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snatcher

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  1. TDM Modpack v4.0 This new version of the Modpack is intended to be a long-term release. The Modpack is mature and stable enough to stay for some time how it is today, right where I want it to be: the foundation on which you build your favorite set of Mods for The Dark Mod. Good care was put to make sure the mods included in the Modpack stay true to TDM and neither the missions nor the gameplay are altered in any relevant way. Yes, we have more tools and skills at our disposal but it is up to you, the player, to make use of them or not. Play The Dark Mod your way. Compatible with 2.12 ONLY If you have previous versions of the Modpack I suggest you start fresh: disable and delete old mods. Use the mods included in version 4.0 from now on. TDM 2.12 introduces a great new feature and we can now have different mods from different sources running in parallel. Thanks @MirceaKitsune for pushing! Thanks @Dragofer for opening this door! What's more for 2.12 internal resources for mods have doubled and we can now load more mods than ever before and we are grateful for this! Thank you, @stgatilov! What's new in version 4.0? Starting with this release I am getting rid of the individual versioning and all mods are now at the same version (4.0 in this case). "TDM Modpack" is now the name of the project and the previous main "pack" has been split into two standalone mods: "Core Essentials" and the "Skill Upgrade". (The Skills are further split into their own packages and if you don't want a particular skill just look for the relevant pk4 and remove it). SHOULDERING BOOST - Decommissioned In TDM 2.12 we can now mantle while carrying bodies and the "Shouldering Boost" mod is no longer relevant and it has been decommissioned. In this new release of TDM we can also mantle while carrying objects therefore double thanks to @Daft Mugi for these quality of life improvements. Truly appreciated, thanks! SIMPLE SUBTITLES - New! Work on the subtitles is in progress and for the next version of TDM it is expected that players will be able to customize how subs are displayed on screen but until then, this new standalone mod offers an alternative for players looking for a rather simplistic presentation. Enable "Simple Subtitles", go to the audio settings and set the scope you prefer: Story [default]: Story only On: Story and general speech (Give it a try!) Off: Disable subtitles You can find more details of the mod in the opening post or in the readme included in the download. We must thank @Geep, @datiswous and @stgatilov (among other contributors) for the good work on the subtitles so far! Well done, guys! SMART OBJECTS - Present and Future Sometimes it is difficult to tell if an object is being held or not and the "Smart Objects" mod (now part of "Core Essentials") gets a little update and whenever you manipulate an object three dots [...] are displayed on screen: These three dots are a placeholder for real names, something I plan on addressing as a separate mod in the coming weeks... Here is the relevant topic: Nameless objects... a missed opportunity Stay tuned. INVENTORY MENU - Reworked The TDM user interface suffers from gigantism in some areas and the inventory menu has been re-worked and it is now delivered in a more compact format: The menu is 15% smaller and while the text has the same size as before item names are sometimes cut and I added a tip at the bottom to make sure the full name is always available. The updated menu is part of the "Core Essentials" mod. MINOR TWEAKS In each release of the Modpack I always tweak something and in for 4.0 I changed many things internally. You shouldn't notice any of the changes but it is worth giving the improved Whistle Skill a try... Here is the full changelog: • v4.0 New release - Major reorganization and global revision: Compatible with TDM 2.12. - All mods now share the same version (4.0 in this case). - Previous "Modpack" split into "Core Essentials" and the "Skill Upgrade". - Skill mods presented in their own, standalone pk4. - CORE ESSENTIALS: New, re-worked inventory menu. - CORE ESSENTIALS: New high mantle sound for our protagonist. - CORE ESSENTIALS - LOOT ANIMATIONS: Added scroll animation for paintings. - CORE ESSENTIALS - SMART OBJECTS: Display onscreen a subtle signal (...) when holding an item. - CORE ESSENTIALS - SHOULDERING BOOST: Mod decommissioned (alternative included in TDM 2.12) - SKILL UPGRADE - MANIPULATION: Improved script, smaller footprint. - SKILL UPGRADE - DISTRACTION: New approach (again). - HUNTER BOW: Increased radius of gas arrow effect. - BASIC SUBTITLES: Initial release. That's pretty much it for now. Thanks site admins, developers, mappers, modders and members of the community but more importantly, thank you taffer, for playing and supporting The Dark Mod. The download can be found in the opening post. Cheers!
  2. This explains why were seeing different things. And for beta 7. Yeah, more power Well done. The most common characters are pretty clean now regardless of the textscale. I don't recall noticing artifacts in readables but then the text normally is dark and stray marks most likely blend in with the irregular backgrounds. The only letter I could detect where spacing is noticeable is: J ack J erk J iffy J oy J uice.
  3. Don't ask me why but artifacts are more evident when using my spin off the gui file. I noticed C, E, T, W, Y improved in your latest fontimage_24.dat and I wondered if you overlooked G.
  4. Uppercase C, E, T, W, Y are way better now. See if you can review capital G.
  5. I don't know what the target format looks like but we could use regular expression, I guess? Quote followed by one or more spaces.. Quote followed by something that isn't a space followed by more than one space...
  6. The mission doesn't keep going but I kept going and found more stuff. And I kept going and found more stuff. And I kept going and found more stuff... By The Cookbook is The Bakery Job on steroids. Probably the best mission among the very small, simple, humble missions in the TDM catalogue. Congratulations, @Skaruts. Very well done.
  7. Very good assessment. Thank you. I was surprised to reach the limit and I think it had to do with this: What I am trying to do looks very ugly (lack of arrays, unable to feed data from files) but I don't consider I abused of it (yet). Whoo-hoo! Thanks a a lot!
  8. And shelve new initiatives for 12 months. At a glance, the below script-heavy missions are orbiting close to the boundaries: A house of locked secrets Hazard Pay Iris Painter's Wife Shadows of Northdale ACT I Seeking Lady Leicester Written in stone All it takes is a little push. Each new release of TDM comes with new core scripts and sooner or later something needs to happen. Let's hope the next "big one" doesn't get impacted.
  9. Developers / Mappers / Modders / Addoners be warned. Boundaries are closer than you think. Tag: Exceeded global memory size (196608 bytes)
  10. I understand. Thank you. Consider a "Notice" instead of warnings in these cases.
  11. True: [M] vs [C] I tried with some def and same result (warnings). Mixed feelings now, do I continue down this path? I am not doing anything illegal but mods / add-ons can be perceived as buggy / unprofessional...
  12. Thing is, at least for sounds, maps overriding decl don't get a warning but us, outlaws, do get it. Overriding whole files go totally unnoticed though... a little inconsistent. Just a trivial observation.
  13. Reap as you Sow. Beginning of the mission. There's this weird thing going on that I don't see in 2.11:
  14. This change was introduced in 2.11: Overriding a single decl sound works as expected but I get some warnings in the console. I don't expect support for mods but I think it is worth mentioning it.
  15. Aren't subtitles, by their nature, supposed to be neutral to whatever that is going on onscreen?
  16. It abandoned @DeTeEff, but then something happened that the Mission did not intend. It was picked up by the most unlikely creatures imaginable... Carry on @Fiver !
  17. Noooooooooo One subject = one topic
  18. Thank you. I have more questions but I would be wasting your time. I will have a look at the source code someday.
  19. I don't understand this bit, but then I know nothing about how sounds/audio are processed internally. Based on the audio alone (listening) I would say the engine knows how far I am from a sound source (or the other way around) and sets the volume accordingly. The engine also knows if I am behind a closed door or not. I don't know, it would seem all is there already.
  20. Time ago it was discussed here about Hearing Impaired and Hearing Unimpaired modes. Nothing was decided back then and now we have everything. This actually turned to be a good move because code-wise we now have lots of tools at our disposal but, in my opinion, by firing everything at all players we may end up alienating many / most. I want the average player - interested in subtitles - to keep subs enabled and have a good time enjoying the good work done here and elsewhere and I keep working on an alternative: Alt Subtitles for 2.12 v0.1 Background replaced with a (fake) font outline Widget removed (too many things to focus on) Text transparency based on distance (imperfect) Story subs can take up to three slots Barks limited to a single instance Yellow color for story subs (intensity reduced a little from previous attempts) Light grey color for barks It is far from perfect but it may lead to other ideas. Download the pk4 attached to this post and move it to your root folder. I suggest taking the Braeden Church mission for a spin. Delete the pk4 once testing is complete. z_alt_subtitles_v0.1.pk4
  21. We can wait a few months and ask again but so far nobody here seems to be in favor of the current sorting so going for any of the alternatives sounds like an improvement for all. I don't care which one wins, whatever @AluminumHaste says
  22. I am starting to think that can go away with this with simply two slots, instead of there. Quality over quantity.
  23. Let's re-do this. Story always has the preference, even if the player is or goes far away from the source. The moment a story line is triggered the whole set is displayed in sequence not matter what (subs keep their slots). If there are no slots available, a bark goes away. If more than three story subtitle require a slot, then we are f***d the oldest story sub goes away. Non-story subs cannot be displayed if the player was far away when they started: we cannot have subs popping in and out of existence in a split sec. However, the moment a sub makes it in because the player was nearby the source, it stays, even if the player goes away. If we miss some non-story subs in the queue because ongoing subs didn't end yet, so be it. Non-story subs must have a way shorter distance than story subs.
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