animation will be displayed. Select armature_control. In the retargeting addon tab (in right panel), in 'Source' box choose the imported skeleton name. Load config file: Darkmod_male_NPC_mocap_Mixamo.blend-retarget This should pair up both skeletons. First frame in animations is a t-pose. Proper animation starts at frame 2. Typically animations start offset from the center. You can move the character to the center at the start of the animation simply by dragging armature_control object. Similarly, character model may be slightly below ground level. Move armature_control up to adjust. Origin bone in tdm_ai_proguard has a constraint to follow the pelvis. Otherwise it would stay in center. Here's what happens when origin bone stays in the same place. This is idle animation playing: And here's what happens when origin bone follows the character: I found that in order to match imported skeletons I had to bend darkmod skeleton forward a little bit. That pose is saved as "tpose_mixamo" single frame animation. I don't guarantee that this is the best way you can do it. Perhaps skeletons could be matched in a more ideal way.
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By way of introduction, Penny Dreadful is a fan mission series dealing with the exploits and misfortunes of Gerald Foxley, lowlife and common opportunist. To stick with the theme of lurid and disreputable pulp literature, these missions were planned to be nasty, brutish and short, which sort of worked in PD1, was not entirely working in PD2, and went out the window with PD3, which ended up much bigger than I ever expected. The series also allows me to experiment with gameplay ideas which do not completely fit TDM standards: Foxley is slightly worse at stealth than the TDM baseline, and can't pick locks: you will need to find different ways of getting into places. In the first episode, The Grail of Regrets, what started out as a routine case of extortion ended with Gerald in the possession of the eponymous Grail. In the second, All the Way Up, these newfound fortunes proved to be shorter than anticipated, as Messer Montrose, a corrupt nobleman, and his ally, the local Bailiff conspired to rob Foxley of the prize to further their own ends. The Grail is now in the hands of Archibald Flint, a powerful crime boss ruling from a mansion on Fiddler's Hill, an infamous den of thieves. However, to get close to him, Foxley has to remove a few obstacles in the way... Erasing the Trail "Kill a man and take his life; wound him, and restore his pride." -- alleyway proverb. "In a city where every window is an eye and every doorway a whispering mouth, it is hard to keep a secret. When I learned of crime lord Archibald Flint's involvement in robbing me of the Grail of Regrets, I knew I'd have to strike quick, and strike first. But I failed. By the time I got near his place on Fiddler's Hill, every gate to his hilltop mansion was locked, every alley patrolled by thieves eager to kill. Two days later, I watched my tenement go up in smoke and flames. The hunt was on, and it wouldn't be over until they'd have their quarry dead or captured. Flint's main enforcer is a man named Grunt, known to communicate in written orders after his throat was cut in some altercation... a real bloodhound. I will have to deal with him one way or another to get the heat off of my back, and allow me to reach Flint himself... Flint is also looking for my dead body, and I'm planning to have it delivered right to his doorstep. Another underworld figure, Almsmaster Quandt, lives a few streets from Grunt's mansion, and he is said to be my spitting image, an uncanny resemblance. Wonder if Flint will recognise the difference... well, time to find out. Sometimes the only way to deal with a hornet's nest is to kick it over. This night, I am back in the middle of it. I have already run into a pair of sentinels, but I slipped into a small garden and jammed the lock behind me with a bit of wire. Hope they don't raise the whole neighbourhood, or this will be over real quick. Time to get moving." Download links: Mega (200 MB)mission downloader!***Performance warning***: as usual, this mission pushes the limits a bit (although less than PD2). The hardware requirements exceed the TDM baseline, and the loading time is fairly long. Optimalisation should be credited to Bikerdude, while the remaining problems are all mine. High-resolution player map (for printing, etc.): Notes: Erasing the Trail is intended to be an open-ended city exploration mission, where you can approach your objectives from multiple angles, and discover multiple solutions to complete them; some more straightforward, some more obscure.Gerald Foxley is a rank amateur who can't pick locks. You will have to find alternate means to break into places.There is no poll to rate the mission because I do not believe in them. Your comments are welcome in writing, however!You can find my concept art in the PK4 file. These images obviously contain heavy spoilers.This mission series predates, and is thus unrelated to the Penny Dreadful TV series. Special thanks: to our testers, Aluminumhaste, Kingsal, Nbohr1more, Oldjim, Skacky and Premier; gigagooga for several new ambient sounds, and sound conversions (Fabrice Hautecloque from Ishar III, tension loops from Golgo 13: the TV series);Yandros, Bikerdude and Goldchocobo for voice acting;epifire! for custom models;The Canon Texture project for texture work.
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I'm not sure if this should go here or in the Tech Support section, so If this is the wrong place, please let me know. As a hobbyist game developer, I'm curious about how the Light Awareness System works in The Dark Mod. I've been poking through the source code, but haven't found any definitive math explaining it, or code comments mentioning on how it's calculated. If anyone could point me to exactly where to look, or could explain what steps and/or math it's using to calculate how visible the player is, I'd greatly appreciate the insight. For reference, I'm trying to implement a similar system in my own stealth game I'm working on in Unreal Engine 4.
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Fan Mission: A Special Delivery by Silencium18(2010/06/12)
Klatremus replied to Fidcal's topic in Fan Missions
Hey @thebigh this is awesome! Would you mind reporting this over in the ghost report thread here: https://www.ttlg.com/forums/showthread.php?t=150710 This is one of those missions we currently don't have a ghost report for, as some reports from the old Square Enix forum got lost. You could simply write in the stats and add a brief description of the main challenging areas like you did above, and I can add it to the archive. Thanks! -
I continue the work on the animations with the new Blender rig. Walkcycle: http://www.youtube.com/watch?v=nozToZMIFR8&feature=youtu.be It's only 2 frames shorter than current animations, so it's rather similar to walk1.md5anim now.
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For the people eager to play with the latest state of development, two things are provided: regular dev builds source code SVN repository Development builds are created once per a few weeks from the current trunk. They can be obtained via tdm_installer. Just run the installer, check "Get Custom Version" on the first page, then select proper version in "dev" folder on the second page. Name of any dev version looks like devXXXXX-YYYY, where XXXXX and YYYY are SVN revision numbers from which the build was created. The topmost version in the list is usually the most recent one. Note: unless otherwise specified, savegames are incompatible between any two versions of TDM! Programmers can obtain source code from SVN repository. Trunk can be checked out from here: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/ SVN root is: https://svn.thedarkmod.com/publicsvn/darkmod_src Build instructions are provided inside repository. Note that while you can build executable from the SVN repository, TDM installation of compatible version is required to run it. Official TDM releases are compatible with source code archives provided on the website, and also with corresponding release tags in SVN. A dev build is compatible with SVN trunk of revision YYYY, where YYYY is the second number in its version (as described above). If you only want to experiment with the latest trunk, using the latest dev build gives you the maximum chance of success. P.S. Needless to say, all of this comes with no support. Although we would be glad if you catch and report bugs before the next beta phase starts
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@ArcturusNot sure what sort of feedback you’d like, but personally I don’t see an issue with you committing things which amount to animation bug fixes, such as the turning one form the dev thread (which I understand is not a perfect fix) or like the walking one above, to the game. It’s just nice to have someone working on them frankly. And I think them going into dev builds is the only way we will get any kind of scale testing on them.
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I have build and am packaging DarkRadiant v3.9.0 for Alpine Linux via APKBUILD. The package and build process was pretty straight-forward, minus MUSL libc not having an implementation of execinfo.h (nor a stub), so I needed to patch that out as well as most of the SegFaultHandler logic. Otherwise, it runs and seems to work fine locally, which is exciting. An issue I was not able to resolve, however, was getting all the tests in the testsuite to behave in our headless CI runners. Here is the linked APKBUILD: https://gitlab.alpinelinux.org/alpine/aports/-/merge_requests/90369/diffs I am unsure if there needs to be any packages defined in the checkdepends that are runtime dependencies for the checks, and I am unsure if wrapping the check in xvfb-run and vglrun is supported/tested against, or if there is a better way the team knows to test in headless. Once I get this merged, I plan on building and packaging TheDarkMod itself, which I will likely seek guidance with. Thanks!
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A change I'm sure No One wants- Light-responsive readables
datiswous replied to BoilerDunce's topic in The Dark Mod
So I guess the brightness of the gui overlay should be linked to the brightness of the lightgem for it to work. Or maybe actually based on brightness level. It's also not clear if you would set this in a material or in a gui file. Maybe use if commands on brightness level and then set the brightness of every gui, font, etc. -
Hello! Tracking down information on software and plug-ins that work with D3 / TDM can be a tough. So I have created a thread here where people can post what software/ plug-ins/ tutorials or other references they've had success or failure with in TDM. 3DS MAX 2013 64bit .ase - Default .ASE model exporter works. However you have to open the .ase file in text edit and manual change the *BITMAP line on each material to read something like: "//base/textures/common/collision" which allows the engine to read the correct material path. md5.mesh / animation - Beserker's md5 exporter/importers for 3dsmax. http://www.katsbits.com/tools, Importing and exporting works. The model must be textured, UV'd, with a skin modifier attached to the bones to export. PM me (Kingsal) for help with this. Imported models using the script will not be weighted appropriately, so this is not recommended if you are simply trying to edit existing tdm content. (Use blender instead) MAYA 2011 32bit md5.mesh - So far I've not had any luck with Maya 2011. I am using Greebo's MayaImportx86 for Maya 2011. I've got the importer working however I get a "Unexpected Internal Failure(kFailure)" and the import fails. This could be due to something finicky in Maya that I am not doing correctly. Will keep trying.. Blender 2.7 about - Blender is commonly used and pretty well supported on the forums/ wiki. Various versions may work as well - https://www.blender.org/download/ md5.mesh / animation Blender MD5 importer/exporter (io_scene_md5.zip): https://sourceforge.net/projects/blenderbitsbobs/files/ Sotha's guide Blender Male/ Female rigs by Arcturus - Here Edit by Dragofer: more links found in this post.
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Contributions downloads are at http://fidcal.com/DarkMod/index.htm Note that there is no dedicated beautiful sortable webpage list. I don't have time and also this means less delays. Just browse the folders and click on readmes and images and grab any zips. If anyone submits anything I can just upload it in a few minutes. ~~~~~~~~~~~~~~ If you wish to offer coding, modelling, or any other kind of help got to the I want to help forum for discussion. If you have any extensive assets you wish to discuss also you can go to the I want to help forum. If you simply want to share an FM, prefab(s), textures, whatever then post details in this thread (there are other websites for FMs too.) Generally these need to be zipped up with a description.txt plain text file and optionally an image, and uploaded somewhere I can get them such as a fileshare website like rapidshare. Any problem with that and if you have ftp I can arrange a direct upload to a private temporary folder on my website. All submissions to this thread should be accompanied by a short description summary to go on the download page and optionally a picture(s). Such submissions will be placed on my website download page (wip) at fidcal.com. Anything suspect for any reason I reserve the right to delete. I accept no liability for downtime or even no-continuance of the download section or even the entire website for any reason. Downloaders: I accept no liability if you download anything you'd rather not: download at your own risk. Oh yes, and I am not responsible for global warming, economic depression, you name it; I'm not responsible. From there, any mappers can download what they want. The Dark Mod Team may or may not assess some items for inclusion in future Dark Mod updates. FMs may be assessed for inclusion on the Dark Mod website. Anyone feel free to mirror the download folder. Any suggestions post in this thread too.
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Very nice! Im definitely going to use this guy. Which repository is this uploaded to? There are several official and unofficial these days. If you can, it would be helpful to have a link to the files in this thread so its easy to grab them.
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I kind of miss our old status-bar on the right, where you could casually share what's on your mind or what is happening in your life right now. So, I figured, let's just start a thread for that. Let's get this started...
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The Problem Readables are available in a wide range of TDM bitmap fonts. Unfortunately, the majority of these fonts lack non-ASCII glyphs for European languages, and it would be a prohibitively lengthy task to craft them. This is one of several translation hurdles. (Another is soliciting, organizing, and distributing the work of human translators; see “AI for Translations: An Exploration” for work on an alternative. This also promotes the use of meaningful alphanumeric #str_ IDs - possibly automatically generated – instead of traditional numeric.) A Proposed Solution Suppose that when a particular page of readable is shown, it is shown first is English, with the mapper-specified font (e.g., Camberic), and then, after a number of seconds, shown in the current user-selected language, with a different font (e.g., Stone), one that offers the needed diacritics? And with the translated font size scaled down to accommodate potentially more-lengthy translated strings? Both the English and translated text can be viewed in sequence. That opens the door to “quick and dirty” default translations, e.g., machine translation. In particular, the reader may sometimes be able to work-around any layout problems and sub-optimal translation by consulting the English text. (Nevertheless, default translations may sometimes miss subtle nuanced hints, so the ability to improve them with tweaked text is a necessity.) The Proposed Mechanics Recall that the game engine currently passes these values to a readable’s gui: gui::title gui::body With a multipage readables, the content of these parameters changes as pages are flipped. For clarity, it is proposed to replace them with: gui::titleEnglish gui::bodyEnglish gui::titleTranslated gui::bodyTranslated The latter 2 would be just like gui::title and gui::body, except that they would serve empty strings when the current language is English or there is no translation available in the current language (and so be used for gui code program logic, to suppress a transition). Observe that this behavior does not substitute an English string for a missing non-English string. Skip the remainder of this section if details are not of interest. Each stock readable .gui would need a one-time conversion to use them. Instead of the traditional 2 winDef overlays for text, there would be 4, corresponding to the 4 text-passing parameters just mentioned. This allows the translated text to fade in while the English text fades out, when an onTime event starts the transition (at 2 seconds in this example). Here is the fragment of .gui code that has been altered: Aspects of this Design – Transition from English The transition is timed, so no extra “Translate” button is shown, nor a hard-to-come-by hot key required. If you want to see the English again, you would briefly navigate away from the page to another, then return; or, if a single-page, close and re-open it. A simple implementation (as the code above and example below) uses a fixed, hard-coded time. Alternative Mechanism. At some cost to code clarity, it is probably possible to get by with just the 2 normal text-passing parameters (gui::title and gui::body) and their traditional 2 overlays, though additional variable(s) would be needed for tight time-synchronization between engine and gui; and overlapping fade-in/fade-out between English and translation would not be possible. Advanced Version. In the longer term, timing could be made more flexible, by passing it as parameter from the engine, e.g.: “gui::transitionTime” Where does this value come from? While it could somehow encoded into the .xd file by the mapper, I prefer a different approach. Have the engine calculate it from character or word count of the body, with user-specified globals for reading rate and min and max bounds, e.g.: sys_readablesWordsPerSecTransTime sys_readablesMinTransTime sys_readablesMaxTransTime A drawback of a timed transition is that additional reading time is needed to get to the translations, which may, with immobile readables, increase risk of discovery by guards. So having these additional user controls would let a user get to the translations faster, even skip the English entirely by setting bounds to zero. A Simulated Example – FM “readableTranslationFadeIn” In the absence of engine support for the 4 text-passing parameters, it is still possible to make an approximately-functional mockup using some hard coding. However, this prototype DOES NOT suppress the transition when the current language is English. That is, it shows (rather than prevents) an English-to-English transition with change of font & font-scale. TDM with the languages set to “Francais” (French). The first screen shot shows page 1 of a 3-page scroll, momentarily displayed in English with Camberic title and body. After a few seconds, it transitions to the second screen shot, in French in Stone font. With accents. While shown here as a scroll, this approach should be easily adaptable to books and sheets. About the Example’s Implementation The screen shots are from a prototype FM: readableTranslationFadeIn Notable files are: guis/readables/scrolls/scroll_calig_camberic.gui, a custom override of the standard Camberic scroll readable, with the translation transition mechanism from above, plus additional simulation fakery described below. strings/all.lang, a UTF-8 file containing 6 #str_ (2 per scroll page – title & body) in each language section. Only the [English] and [French] sections were implemented. The English example content was loosely derived from the St. Lucia FM. The English text (without #str_ structuring) was manually converted to UTF-8 French using Google Translate (website, not API). strings/english.lang & french.lang. These were generated from all.lang using my gen_lang_plus program to create the 8-bit “ANSI” versions as required, e.g., ISO-8859-15 encoding for French. xdata/readableTranslationFadeIn.xd, that contains the #str_IDs for the 3 scroll pages. Within scroll_calig_camberic, this simulation had this fakery: “gui::title” and “gui::body” were stand-ins for hypothetical parameters “gui::titleTranslated” and “gui::bodyTranslated”; The English text was hard-coded, and the appropriate content selected by actual parameter “gui::curPage”, to make up for missing hypothetical parameters “gui::titleEnglish” and “gui::bodyEnglish”. The READABLE_FADE_TIME is currently set to 2 seconds for testing. Probably 5-6 seconds would be better during game play. Aspects of the Design – Font Scaling As mentioned earlier, the translated font is scaled to make the text smaller than the original, to accommodate languages that need more room. A simple implementation (like in the example code) uses fixed values with “textscale”. So the textscale for the two Translated winDef overlays is smaller than for the 2 English winDef overlays. Specifically, in the example GUI code, the text scaling factors from the original Camberic readable were retained: textscale 0.4 // titleEnglish textscale 0.31 // bodyEnglish and supplemented by (with a different font, namely Stone): textscale 0.33 // titleTranslated textscale 0.24 // bodyTranslated The goal is to keep the rendered text smaller than the original English rendering for languages with more characters per sentence. These values, while hard-coded, will differ across readables (due to different starting fonts), and would need to be experimentally determined. But this treatment, with just a fixed scaling value that is independent of both text content and current language, is unlikely to be very satisfactory. Better ideas, needing additional engine modifications, will be considered in a follow-on post. Additional Considerations When Authoring the XD File. Recall that TDM is relatively inflexible when using #str_ within an .xd file. So this form will not work: "page1_body" : { "" "" "#str_fm_scroll_camberic_pg1_body_parish_inspection_excerpts" } Instead use "page1_body" : "#str_fm_scroll_camberic_pg1_body_parish_inspection_excerpts" With the 2 leading linebreaks moved into the #str content as leading \n\n. When Testing. If there is a mismatch between the TDM Language setting and the PC’s language setting (e.g., under Windows), then some characters may turn out wrong or indicated as missing (e.g., as boxes). The degree will vary by language, and is unlikely to be seen in the initial English render (because that’s almost all in ASCII, common to all the ISO encodings.) Even with such mismatches, the translation can be reviewed as to overall length and where linebreaks occur. Be aware that direct editing of *.lang files is not recommended, and could risk converting from a particular “ANSI” raw 8-bit encoding into “UTF-8”. Applying this Technique More Broadly. A few fonts have oddball glyphs for certain characters, e.g., a skull and crossbones in Treasure Map. This would require special handling during translation. For Briefings, Objectives, and Messages, similar approaches can be conceived. However, for each of these (and different from readables), only one particular font is routinely offered. And there are alternative designs to be considered. For instance, the English and Translated text could be shown simultaneously side-by-side in various ways, instead of sequentially. The Objectives have the additional complication that the font size is already user-adjustable.
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Hey I just wanted to create a Thread where everybody can post his improvement wishes. I Personally love this mod. There are so many features in it, and because it is a mod created by a community, why not write what could be improved. My wishes are: Some special weapons. I loved T2X and the variety of weapons. Some really hard to find special weapons, like the confusion arrow or a special bomb would be cool. But they have to be very special, for example as a result of a side quest - or maybe a usable torch for easier killing the undead More enemies, I think there will be an improvement, we just got spiders and zombies, but a higher variety is always good. More (custom) conversation. Thats one of the main parts I'm missing - so much flair and atmosphere is getting lost without them. Also some comments from he main charakter would be nice. For example when a guard gets knocked out "hah, now who's the taffer" ... better AI when the hear a voice. They start looking for you, but most of the time I just sneak into another room or a higher area and just have to wait, they should at least get someone with a torch or call other guards for help These are only small parts of the game which could be improved and are only my points of view, maybe it's either not possible to create or it fits not in the design of TDM.
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I think we should be able to just blow up doors with mines or other explosives, and windows too!! XD I can see the wish for droppeble keys (even if it could cause getting stuck), for some people like to add their own layer of rules/gameplay on top of the basic and optional reqirements for finishing the mission; get all money, get all secrets, get all objectives, get a perfect stealth score. I salute these who like the TDM missions that much that they want to "supreme ghost" them, and I guess there could even be an extra difficulty level for it in new missions, or even existing missions after some tinkering. That said, I get why the default should be that a key is not dropable, and @wesp5 already seems to have fulfilled @BoilerDunce wishes as an optional function: Forums are a greatl! Also "Supreme ghosting" missions can be made with DarkRadiant, like any other mission, and the forum is here to help you on your way where needed : )
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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!
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That would presume the only way past an obstacle is to unlock it. Sometimes this is the obviously the case if the key has been placed specifically to gate progress the mission. Even then people find creative was sequence break these types of games all the time. See crate stacking, or LEM climbing in Deus Ex, etc. But a lot of time an area is going to have multiple exits. Some may be reachable in ways the designer never really intended. I am merely drawing a distinction between the supreme ghosting ethos and the desire to drop every key because ghosting comes up in the thread. My understanding is if you are supreme ghosting, the philosophy is you make your attempt with a mission as it is designed. But boilerdunce does not explicitly say that is what he is even doing. So as I mentioned at the end of my post if it’s really hampering his enjoyment of the game then I guess modding it is the way to go. It’s a separate topic but I frankly caution blanket modding the entire game, as I think it’s not widely understood that FMs themselves are basically already mods. You’re modding mods. You should not take the assurances of game mod authors regarding mission compatibility, and frankly you are getting a lot more than just QOL improvements if you install something like Wesp’s ”patch”. Imo the missions I release will never be compatible with mod packs, and will always come with an advisory against using them and to use them at your own risk. It’s a pain but you’re better off making changes at the fm archive level imo.
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============== -= IRIS =- ============== WELLINGTONCRAB TDM v 2.11 REQ Ver. 1.3 *For Maureen* -=- "Carry the light of the Builder, Brother. Unto its end." -Valediction of the Devoted "What year is this? Am I dreaming?" -Plea of the Thief Dear Iris, I am old and broken. When we were young it felt like the words came easily. Now I find the ink has long dried on the pen and I'm as wanting for words as coin in my purse. I can tell we are nearing the end of the tale; time enough for one more job before the curtain call... ============== -Installation- Requires minimum version of TDM 2.11 **Dev build dev17056-10800 (2.13) fixes several visual effects which have been broken in the mission since the release of 2.11. For that reason playing with that version or later is currently recommended** -Iris does not support mods or the Unofficial Patch- Download and place the following .pk4 into you FMs directory: Iris Download ============== *Thank you for playing. Iris is a large mission which can either take as quickly or as long as you are compelled to play. I hope someone out there enjoys it and this initial release is not completely busted - I tried the best I could!* *Iris both is and isn't what it seems. If commenting please use spoiler tags where appropriate. If you are not certain if it would be appropriate a good assumption would be to use a spoiler tag* *Support TDM by rating missions on Thief Guild: https://www.thiefguild.com/* ============== WITH LASTING GRATITUDE: OBSTORTTE - Whose gameplay scripts from his thread laid the foundation which made the mission seem like something I could even pull off at all. Also fantastic tutorial videos! DRAGOFER - Who built upon that foundation and made it shine even brighter! And whom also provided immeasurable quantities of help and encouragement the past couple years on the TDM discord. ORBWEAVER & GIGAGOOGA - For generously offering their ambient music up for use. EPIFIRE - Who lent me his fine trash and trash receptacle models. AMADEUS - Who was the first person who wasn't me to play the damn thing and provided his excellent editorial services to improving the readers experience playing TESTERS AND TROUBLESHOOTERS: AMADEUS * DATISWOUS * SPOOKS * ALUMINUMHASTE * JAXA * JACKFARMER * WESP5 * ATE0ATE * MADTAFFER * STGATILOV * DRAGOFER * KINGSAL * KLATREMUS - What can I possibly say? Playing this thing over and over again could not have been easy. Deepest thanks and all apologies. -=THANKS TO ALL ON THE TDM DISCORD AND FORUM=- ==SEE README.TXT FOR ADDITIONAL ATTRIBUTIONS & INFORMATION== HONORABLE MENTION: GOLDWELL - If I hadn't by chance stumbled into Northdale back in 2018/2019 I would probably still be trying to get this thing to work in TDS, which means it probably would not exist - though more details on that in readme. ============== Boring Technical Information: *Iris is a performance intensive mission and I recommend a GTX 1060 or equivalent. I find the performance similar to other demanding TDM missions on my machine, but mileage may vary and my apologies if this prevents anyone from enjoying the mission.* *Iris heavily modifies the behavior of AI in the game, how they relate/respond to each other and the player. So they may act even stranger than they do typically in TDM. Feedback on this is useful - as it can potentially be improved and expanded upon in future patches.* -=- This is my first release and it has been a long time coming! If I forgot anything please let me know! God Speed. 2.10 Features Used:
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Every now and then people post silly screenshots they've taken from TDM. Why not start an own thread for it? Recently, I've experimented with adding props to AI's. The wiki says "Attaching things to AI is an important way to make your AI unique," and indeed really unique AI's can be created this way. It is summertime. Even the crypt's residents need to do something about that awful pallor...
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Yes, that model is "more different" than the JC Denton one. And, as I said, the reflections are completely exaggerated. But, I don't see much wrong with the model otherwise. Again, stuff will look different, if you don't work with such low polygon models as the original. Seems like arguing about taste. By the way, there were some similar discussions with the Tomb Raider remaasters, but, in the end, the majority of people were fine with it. Lara Croft was rather modelled after the Lara Croft in the Crystal Dynamics reboots (I mean those before Tomb Raider from 2013) than looking like in the originals the games were remastered after, and, people were OK with that, for the majority.
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IMPORTANT It is highly recommended that you play with shadow maps turned on to get full use of the new volumetric lights in 2.10. Go into Settings -> Video -> Advanced -> "Shadows Implementation" set to "Maps". Additionally it is recommended that you play with EFX and HRTF turned on. Go into Settings -> Audio -> Turn "OpenAL EFX" & "OpenAL HRTF" set both to "On". Author note Noble Affairs features a brand new female protagonist named Clara who comes with a new female voice set. Originally this mission was meant for the connection contest which is why you will notice a lot of references to Kingsal's Volta universe. Due to time constraints this mission was not entered into the contest and instead I decided to release this as a standalone mission. This mission takes place after the events of Volta 1: The Stone but before the events of Shadows of Northdale Act 1. This mission is dedicated to Grayman, may he rest in peace! - Goldwell. A big thank you first up to Epifire for his very helpful advice and putting in some really hard effort and creating some amazing custom models! Please check out his art station page: https://www.artstation.com/epifire I wanted to thank Amadeus, Dragofer, Epifire, Kingsal & Skacky for helping out by providing custom models, readable/text improvements and also general mapping advice. You guys have been incredibly helpful, thank you! I also want to thank my A-Star beta team who helped to squash many bugs: Amadeus, Epifire, Kingsal, Moonbo, Nbohr1more, Random_Taffer & Skacky. And I wanted to thank the fantastic vocal cast: Clara - Joy Hayward Shop keeper - Andrew Bartmess Produce Merchant - Epifire Citywatch guard - Random_Taffer I wanted to thank someone who often doesn't get enough love and that's Greebo who works very hard to create the tools that myself and all other mappers use. Dark Radiant is a fantastic application which is always finding new ways to innovate and improve the mapping experience. Without the work you put in Greebo there would be a lot less missions made, so thank you! Thank you to the Cryo Chamber label for granting permission to use their music throughout the mission. Please check them out at: https://cryochamber.bandcamp.com Thank you to Michael Ghelfi for his audio ambient tracks. You can find more of his work at: https://www.youtube.com/user/MichaelGhelfi And if you wish to support him he also has a patreon page: https://www.patreon.com/MichaelGhelfi And finally thank you to you, the player for playing my missions and providing all the wonderful support and feedback over the years! DOWNLOAD HERE (Requires 2.10) Version 1.2 File Size: 465mb
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I just added a bugtracker ticket about this work: 0006642: Extend Mason Font to All Cyrillic Characters For the benefit of that post, let me add a summary of the current situation. Current Workplan Originally, TDM's Mason was likely generated from Mason Alternate TTF, which has no Cyrillic coverage. Subsequently, some Cyrillic characters needed for TDM's main menu were presumably hand fabricated. To avoid further tedious hand-work, the strategy is to use just-developed program ExportUnicodeFontToDoom3 (see wiki) to harvest Cyrillic characters into supplemental DDS files and corresponding DAT. Source TTFs that have the required Cyrillic glyphs were reviewed. A distinctive aspect of Mason Alternate's style is that angular lines (like the sides of "A") are terminated by serifs that are stroke-perpendicular instead of horizontal. Other reviewed TTF fonts, including Regular Mason (and clone MasonChronicles) do not feature that. Thus, Mason TTF is an okay but not precise match to the Mason Alternate style. It is good match for some characters, but less for others, where it substitutes curved lines for angular ones. It has unpromising licensing. Of TTF fonts with Cyrillic coverage and open-font licensing, Lora has an adequate (though not precise) stylistic match, with the desired angular lines. Lora coverage and character style were shown in a screenshot earlier in this thread. The current workplan is to have a 3-way merge of existing TDM /english/ Mason (which has crisper ASCII characters), existing /russian/ Mason, and newly generated Lora characters. The existing TDM Mason font has some hand-drawn Cyrillic characters, of variable quality, that may be stylistically preferred over Lora. Lora characters will be scaled and custom-aligned as appropriate. Kalinovka and Geep have a private DM going, including a spreadsheet to manage decisions about individual characters.
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Many forums with an off-topic subforum end up with some political talk in there.
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As my custom assets work has increasingly shifted from models towards scripting, I'll open a new thread here to contain any scripts that I write which can be reused in other missions, starting with the A ) Presence Lamp This is a Lost City-style lamp that brightens and dims depending on the presence of the player or an AI. It fades between 2 colours and can trigger its targets whenever it switches fully on or off, so it should also be viable in various other situations. The standard setup consists of the following: - a trigger_multiple brush. The spawnarg "anyTouch" controls whether AIs, too, are able to activate it - a presence lamp, highly recommended with a colorme skin - one presence light, or any other light with appropriate spawnargs The targeting chain is trigger brush -> lamp -> light When the player or an AI stands in the trigger_multiple brush, the lamp switches on and starts a short timer. Subsequent triggers reset the timer. If the timer runs out because no one's standing in the trigger brush anymore, the lamp switches itself off. Notes - Multiple trigger brushes can target the same lamp, and one trigger brush can target multiple lamps. However, each presence lamp can only target one light, so if you want i.e. a bouncelight you'll need to hide an additional silent presence lamp somewhere and target it from the same trigger brush. - The lamp and the light use their own colour spawnargs respectively, since setting 0 0 0 on a lamp would make it appear pitch black. - Technically the trigger brush can be exchanged for anything else that triggers the lamp every 0.5s (this number can be changed via "update_interval" on the lamp), i.e. a trigger_timer. - This was originally named the proximity lamp and was one of many scripting jobs for The Painter's Wife. I've renamed it to "presence lamp" because the mapper may place the trigger brush(es) wherever he wishes: proximity to the lamp is not a factor. Credits go to Bikerdude for putting together the crystal lamp models. Download Presence Lamps - Google Drive Place or extract the .pk4 into your FM archive, then look up the presence lamp prefabs. If you already are using other custom scripts, remember to add the presence lamp's .script to your tdm_custom_scripts file. B ) Teledoor This is a Skyrim-style door which opens just a bit into a black_matt "void" before teleporting the player to a different area of the map, which may represent the other side of the door. This is used for connecting physically separated map areas with each other, such as when there's an exterior/interior split of a building or ship to allow for more mapping freedom. [Full Thread] C ) Mass Teleport This is a teleportation setup designed to seamlessly teleport the player and any moveables between two identical-looking areas. This allows the mapper to link 2 physically distant areas with each other while maintaining the illusion that they're connected. The teleportation zones should be free of AIs as they can't be teleported like this without their patrols breaking. [Post] D ) Automaton Station A station for Sotha's automatons (includes the automatons) which can be switched on and off by patrolling automatons. (Part of core assets as of 2.10) [Post] E ) Camgoyle A sentient turret originally made for the FM Written in Stone. It's based on the new security camera entity and augmented with scripting to allow it to fire magical projectiles at the enemies it detects. People are more than welcome to use it and to convert it into something else, such as a mechanical turret. [Post] [Download] F ) Audiograph The audiograph is an Inventor's Guild device for playing back recordings stored on spindles, which are small metal cylinders the player can pick up and store in his inventory. [Post] G ) Turret A new companion to security cameras familiar to Thief players. It will become active as soon as an enemy is detected by a targeted security camera, firing projectiles to fend off the intruders. Similar to the security camera and the camgoyle sentry, turrets are highly customisable in their behaviour and appearance. [Thread] G ) Fog Fade Dynamically change fog density depending on what location the player is in. [Thread]
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