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  1. Interesting, didn't think about that. Yeah the compass uses that trick, I could just use a model of the helmet instead. If it looks good and is worth maybe I'll consider that, though it might be distracting and not make enough sense. The heads are modeled that way: Hoods and helmets are part of the head mesh as they aren't attachments. This is normally a good thing since performance isn't wasted rendering the head or hair under the helmet, but complicates things for my approach as the only way is changing the head models at runtime which may break precaching and stuff. Only a few hats are attached as a separate entities, like the little red hat some merchants wear or the straw hat... those aren't ideal for disguises though and I don't plan on supporting both approaches. Technically I could try attaching the independent helmet model to the player head, but that would surely look awful and clip through the hood and stuff... only right way is to give the player the Citywatch head once that error is fixed. For AI there is no other way apart from also changing the head model: Stealing the helmet from a guard implies taking it off them, which means they need to switch to a helmetless head which can only be done by setting a different head mesh upon frobbing... no idea if that triggers the same crash as the player head, if so I'm out of luck till a dev can take a look at my report. The base disguise system can be used that way too, it's just not the theme I went for by default as I wanted them to be physical wearables. You can define a magical disguise too that implies creating an illusion which tricks other AI into seeing you as one of them. In fact I thought of including one for undead using a magic skull that makes them think you're also dead, might add that in the next version if others think it makes sense and is worth it? Note that the spawnargs are documented via editor vars in case anyone wants to make their own: As long as you have a moveable model and inventory icon it's just a few tweaks to define any disguise. Simply inherit from the base "atdm:playertools_disguise" entity def and customize the team and other spawnargs... remember to use the proper mass / friction / impact sounds. Let me throw them here for anyone who wants a quick preview: atdm:playertools_disguise { "inherit" "atdm:playertool" "editor_usage" "Don't use. This is the base class for disguise inventory items." "editor_usage1" "Individual hats and helmets will derive from this." "scriptobject" "playertools_disguise" "gui" "guis/tdm_hud_disguise.gui" //"model" // to be defined in subclass //"clipmodel" // to be defined in subclass "inv_name" "Disguise" "inv_category" "Disguises" "inv_icon" "" "inv_droppable" "1" "inv_map_start" "0" // Disguise "team" "0" "rank" "0" "personGender" "PERSONGENDER_MALE" "personType" "PERSONTYPE_THIEF" "regen" "0.25" "rate" "0.5" "rate_alert" "0.1" "distance" "500" "speed_move" "1" "speed_turn" "1" "overlay" "" "snd_wear" "player_rustle_short" "snd_remove" "player_rustle_short" "model_head" "head_thief" "skin_head" "" // Disguise editor vars "editor_float team" "The team the player disguises into when the disguise is active." "editor_float rank" "Rank while the disguise is active." "editor_var personGender" "Person type while the disguise is active." "editor_var personType" "Person gender while the disguise is active." "editor_float regen" "The disguise regenerates over time at this rate." "editor_float rate" "The disguise degrades at this rate when the player is seen by a member or ally of the team." "editor_float rate_alert" "The disguise further degrades by this amount when an AI is alert, increases gradually with alert level." "editor_float distance" "Maximum distance at which being seen by the AI can degrade your disguise, offsets with AI visual acuity." "editor_float speed_move" "Movement hindrance while wearing the disguise." "editor_float speed_turn" "Turning hindrance while wearing the disguise." "editor_var overlay" "Overlay image while wearing the disguise." "editor_snd snd_wear" "Sound to play when putting on the disguise." "editor_snd snd_remove" "Sound to play when taking off the disguise." "editor_model model_head" "The player's head changes to this model while the item is worn, can be seen in mirrors." "editor_skin skin_head" "The player's head changes to this skin while the item is worn." }
  2. TDM is already a niche genre. If we release it to a niche platform, it will be niche²! Since we would have to strip TDM off all its assets, recreate some and build a demo FM around it, it wouldn't be more than a tech-demo, i.e., there is no game, which would be niche³. It's just not worth it! We even did not release on Steam due to licensing issues and on that platform, we actually could have gained a huge player-base. No TDM dev has ever showed interest in doing such a thing and that also goes for most of our community. It's not going to happen unless you do it yourself. Be prepared to put at least 2 years of full-time work into this project.
  3. Announcing the release of the second William Steele mission! Summary Home Again takes place in Bridgeport when Steele returns home from the north. He finds that something terrible has happened, and he must begin a quest to find the perpetrator and why he did it. Most of this mission is spent on the rooftops. The William Steele Missions Home Again is the second of several Steele missions. Altogether they'll tell a story of corruption, greed, and revenge. At some point, I'll start packaging them as a campaign, in addition to the single missions. If you haven't played WS1: In the North, I suggest you start with that, then come here. Download Home Again is available through the in-game downloader. Build Time 16 months. I18n Home Again is ready for translation. Thanks Thanks to the TDM team for creating a terrific platform for storytelling and stealth gaming. Thanks to my beta testers: AluminumHaste, Bikerdude, Mr. Tibbs, Xarg, lowenz, Lux, plotzzz, and Deadlove. Thanks to Goldwell for providing voice work for a key part of the story. And thanks to YOU, for playing! Known Issues This is a large mission. To ease the burden on older systems, consider shutting doors and windows behind you as you go. Some players have experienced savegame crashes when playing large missions with TDM 2.01. This problem is under investigation. Until it’s corrected, I suggest you make frequent saves. There are a few spots where long sight lines will cause framerate drops, possibly even pauses. My apologies to anyone who experiences these. If you experience low frame rates, please consult the Performance Tweaks page on the Wiki. Performance Tweaks For very low end PCs I recommend the following settings: V-sync is offAA is offAniso is 4x or lowerAdvanced settings are simple/defaultPost processing is disabledAnyone having performance issues with TDM missions can put the following cvars into their Darkmod.cfg file. This will improve the framerate and stutter/chop when in-game, but may increase loading times a little. image_usePrecompressedTextures "1" image_useNormalCompression "2" image_useAllFormats "1" image_useCompression "1" image_preload "1"Important This mission requires TDM 2.01 or later. I rely heavily on readables to tell Steele's story. Please try to read every readable you find. Most Importantly, Enjoy! Screenshots WS3: Cleighmoor Steele's story continues with Cleighmoor, which you can find here.
  4. Creating subtitles from/for audio is transcription not translation.
  5. I’ve been tinkering with the player footsteps sounds for the 3 surfaces that I found to be the weakest in the base game. Unfortunately, I couldn’t get anything to sound right from just editing the existing sound files, so I hunted down for some free sounds to create a sound pack that tries to emulate the feel of Thief’s footsteps for tile, wood, and stone that people can use if they want to. I understand why this kind of stuff is usually avoided because of copyright shenanigans and such, and that’s why I’m just posting this as a sound pack people can choose to use if they want to instead of expecting it to be put into the base game or anything like that. Link: https://www.dropbox.com/s/ysfamuwxd5cisws/Thiefier_Sounds.zip?dl=0 To install, use 7zip to open the “tdm_sound_sfx02.pk4” in your TDM install directory as an archive, and replace the folders in it with the ones in the link above. I’m not sure how often I will come back to edit this. I’ve been working on this on and off to try to keep a neutral ear to it, but I’m also not a sound designer so I probably won’t be able to make it much better than this. Credits: Wood and Stone: Everyday Cinematic Sounds https://www.youtube.com/channel/UCKhZFIZjpB7Vtf_XKOvBzrg Tile: Music & Sounds Effect Library https://www.youtube.com/channel/UCb-iLJ2ifYw0mV8AaAa1fFA
  6. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  7. Why? What did I miss? And personally I don't have the asset pack and if I add I would do what you demand. Just curious why you decided to do this.
  8. You keep using assets fom my Builder Compound pack that is no longer available, you could at least credit me for it. That applies to your other FMs too.
  9. No need of piracy https://sketchfab.com/features/free-3d-models https://3d.si.edu/collections https://www.freepik.com/3d-models https://www.blenderkit.com/asset-gallery?query=+is_free%3Atrue&page=2 https://www.turbosquid.com/Search/3D-Models/free/asset https://opengameart.org/content/free-3d-assets https://foxdevart.itch.io/victorian-study-3d-asset-pack Creating easily owns with AI Tools https://charmed.ai etc.
  10. New script for mappers: my flavour of a fog density fading script. To add this to your FM, add the line "thread FogIntensityLoop();" to your map's void main() function (see the example in fogfade.script) and set "fog_fade" "1" on each foglight to enable script control of it. Set "fog_intensity_multiplier" on each info_location entity to change how thick the fog is in that location (practically speaking it's a multiplier for visibility distance). Lastly, "fog_fade_speed" on each foglight determines how quickly it will change its density. The speed scales with the current value of shaderParm3, using shaderParm3 = 1000 as a baseline. So i.e. if shaderParm is currently at 1/10th of 1000, then fade speed will be 1/10th as fast. Differences to Obsttorte's script: https://forums.thedarkmod.com/index.php?/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/&do=findComment&comment=310436 my script uses fog lights you created, rather than creating one for you. Obsttorte's script will delete the foglight if entering a fogfree zone and recreate it later more than one fog light can be controlled (however, no per-fog-light level of control) adding this to the map requires adding a line to your void main() script, rather than adding an info_locations_settings entity with a custom scriptobject spawnarg in my script, mappers set a multiplier of fog visibility distance (shaderParm3), while in Obsttorte's script a "fog_density" spawnarg is used as an alternative to shaderParm3 smaller and less compactly written script fogfade.scriptfogfade.map
  11. Yes, all images, models and sounds would be gone. Even if you made a barebones replacement that only provides a very limited selection of assets you would need to create thousands of files just to achieve basic game functionality (movement sounds, guard clothes and speech, menus, tools and weapons etc.). It's probably orders of magnitude more work than when TDM got rid of all Doom3 assets for going standalone in v2.0. Technically it's probably possible for an FM to contain a full game's worth of assets, except for the code itself. IIRC some Doom3 mods had custom .dll's to extend the base code, though.
  12. In that case, separating libre components from non-libre components does not seem possible, and like you say we may then have to assume it is CC-BY-NC-SA. That is something we may want to address, but I'll start a new topic for that. According to the TDM license (https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/LICENSE.txt), both GPL and BSD "3-clause license" apply for the source code: * The portions base on Doom 3 (1999-2011) is GPL * The portions by Broken Glass Studios / The Dark Mod Team (2005-2011) "were"(?) distributed under "revised BSD license". According to the Debian Free Software Guidelines (https://www.debian.org/legal/licenses/): * Both GPL and "modified BSD License" are accepted into the Debian "main" repository * "Non-Commercial License" (it sounds likely CC-BY-NC-SA falls into this category) is accepted into the Debian "non-free" repository ("revised BSD license" and "modified BSD License" are different names for the BSD "3-clause license", see https://en.wikipedia.org/wiki/BSD_licenses)
  13. I did play Thief and FMs, but I don't play it any more, except for major things like Black Parade. The clunky movement and antiquated Dromed editor is what discouraged me from interacting with it over the years. I regularly play and sometimes make content for TDM, because it has much better movement model than Thief. I know that most missions don't use it well, but if you construct your geometry (gaps, ledges, distances) using power of two measurements, movement and mantling feels fast and snappy. There's no need for regression in that regard, in my opinion, there's a need for assets and missions made with the movement model in mind, to showcase its strengths properly. Even if TDM originally intended to "simulate the stealth gameplay of Thief, many things will be familiar to veteran Thief players" the actual mod history was a bit different. The team came up with a mission platform that has its own identity when it comes to mechanics. The way assets were made might have been a huge mistake, but that didn't prevent the platform from growing. Since you like anecdotal evidence, noone other Skacky once said that TDM movement model was super clunky, after playing The Painter's Wife. It was really hard to convince him that if a mapper places geometry this poorly, and isn't aware what spatial measurements play to the strengths of a movement model, no movement model will save his mission. And there is no fixing of this problem on the engine side, although it's not the first time when TDM team tries to address the asset problem with engine changes, which I suspect will ultimately lead to even more problems down the line. In game development, things like core mechanics and player tools are locked-down first, in one of the pre-production phases, because all the levels will be constructed around them. Making changes in core mechanics in a project this mature is very risky, I assume you don't plan on going through all playable spaces in all released TDM FMs to check for errors. Instead of making incremental changes in fundamental mechanics, I'd encourage you to create a fork, or some kind of major version bump candidate, like 3.0, where all things could be revamped: movement, player tools, UI, new frob mechanics, perhaps with UI contextual icons, new training map to incorporate all that, etc. Once all new elements fall into place and create something new, with a map or maps to back it up as relevant changes, it will be easier to convince existing player/author base that it was worth it. I assume the existing fanbase is already fragmented, as a result of all those heated discussions around the topic. But with multiple versions available for download, the transition to hypothetical "TDM 3.0" should be easier. It could be similar to UE2 and UE3, and you could also use this as an occasion to draw the line for backwards compatibility. I know there are old systems and variables kept in place just in order not to break existing missions. This way you could e.g. redo the LOD system, implement lights using math functions instead of textures, etc.
  14. Sorry to resurrect an old thread, but what is the conclusion here? I'm particularly asking about textures.com, because in my latest FM (WIP) I've used tons of textures from there. When I first looked at it, I had concluded that it was OK to use them, but now I'm second guessing that because of this (also mentioned above): Please note that it is not allowed to release our images under Open Source licenses (even when the materials are modified). If you are working on an game that is released under an Open Source license, you need to release content that has been created using our materials under a closed source license. However, this here make me think it might be OK? From https://www.textures.com/support/faq-license#3d-model CAN I USE THE MATERIALS ON A 3D MODEL OR SCENE OR VIDEO GAME LEVEL WHICH I WILL OFFER OR SELL ON A DIGITAL MARKETPLACE? Regular textures may be bundled with 3D models, scenes or video game levels under the following conditions: you have customized the materials for the 3D model, scene or game level, all materials are actually used on the 3D model, in the scene or game level you are selling the model and materials in one package. In other words: do not use bundling as a loophole to sell a texture or material pack. Please add the following text in the documentation accompanying the model: "One or more textures bundled with this project have been created with images from Textures.com. These images may not be redistributed by default. Please visit www.textures.com for more information." IMPORTANT: the exception to this is any content in the Special Content categories: 3D Scans, 3D Scans Atlas, 3D Objects, 3D Foliage, Substance, PBR Materials, Decals, HDR Spheres, HDR Skies, Graphic Designs and 3D Ornaments. The materials in these categories may NOT be bundled with 3D models or scenes. This even applies when you modify the materials: modification does not mean you are allowed to bundle these types of materials. Again I'm specifically talking about using these are part of a fan mission, not the core game. To satisfy the conditions above, I will: customisation: all textures have been converted to different formats (.dds and .tga) or resized I won't include any textures in the .pk4 that aren't included in the mission the FM will be bundled into a single .pk4 package (and I'm obviously not selling it). I'm only using the 'regular textures', not PBR or 3D materials. I will include the text 'One ore more textures...' in the FM readme.
  15. Yes, but I am talking about explictly NOT overriding core files. This is about only overriding specific decls. If you package your own version of a file in the base mod, you will override EVERYTHING that is declared in there, thus reverting updates that might have or will happen in the core mod.
  16. The devs didn't title this thread, and @datiswous said they're attempting to mislead people by using Russell's name and a retro style to make it resemble Thief, which is cynical. I grew up on forums like I'm sure anyone who likes a game from '98 did. I actually left the Discord immediately after joining it because it was more off-topic doom-posting than anything relevant to the mod. I thought the forums might be better, but it's mostly just grown men yelling at clouds and telling strangers how mature they are, and a few brave souls actually developing anything. Depressing place, I'll just stick to enjoying new missions every 6 months without an account.
  17. True, but, 1. this thread is called "Western stealth FPS with Stephen Russell", and, 2. nothing you said changes anything for me. The gameplay still doesn't look like something I'd enjoy. And, if you really think this forum is cynical, then you don't visit forums much. Actually, the majority of the users are are pretty mature, unlike in other forums.
  18. Is it possible to override a single definition (from a .sndshd file for example) instead of whole files? I want to replace some footstep sounds. If I include the sound shader defnition files, I'll have to keep them up to date with the base mod, and I don't want to do that. Instead, I just want to override single definitions in a separate file. Is that possible?
  19. I wonder if it could be useful for translation. So if you frob or hover your mouse on something it will show a translation, instead of translating everything in-game. This way the original shown text is preserved.
  20. Hello all! I'm new here and I VERY WANT to help I am ready to translate and I can put the translations into the missions. (Russian players even made it some sort of a community project, where everyone who wants to help, translates some parts of the missions. I'm currently helping them.) We want to make a complete translation of at least a few missions. (Including briefings, which sometimes coming as a *.dds files. I also can handle it) But... as always there are a few difficulties. - In Russian it is sometimes just impossible to translate things SHORT. (I suspect not only in Russian) - We can not have our own *xd's and *.dds since they are common for all localizations. I think this is the most difficult part for everyone who starts their own localization. And this is not a criticism of developers - they've made a HUGE work already, which we all are thankful for. I saw people writing that they're not playing TDM because of a lack of translation. We - and me personally - really want to help and made things proper. An there's a decision to make. So the main questions are: -is it theoretically possible to handle "num_pages" in a stand-alone file, which can be edited separately for all languages? I suspect this is a Sisyphean task, so if not, then: -can we make a stand-alone version (*.pk4-file), so it can be downloaded separately on FM's page on the TDM website (OR handle it on our own servers (both ways making it impossible to download from TDM updater - and I'm not sure that developers will agree with such a hardcore and radical decision) for localization files (not just *.lang-files)? - any other solution you can come up with. PS. can it be the main topic for Russian localization? Thank you. UPD: In case if someone's interested in our progress, you can track it down here: http://notabenoid.com/book/53218/ (website was closed for non-registered users, sorry) UPD2: The authors (of FMs) are welcomed to give us their permission on translation here: http://forums.thedarkmod.com/topic/16572-translating-missions-mission-author-consensus-request/ UPD3: Fixed Russian fonts can be found/downloaded here - and, yes, - we're working on subtitles and on translation of all audio files; UPD4: 62 missions translated and counting; Public change log; Sill missing testers, but the first reviews were quite good. At this point i'm kinda ready to admit that... UPD5: at this moment we have 76 translated missions UPD6: 90 missions translated and counting... UPD7: 99 missions translated, tested and uploaded on darkfate.org
  21. We didn't make the holidays (such a busy time of year) so here's a New Year's gift, an unusual little mission. Window of Opportunity Recover an item for a regretful trader out in a wilderness setting, and discover more! Available within the in-game mission downloader or: Download: http://www.thedarkmo...ndetails/?id=79 Alternative: https://drive.google...WTMzQXZtMVFBSG8 Some unorthodox gameplay on regular/ghost difficulties. (Arachnophobes might prefer short mode...) Please expect to need your lantern in regular and ghost modes! Short ("easy") mode is a smaller map, so if you are looking for areas others reference below, or 100% of the loot, you'll need to play on another mode. I wanted to create my first mission before I became influenced by too many others' ideas, and limited myself to what has been done before. As such, this mission is not set in a city/town, and has some features that are likely to be provocative. There's a section some really like, which others don't, either way I kept it short to not last too long. That being said, I hope you do find it fun! :-) Special thanks to those who provided valuable testing and feedback: Goldwell, Kyyrma, plotzzz, 161803398874989, PPoe & Bikerdude (who also contributed a sound). (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] If you are having trouble finding the main objective, here's what to pay attention to in the mission for hints: There is a spot it's possible to get stuck on the ground in the corner by the cliff/rockfall where there's a rope laying on the ground, please take care if you poke around there!
  22. I can't say this about TDM necessarily but I have seen quirks that happen on Linux that don't happen on Windows even with cross-platform software. I was testing some Quake map packs in Linux using the Quakespasm engine, a very popular source port. I noticed a particular map pack was missing music in Linux but worked fine in Windows. I thought it may have been a codec issue, until I discovered the map in question was requesting audio file "track102.ogg" but the actual title of the file was "Track102.ogg" and Linux filesystems are by default case-sensitive. Renaming the file fixed it but man that was some bullshit the end user shouldn't have to deal with.
  23. Beta 11 Fix finished-on state auto-update was unreliable Slighty improve scanner title/author detect Tags are now named some whatever regular-version-looking thing to force GitHub to put the newest at the top
  24. Likewise in subtitles; the "T" has a similar artifact. The implementation of the Stone font has known glitches, including poor spacing of "J". Probably made worse by the fact that no 12pt Stone is currently available, only 24pt and 48pt. So what you see is scaled down from 24pt. The images for the text characters are in a grid within a single .tga file (for a given base font size). Stray pixels come from adjoining letters in the grid. IMHO, it is possible to overcome such shortcomings, but not quick and easy. A good project for 2024 and TDM 2.13
  25. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

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