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  1. For the FM? For beta 1 it's here: https://drive.proton.me/urls/H1QBB04GA0#oBZTb1CmVFQb I've already done around 100 fixes though, so you might want to wait for beta 2 which should be ready in a couple of days hopefully. All links are in the first post of the beta thread here: https://forums.thedarkmod.com/index.php?/topic/22439-the-lieutenant-3-foreign-affairs-beta-testing/
  2. I don't like pumpkins, but fortunately we were not required to eat any. I ate the mushrooms though! It sounded like the pub goers were having a great time, stomping to the beat of the music - a cool and fitting soundtrack. +1 for the Canadian reference
  3. Interesting idea. Not sure about my upcoming time availability to help. A couple of concerns here - - I assume the popup words uses the "Informative Texts" slot, e.g., where you might see "Acquired 80 in Jewels", so it likely wouldn't interfere with that or with already-higher subtitles. - There are indications that #str is becoming unviable in FMs; see my just-posted: https://forums.thedarkmod.com/index.php?/topic/22434-western-language-support-in-2024/
  4. EDIT - v1.1 can be found a few posts below ------------------------------------------------------------------ Nameless Objects Mod v1.0 Description: this mod adds names to almost all core objects players can grab and hold in their hands. ------------------------------------------------------------------- How to use: As of this moment the Mod only works if you have "Core Essentials", which is included in TDM Modpack v4.0. Make sure to have "Core Essentials" and then download the *.pk4 attached to this post and place it in your TDM folder. I try my best to provide stuff people can experience first hand to form an opinion. I suggest you try "Business as Usual" by Bikerdude since this mission includes quite a few items you can grab right at the beginning. ------------------------------------------------------------------- Technical: The mod consists in a couple of def files and a script. I had to include two defs because otherwise there can be issues related with inheritance. The script does most of the work and it will run in the background as soon as a mission starts. The script runs once but it takes its time (10 to 30 seconds) not to hinder performance. All this is transparent to you. ------------------------------------------------------------------ Future: I wouldn't like this to remain as a mod and I volunteer to add names to all core defs for 2.13. I would, of course, use the translation system so that names can be translated in the future to languages other than English. I can name all core defs in a couple of rainy mornings but the Development Team must guarantee this work won't go to waste. The idea is that we name all core objects today and we let it stay: nothing changes in the source code and nothing gets displayed on screen. We get stuff done in the background and someday perhaps, all or part of it sees the light in some form. ------------------------------------------------------------------ There are quite a few things that must be discussed and agreed before we get started but the first step is: yes or no. People that might be interested in supporting and helping with this initiative: @datiswous, @Geep. Cheers! z_nameless_objects_mod_v1.0.pk4
  5. In post https://forums.thedarkmod.com/index.php?/profile/254-orbweaver/&status=3994&type=status @nbohr1more found out what the Fixup Map functionality is for. But what does it actually do? Does it search for def references (to core?) that don't excist anymore and then link them to defs with the same name elswhere? Also I would recommend to change the name into something better understood what it is for. Fixup map could mean anything. And it should be documented in the wiki.
  6. I'm at the beginning of a new area, where bandits fights each other. Near the end, I imagine, but I'm not going to bother finishing it. The thing is tedious. It's very obvious your focus was on telling a story. The issue is that's not my thing, and I also think this is not the right game for it. You're trying to make it do things it was never designed to, so it feels clunky. I think the game shines best in a smaller map with some backstory and little touches in the mission, like notes one character leaves for another. Here, it feels like I'm being pulled along from place to place, having to go back where enemies have artificially respawned, with locked doors everywhere, JUST to further the story, not to give me an interesting challenge. And in terms of story, it's the same thing we see all the time: Pagans are the poor, downtrodden, nice people, and the Builders, are the heartless monsters. Yawn. I don't get how the gargoyle switch works in that guy's office, even after having read your explanation. I don't even understand what the situation is supposed to be. The gargoyle looks like it's locked inside a glass case, and therefore you want to get that glass case open. The note says the gargoyle switch is behind the downstairs desk. Downstairs from this note, there is no desk. And the note calls it the "gargoyle switch", which implies it's a switch for the gargoyle, not that the gargoyle itself is a switch. It's confusing for no good reason. Random notes: Boring name, as others have mentioned. A cursive font in letters is annoying to read. Loud music and sound effects are not fun, it just hurts the player's ears. The map is a screenshot. That ruins immersion. The light issues have been covered. For me, it never felt like I was in shadows, as opposed to other missions. Almost everything looks pretty brightly lit. I saw someone mentioning rope arrows are pointless, and I agree. You asked how that player could have made it past something without using one; well, I haven't used it either. You can just mantle. Of course, that's not an issue in itself. There's not reason to cry "I'm getting review bombed" when people are just giving their opinion.
  7. God knows since when have I last registered or posted on a traditional internet forum, but had to do so to pay my respects for the developers and map makers of this game. I have no history of the original thief series, and had no expectations for the mod. This is the first FM I played. After running around in a bit of a haste, becoming increasingly desperate of the complexity of the map, I learned to enjoy the feeling of being lost, calmed down and started to pay attention to the surroundings and listening to the ambient sounds and music. It is a truly immersive experience. I do have to admit that I could not find the entrance to the mansion, and had to resolve to a walkthrough to figure out how to enter, and at the end of the day did not manage to finish the mission. This mod is a great achievement, thank you for all the work and passion you have put into it.
  8. Greatly enjoyed the moment of starting the mission and hearing the Beethoven's symphony. Well fit for the atmosphere of the game and provided the mood for the FM as well. I found acting against my own will by shutting off the music.
  9. Could be- I am still messing with the UI elements but if the brightness is cranked really high it might blow out that background image too much. Its something I can fix down the road.
  10. Perhaps this is because your in-game brightness is very high and the Start Mission option blends with the background...
  11. to remember @STiFU 's progessive music thread. here´s something i love most out off so called german Prog-Rock a french group of the 70´s called " Atoll " their first two albums are incredible : the first shown is their second from 1975 : l´araignée-mal the second is their first from 1974 : Musiciens-magiciens
  12. AHA, you're indeed correct! Changing the skin names so they start with "a1"' did the trick! This was actually a successful experiment I was trying out! The wiki goes into some detail about making "general skins" that can affect all models. My hope was that, if I made two models using the same skins, then I could just write a single skin file that would change all of them! For example, since "Straight Frame" and "V-Frame" models both use plaster_01 as their main background... ...all I have to do is make a general skin to change that specific plaster texture... ...and then any of the "V-Frame" and "Straight Frame" models can have different backgrounds! It's not a perfect system, as some skins just don't contrast well with the wooden beams, but I should still be able to get a LOT more out of my models now!
  13. Minor criticism: I hope you include some backgrounds in the briefing next time. Only text is a bit of a boring read and it shouldn't have to be too difficult to include some background screenshots for example, but maybe it was intended to stay a mistery or you ran out of time.
  14. yeah the empty room took me by surprise at the end of the game(i managed to turn off the music tho). so who was jamming to the music? i managed to hop into the window of the empty room by stacking a crate. My attempt to do the long jump from the starting apartment didn't fare well...
  15. Yes. Sure, I will change it, but I do mind. In addition to changing the forum title, I have also had the name of the pk4 changed in the mission downloader and the thiefguild.com site’s named changed. It's not just some "joke". The forum post and thread are intended to be a natural extension of the mission’s story, a concept that is already SUPER derivative of almost any haunted media story or most vaguely creepy things written on the internet in the past 10 or 15 years. Given your familiarity with myhouse.wad, you also can clearly engage with something like that on some conceptual level. Just not here on our forums? We can host several unhinged racist tirades in the off-topic section but can’t handle creepypasta without including an advisory the monsters aren’t actually under the bed? (Are they though?) I am also trying to keep an open mind, but I am not really feeling your implication that using a missing person as a framing of a work of fiction is somehow disrespectful to people who are actually gone. I have no idea as even a mediocre creative person what to say to that or why I need to be responsible for making sure nobody potentially believes some creative work I am involved in, or how that is even achievable in the first place. Anyway, apologies for the bummer. That part wasn’t intentional. I am still here. I will also clarify that while I love the game, I never got the biggest house in animal crossing either. In the end Tom Nook took even my last shiny coin.
  16. one thing i tried (by thinking out of the Box) for the time-limit ; I changed to settings - audio - and pulled every loudness control - down to 0 the other (because a normal Jump doesn´t worked for me ; I committed suicide in the Channel depends on the art of music for many (not only electronic) it´s often the best way to hear it
  17. The nicest thing of electronical music is that you can turn it off..
  18. I have updated my Refont program, to now have a function that can analyze a font DAT file for missing or problematic characters. As part of a broader inquiry, I've just applied that program, individually, to all current 'english' font DAT files. I'm reporting the overall results here. I'm sure this will not be a surprise to some of you, but may be to others. Background As you know, TDM fonts are based a bitmap system, derived from 256-character code pages, of which "English" and "Russian" are currently supported. "English" is actually Latin-1, with additional characters to cover more European languages in a single codepage. This is (in theory) quite good for major European languages, less so for less-prominent ones. For each font, bitmaps are distributed in 3 sizes (12, 24, 48 pt), with the engine doing interpolation scaling. Current Font Findings 12-pt Size for All Fonts Only ASCII (i.e., lower range 0-127) characters are provided, no European. For some fonts (stone, mason, mason_glow), the 12-pt DAT is not distributed, so the engine will substitute a larger size, which typically has better Latin-1 coverage. For Fonts Used in Main Menus, HUD, or Subtitles The numbers shown approximate the number of "characters needing work" Fontname Size-24 Size-48 carleton 20 16 carleton_condensed 20 35 mason -- 33 Since 24 pt is not distributed, engine uses 48 pt. stone 30 83 For Additional Fonts Used in FM Readables, Etc. Except for one font (treasure_map), all the remaining fonts are ASCII-only, i.e., no characters in the upper range. In the lower range, routinely the 24 and 48 pt sizes have equivalent coverage. Most of these fonts are fully or nearly complete, while some neglect certain punctuation symbols. The worst is "everette", with 24 "needing work" characters. Further details are here:
  19. here´s my first real post in this topic For everyone who likes to have a wonderful source of Informations of progressive music : Babyblaue Prog-Reviews: Die deutschsprachige Progressive Rock Enzyklopädie (babyblaue-seiten.de) https://www.babyblaue-seiten.de/ have a good time by discovering a lot of mostly unknown Musicians & Bands of the past and now !
  20. I've also added new links to royalty-free music in my other external music database thread. I've covered the historical music fairly in-depth, but the royalty-free tracks were lacking in numbers, so I searched around for some interesting ones. There's more to come in that other thread in particular.
  21. It's quite impressive for a first mission, especially the placement of the guards and their routes. The mission didn't end when I got back to the boat. I suppose because I didn't read the very first message that gives an objective, I only read it at the very end when coming back. All my visible objectives are finished. Version 2.12 A few notes: The stone gate is a silly concept. A bit more objects would have been better next to the forest path. The edges of the map wouldn't be visible that way. I mean in the background, a bit further from the path.
  22. Just the FM I needed - and yes, the music is too loud where I live now
  23. I've seen fun workarounds like that in other game modding as well. Years ago, maybe even a decade, some fella who was making a mod for Mount & Blade over at the Taleworlds forums revealed that he put invisible human NPCs on the backs of regular horse NPCs, then put the horse NPCs inside a horse corral he built for one of his mod's locations/scenes and then did some minor scripting, so the horses with invisible riders would wander around the corral. The end result was that it looked they're doing this of their own will, rather than an NPC rider being scripted to ride around the corral slowly. Necessity is the mother of invention. I don't know about the newest Mount & Blade game, but the first generation ones (2008-2022) apparently had some sort of hardcoded issue back in the earlier years, where if you left a horse NPC without a rider in its saddle, the horses would just stand around and wait and you couldn't get them to move around. Placing an invisible rider in their saddles suddenly made it viable again, at least for background scenes, of riderless horses wandering around, for added atmosphere. First generation M&B presumed you'd mostly be seeing horses in movement with riders, and the only horses-wandering-loosely animations and scripting were done for situations when the rider was knocked off their horse or dismounted in the middle of a battle. Hence the really odd workarounds. So, an invisible NPC trick might not be out of the question in TDM, even though you could probably still bump into it, despite its invisibility.
  24. If you can do this, I don't know how. But it's something I want as well and was actually going to raise it as a feature request. I think speakers are spherical so they model real sound which radiates from a source outwards. I find this doesn't work so well with some scenarios though: water. For example you want to hear the sound of waves lapping a shoreline or a running water sound for a stream, river or canal. If the shoreline or stream is on the longer side, you have to have a speaker with a huge radius to cover it and the sounds extends too far along perpendicular to the body of water. Or alternatively multiple speakers but then you have to manage overlap and it becomes a pain. wind. Same idea but vertical - if you have a long edge or balcony then you need a large radius speaker to cover it and it might extend too low so you hear wind noises on the ground. @Petike the Taffer If all you want is for a sound to fill a room, just use the location system ambients instead. But you can only have one sound I think, so you couldn't have say your ambient music and also a weather sound at the same time without using a speaker for one of them.
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