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  1. Today
  2. Oh no, not this again!!!! What TDM version is this?
  3. Trying to be productive on my down-time before Capcom releases Akuma and my son is constantly on my PC playing Street Fighter...

  4. Yesterday
  5. jaxa

    Free games

    https://store.epicgames.com/en-US/free-games Epic is giving away "good" games, probably a summer event, each one is a mystery before reveal. Starting with Dragon Age: Inquisition - Game of the Year Edition. Steam has this until May 27: https://slickdeals.net/f/17490963-machinika-museum-pc-digital-download-free https://store.steampowered.com/app/1507190/Machinika_Museum/
  6. It seems like I missed this mission somehow. I'm down in the crypt with the slow match, but I can't get the torches on each side of the gold statue to light. How do I remove the gold statue?
  7. I have great news! There was an interview me from ThiefGuild . com! Check it out! https://www.thiefguild.com/news/1/66709/a-thief-inspired-fm-influenced-immersive-stealth-game-in-works
  8. I hope that is not the new TDM version. https://forums.thedarkmod.com/index.php?/topic/20784-render-bug-large-black-box-occluding-screen/
  9. Our journeys began at the exact same place
  10. As far as I know Blow only works on small flames that mostly can be extinguished by Frob in my patch anyway. Actually the fact that the core developers wouldn't include pinching out oil lamps compared to candles, which is rather illogical to me but was always excused by not breaking existing missions, was the main reason I made the patch in the first place!
  11. A Readable? I invite you to read the documentation, experience mods first hand and draw your own conclusions. It's ok. You did the right thing. Fair point but the Blow removes the need for Water Arrows which mission authors might provide for their stories. Justifying our decisions is a tricky business. Ok. No idea but I can tell you item sorting, except for weapons, is messed up: you have 4 keys and pick up another one: the 5th key gets listed first in the inventory but last in the inventory menu. Why? Who knows.
  12. I think wiki pages for these files would be useful: mainmenu_custom_defs.gui mainmenu_briefing.gui mainmenu_background_custom.gui I think those are the only files with official support for editting.
  13. I changed blinking frequency to 0.015 now but I can't see a difference. I have another question though: is it possible to have the new tools or skills listed on the inventory page right after Unarmed? I have no idea how sorting is determined there and while changing their category to "weapons" works, it also creates duplicate entries on the inventory page...
  14. The topic says it all, the error goes away when Bloom is disabled, otherwise it looks like this in the training mission for basically all items you can take:
  15. Looks like a pipe dream coming true..
  16. Last week
  17. I have numbered your suggestions because I find it hard to multiquote here. As for calling blow and whistle tools and not skills, this was just done to not confuse the player with another inventory class. Also what would the Numbers scroll be? 1) Is there an advantage of your method vs mine? If the result is the same, nothing needs to be changed. 2) I don't know what you mean with blinking being out of sync. Should all loot blink in the same rhythm? 3) It removes the need for slow matches and flints which mission authors might provide for their stories. 4) This is what it looked when I copied it from you, but I had to rename it to avoid duplicate definitions!
  18. If you want to keep the Whistle in "Tools" an alternative can be this: You just change the icon and the sounds and voilĂ , new exclusive mod
  19. Regarding the Blow I would argue that if you need a backup plan perhaps the main plan isn't that good after all. Maybe the main plan simply needs a little more work and maintenance. Besides, players using the Unofficial Patch can extinguish almost everything with their hands except that element there, for which they need a tool? Odd.
  20. The question is, what do you want the Unofficial Patch to be? Then do just that. Players shall judge. I am fairly sure, yes. What's wrong with some free virtual relighting ? Since you are interested in some skills what we can do to avoid duplicates is to adopt the same basic entities with the same basic properties. That way players using only the Patch will get your version but players using both the Patch and the Modpack will get a single instance (whichever mod that wins). Here is an example for the Whistle. tdm_playertools.def Go from: // Whistling sound to distract enemies, added by wesp from snatcher entityDef atdm:playertools_whistle { "inherit" "atdm:playertool" "editor_usage" "Don't use, gets automatically spawned at the start of the map" "scriptobject" "playertools_whistle" // changed by wesp "inv_category" "#str_02394" // Tools "inv_name" "Whistle" "inv_icon" "guis\assets\hud\inventory_icons\whistle_icon.dds" // changed by wesp "inv_map_start" "1" } To: // Whistling sound to distract enemies, added by wesp from snatcher entityDef mod:playerskills_distraction { "inherit" "atdm:playertool" "editor_usage" "Don't use, gets automatically spawned at the start of the map" "scriptobject" "playertools_whistle" // changed by wesp "inv_category" "Skills" "inv_name" "Whistle" "inv_icon" "guis\assets\hud\inventory_icons\whistle_icon.dds" // changed by wesp "inv_map_start" "1" } tdm_user_addons_wesp.script Go from: void user_addon_init_wesp() //If any of your addon scripts need to be initialised at map start, add their init function here. See the line that has been commented out with // for an example. { entity blow = sys.spawn("atdm:playertools_blow"); // added by wesp entity whistle = sys.spawn("atdm:playertools_whistle"); // added by wesp statistic_message_init(); // added by wesp thread frob_details(); // added by wesp tdm_frob_lock_init(); // added by wesp tdm_chest_sounds(); // added by wesp tdm_unlit_lamps(); // added by wesp sys.waitFrame(); // contingency in case no addons are specified } To: void user_addon_init_wesp() //If any of your addon scripts need to be initialised at map start, add their init function here. See the line that has been commented out with // for an example. { entity blow = sys.spawn("atdm:playertools_blow"); // added by wesp entity whistle = sys.spawn("mod:playerskills_distraction"); // added by wesp statistic_message_init(); // added by wesp thread frob_details(); // added by wesp tdm_frob_lock_init(); // added by wesp tdm_chest_sounds(); // added by wesp tdm_unlit_lamps(); // added by wesp sys.waitFrame(); // contingency in case no addons are specified } See if that does the trick, and if you like it.
  21. About the chest sounds, I wasn't aware the Modpack does change them too. Would it make sense for the patch to use your way or would it produce another duplicate script? I can set the blinking to another frequency, but are you sure this is not due to the game trying to apply two blinking scripts at the same time? It looks fine if I only use the patch. Your blow skill is just a last resort for mission unique lights that can't be extinguished by my frob script. Also my version does not include free relighting so it is inferior to yours ;)!
  22. WOW, what a pleasant surprise! I expected this day would come but not this soon. There they are :) Here is an initial, quick assessment. Currently the Modpack loads last, therefore it takes preference. We can test the other way around at a later stage. tdm_frobactions.script No conflict detected. The Modpack's version takes preference and it apparently works as intended. The Patch changes some chest sounds in a separate script at mission start but then the Modpack overrides these sounds on the fly. Blinking items Threads from both the Modpack and the Patch run in parallel throughout the mission. I don't notice anything unusual except that sometimes the blink is out of sync. The reason is that something fishy is going on between milliseconds 16 and 17 in Uncapped FPS mode. In v4 of the Modpack I set the wait time to 15 milliseconds to avoid the issue and you should do the same in the Patch: tdm_froblock_frobability.script > mod_frob_highlight_blinking() > sys.wait(0.015) Containers Threads from both the Modpack and the Patch run in parallel at mission start. I honestly don't know what the game is doing in this case but the outcome apparently is not negative. No issues detected. Body names Threads from both the Modpack and the Patch run in parallel throughout the mission. I don't notice anything unusual but most probably names are being displayed twice. Shock / Electric mine No conflicts that I can detect at a glance. Whistle No conflicts that I can detect. Players however end up with two different versions of the same feature in different categories. Blow No apparent conflicts. Players however end up with two different versions of a same feature in different categories. This one is interesting because the Patch introduces "extinguish on frob" on small candle sources and players are spoiled by options now.
  23. The project to round up viable orphaned translations is mostly complete now. https://bugs.thedarkmod.com/view.php?id=4726 Since Darkfate has their own translations it took awhile to merge the older translations with the darkfate formatting since they generated new string numbers from scratch. A few missions are so radically changed that the old translations are practically worthless now ( and some Darkfate translations are also incompatible with the latest mission versions ) but most of the work was salvageable. I added a "Translation Pack" column to the Missions wiki: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod all entries marked with "Yes" are working translations that use Darkfate's translation design ( includes xdata, GUI and Map files if the author didn't perform localization changes in their own mission pack ). Sadly, these changes do not show in the mission downloader list. You will need to delete mission_l10n.pk4 files from the darkmod/fms/mission_name folders to acquire the new translation packs that "actually work". Not all mission packs contain all languages. Mostly you can count on Russian being in there, but a good percentage have German and Italian strings too. French, Polish, and a few other languages are represented but not very broadly. Hopefully now that the packs work other contributors will add more language strings. Mission administration details: Going forward, it would be courteous if the mission admins ( like myself ) would diff the map files when new mission updates are supplied and replace all the objectives, inv_name, pop-up messages, and shouldered names in a copy of the new map file with the previous string codes then copy that file to the map folder in the translation pack folder. Ideally, authors will be encouraged to run their missions through the converter so only new strings need be added to the packs but not everyone likes that workflow and how cumbersome it makes future edits to the mission.
  24. This shows willingness. I will check where we stand today. The goal: players.
  25. It would be nice to be able to create your own EFX presets, this will solve that issue. https://github.com/kcat/openal-soft/blob/master/include/AL/efx-presets.h lists all the presets. Here they can be seen in the tdm source file. I think these could be read from an external file instead of inside game code? If TDM reads the presets from an external file, anyone could easilly make their own presets by overriding that file and these could be used inside a spawnarg when that gets implemented.
  26. I use custom EFXs heavily, so I for one would not want to be restricted entirely to presets.
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  • Recent Status Updates

    • nbohr1more

      Trying to be productive on my down-time before Capcom releases Akuma and my son is constantly on my PC playing Street Fighter...
      · 0 replies
    • OrbWeaver

      Finally got round to publishing a tutorial on baking normal maps in Blender, since most of the ones we have are inaccessible or years out of date.
      · 2 replies
    • nbohr1more

      The FAQ wiki is almost a proper FAQ now. Probably need to spin-off a bunch of the "remedies" for playing older TDM versions into their own article.
      · 1 reply
    • nbohr1more

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      · 4 replies
    • taffernicus

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      tbf i cannot afford myself to miss my network emulator image file&progress, important ebooks, hyper-v checkpoint & hyper-v export and the precious thief & TDM gamesaves. Don't fall yourself into & lay your hands on crappy SSD
       
      · 7 replies
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