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  1. 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.
  2. I wouldn't necessarily say there is a lack of interest, rather this is lower on the priorities list than other things. I agree that we should consider xdata support though. Especially since it would be easier to hook existing translation code into. ( Though there is also a line of thought that we should completely revamp our translation mechanism and expanding the existing mechanism will make that even harder. ) There's no hard and fast rule but I would say the priorities go something like: 1) Crashes or breakage that needs to be fixed ASAP 2) Community code contributions 3) Community asset contributions 4) Things that are "interesting" or "fun" to implement 5) Things that are "easy" to implement 6) Things that the developers feel would really improve the project game-play 7) Code cleanup and structural fixes 8 ) Performance improvements and optimization 9) Accessibility improvements ( subtitles, translation, etc) 10) Bugfixes for existing assets 11) Enhancements to existing assets 12) New graphics features Given that we are a volunteer project, the priority list is always gonna be a mixture of "proper priorities" and things that are easy, interesting, or fun to implement. Grayman's approach was to survey the bug tracker for trends that revolve around a somewhat narrow topic and then compare that to community comments about the topic and develop a new design that covers all contingencies related to the topic. This would fix a large number of bug reports at once since it would either make them obsolete by removing the wonky parts of the prior design or make the design better match how players interfaced with the issue. The only downside to that approach was that covering "all contingencies" sometimes meant a very large conditional tree and that would span a huge swath of the project code ( thus risking lots of unforeseen bugs ).
  3. 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
  4. Played Grounded difficulty a couple of times and could not get past the school in Bill's town. My first attempt I got stuck on first entry into the school. I couldn't sight the bow properly and I now think that was a glitch or a setting I couldn't figure out because this second attempt it worked normally. Oddly, whereas in easier levels I seem to get two uses out of each arrow, in Grounded it seems randomised and a new arrow might get 1 to 3 (more?) uses. I definitely got three uses. Anyway, this first area in the school took a lot of stealth takedowns every one of which needed a lot of trial and error because of the need to preserve ammo etc for the Bloater in the next area - and that's where I'm stuck. In lower levels, I always enter the gym with 3 nail bombs, 3 molotovs, and plenty of shotgun shells. I'd typically lob all or most of the bombs and molotovs at the Bloater right at the start and then run round like hell waiting an opportunity to blast it with the shotgun. In Grounded, despite HUGE effort to preserve resources, all I have left is 1 nail bomb, 1 molotov, and 6 shotgun shells. I also have just enough resources to make EITHER a health pack OR another molotov. That's when I discovered my health was near-zero! I gave it a lot of thought and decided I'd have to restore my health. So 1 bomb and 1 molotov. I knew this wouldn't work. Sure enough, I ran out of ammo pretty quick and died from a single hit. Has anyone ever got past this scene with 1 bomb and 1 molotov (on ANY level?) Presumably it must be possible because it seems impossible on Grounded to ever get enough resources to have more than 1 bomb (the one Bill gave me) and maybe 2 molotovs (the first one found on a corpse.) Believe me, I scrape the barrel for resources in EVERY scene and there is almost NOTHING anywhere! Every single bullet is precious. And almost no shivs so none ever to spare to open doors so how much resources did I miss that way? All I can think of is a crazy race run perfectly and never taking a hit and hoping to pick up dozens of shotgun shells from bare-fist punching of runners. This sounds near-impossible. (Although Bill did finally get off his fat arse and kill 4 infected in the final surge outside just before climbing that bus to get in the school. (I did that by racing around madly for a long time then suddenly forced to bare-fist a runner I was astonished to find it was the last one!) Maybe if I could survive by running round the gym he'd take down the Bloater? There are far more difficult battles beyond this so I doubt I'll bother.
  5. Thank you. Here is an updated version of "Outlined Yellow" based in your latest code. The image of the ring is no longer fully transparent and it comes with an outline now for improved clarity. Base colors of the image are now shades of grey and the color of the widget is now changed by making use of the matcolor property so that colors of both the widget and the text could change simultaneously via user input. z_Subs_212_Outlined_Yellow_20240108.pk4
  6. With TDM 2.12, after the credits finished, the "Mission Complete" screen did not display. I found that the screen was black and I could hear my footsteps when I tried to move around. I think the reason for the mission not completing successfully was that the "Do not kill or harm allies" objective was never marked as "1 = STATE_COMPLETE" instead it was left as "0 = STATE_INCOMPLETE". Note, I didn't use noclip throughout the mission. Same as: https://forums.thedarkmod.com/index.php?/topic/18054-fan-mission-the-accountant-2-new-in-town-by-goldwell-20160509/&do=findComment&comment=458491
  7. How about using TDM automation framework (and maybe pcem/qemu)? More info see: https://forums.thedarkmod.com/index.php?/topic/19828-automation-features-and-discussion/
  8. I dom't use it, i found it here with the filter set to OpenSource. the TOS and PP isn't excluding for an OpenSource app, if they use ads mean that they also need to pay an server for this online service. OpenSource is not synonymous with free either, perhaps after the beta phase it is no longer free, so perhaps you can take advantage of the fact that it is still free to create a series of textures that can be used or search another one in Futuretools. AI generated textures and assets, by definition, don't have any copyright, so you can use them as you want. https://www.futuretools.io/?pricing-model=free|open-source&tags-n5zn=gaming
  9. TDM Modpack v3.8 released in the opening post Introducing... the SHOCK MINE MOD v1.0 We must thank @wesp5 for this one! Flashmines are a rare item nowadays. Shortly after production begun blueprints of a more practical equivalent made it into the streets and Flashbombs took the market by a storm. To make matters worse, Flashmines had a critical flaw and the inferior chemical components degraded over time and Flashmines were quickly known to have caused misfortunes. The Flashmines that remain in the black market are now old, unpredictible, and dirty cheap. "I am not interested, chap. Too dangerous! A single spark and I am out of business!", could be heard from a merchant in a tabern. Later that evening a few Flashmines had a new, mysterious owner. A couple of nights after the first altered Flashmine was put to the test with shocking results. The original "Electric Mine" can be found in wesp5's Unofficial Patch. Stims are, in my experience, unreliable and for this new take on the infamous mine I ended up scripting everything. New sounds, different effects... but more importantly, KO's are now credited to the player. A Shockmine is a powerful, silent weapon that can put most of your opponents down but be careful, Shockmines can be deadly. Whenever you stumble across a Flashmine just grab it! Our protagonist knows well what to do with it. Big thanks @wesp5 ! HUNTER BOW MOD v1.1 Something that buggered me from day one is the mandatory reload when you miss a shot with the Rope Arrow. The Hunter Bow Mod has been upgraded so that when you miss the shot you have the opportunity to retrieve the arrow. Sometimes arrows will land in inaccessible places but hey, you at least have a chance now. CLASSIC BLACKJACK MOD v1.3 A little update to conclude the "It Just Works" exercise. The blackjack is now as reliable as it can get... KO guaranteed: no indicator and no quick-save required. FLASH GRENADE MOD v1.1 Flashbombs no longer clip through the world and the script has been greatly improved. There is no way Flashbombs can fail now: if AI are within range and sight, AI will be blinded. I consider this the definitive version. --------------------------------------------------------- Thanks to @Dragofer & Company, The Dark Mod 2.12 will allow different mods to coexist so expect a reorganization of the mods included in the pack sometime early next year. Until then, have fun with the TDM Modpack! The download can be found in the opening post. Full changelog: ============================== v3.8 - New release ------------------------------ • STANDALONE SHOCK MINE MOD v1.0: Initial release. • FLASH GRENADE MOD v1.1: Resolved clipping issues, better AI blind detection. • HUNTER BOW MOD v1.1: Retrieve rope arrows when missing shots. • CLASSIC BLACKJACK MOD v1.3: Improved collision detection. • PLAYER SKILLS MOD - DISTRACTION v1.4: Revised mod, new method. • Modpack: Minor general corrections. Cheers!
  10. Announcing the release of Sir Taffsalot's Sword. Summary This is my tribute to Sir Taffsalot (Gary Pugh), whom we recently lost. He was a valuable contributor in mission creation, beta testing, and idea contribution. You are tasked with recovering Sir Taffsalot's ceremonial sword, which has been stolen from him and spirited away to the mansion of one Lord Asher. While dealing with (or avoiding) Asher's guards, you need to find the sword and a couple special objects related to Sir Taffsalot. Since Asher isn't a nice fellow, there is (of course) the need to also find evidence he is up to no good. Download You can obtain a copy through the in-game downloader. It requires 2.05 or later. Build Time Roughly three weeks to build and three weeks to beta test. Thanks to my testers Amadeus, Bikerdude, and Epifire. I18N Initially, this mission is not ready for translation. As soon as I'm certain there are no killer problems, I'll produce an I18N-ready version. Enjoy!
  11. If the "mission fails as soon as stealth score turns non-zero," that would not be good for ghost players. They might need to find out "how" they failed and experiment to avoid alerting guards. They might need to take those score points as a "bust". They might need to take those score points to complete an objective. Then, mission authors would need to encode exceptions into their missions, which would be a lot of work (if they decide to do it at all). However, part of what makes ghosting challenging and fun is when mission authors do not create their missions with ghosting in mind. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Writing code for these rules would be a huge undertaking. Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Creating an official mode could alienate these dedicated ghost players, because it would clash with what is considered ghosting in the community. Including the Stealth Stat Tool mod in the official release would be more useful. Or, making the audible alert states of guards quick and easy to recognize could help as well. For these reasons, I don't agree with an official "Ghost" mode. If the dev team were to do it, we should consult with @Klatremus so we get it 100% correct or not pursue it at all. (This ghosting bit should probably be in its own thread.)
  12. Mandrasola is a small sized map in which aspiring thief Thomas Porter steals some herbal products from a smuggler. The mission was created by me, Sotha and I wish to thank Bikerdude, BrokenArts and Ocn for playtesting and voice acting. Thanks goes naturally to everyone contributing and making TDM possible. This mission occurs chronologically before the Knighton's Manor, making it the first mission in the Thomas Porter series. Events in chronological order are: Mandrasola, The Knighton's Manor, The Beleaguered Fence, The Glenham Tower and The Transaction. The winter came early and suddenly this year. Weeks of strong blizzards and extremely harsh cold weather hit Bridgeport hard. With the seas completely frozen, a rare occurence indeed, most of the City harbor commerce has stopped completely. Vessels are stuck in the ice and no ship can leave or enter the City, resulting in the availability imported goods declining and their prices skyrocketing. One of these imported items is Mandrasola, a rare herbal product, which is imported overseas from the far southern continents. Mandrasola has its uses in alchemical cures and poisons, but mostly this substance is used for its narcotic qualities by commoners and even the nobility. The problem with Mandrasola is that excessive use is extremely addicting and the withdrawal effects are most grievious. Many are utterly incapable of stopping using Mandrasola and are transformed into quivering human ruins if they do no get their daily dose. And now this expensive and rare substance is running out from the whole City. Me and my fence, Lark Butternose, would love to grab this monopoly to ourselves: selling the last few doses in the City would probably be worth a fortune. According to Lark's sources, there remains only one smuggling lord who still has Mandrasola in stock. The problem is that this individual maintains an exclusive clandestine operation and only supplies a few nobles. Despite our best information gathering efforts we couldn't learn who the smuggler is and where he or she operates. Luckily we have an alternate plan. While searching for Mandrasola related information, we learned that a noblewoman called Lady Ludmilla is addicted to the substance and has paid high prices for small amounts of it. We also know that she has visited frequently someone in the Tanner's Ward waterfront, and since she goes to the area personally we believe she is visiting the smuggler. The plan is simple: I must monitor Ludmilla's most likely entryway to the Waterfront and then follow her to the smugglers hideout. I'd better be very careful around Ludmilla. She must not realise I'm following her or she probably won't lead me to her dealer. Hurting her is also out of the question. After she leads me to the smuggler's hideout, I can take my time to break in carefully and steal all the Mandrasola I can find. While I'm there it wouldn't be a bad idea to grab some loose valuables as well. I've now waited in the blistering cold for a few hours already. Looks like there are a few city watch patrols in the area to complicate matters... I think I heard a womans voice beyond the north gate. That must be lady Ludmilla, I haven't seen many ladies in these parts. I'd better get ready.. Links: Use the ingame downloader to get it. WARNING! Someone always fails to use spoiler tags. I do not recommend reading any further until you've played the mission.
  13. I can confirm your issue. My monitor can run at 165 Hz so I set the in-game FPS cap to 166. When capped at 166 FPS I can't hear any faint footsteps while creeping either, but when set to a cap of 144 FPS the creeping footsteps played as expected. I've only played a handful of missions since I got this monitor so I likely just didn't notice this and if there were any other oddities like the camera and other movement, I didn't notice them either. Still, there's clearly something subtle happening at higher frame rates. I'd be curious if the problem happens on say a 60 Hz monitor but still capped at 166 FPS. Guessing it would. As for the other thing you noticed where the actual frame rate cap doesn't seem to match the one selected in the menus, I think this is more of an issue with the Doom 3 (id Tech 4) engine the game uses as its base. My understanding is it took some work to actually get higher frame rates than 60 working in the game in the first place. Even the dhewm3 source port of Doom 3 doesn't have it working correctly. Even if you uncap the FPS the timing of the game goes to warp speed and it's completely unplayable. https://github.com/dhewm/dhewm3/pull/297. Amusingly there's at least one TDM dev who posted there, since people talk about how TDM implemented their own solution (not without its own bugs).
  14. @datiswous, I suspect this is possible if rather tedious for signs or 1-page broadsheets. You could arrange that the frob calls a script, and the script causes the player/narrator to say a custom .ogg file. That file would be just silence, of the same length as the desired subtitle duration for the translated text (or at least within 5 seconds of it, then using the duration extension methods). Alternatively, the narrator could actually "read aloud" the text. The complexity of the .gui for books is rather daunting, but maybe you could tie into page-turning events. I don't think you'd want to recommend this approach for general book translation throughout an FM. If for no other reason, making the .ogg files would be a pain. Also, it doesn't seem to me to extend to more than one subtitle language. I could imagine that, with engine changes, books could be made into first-class speakers (i.e., as if AIs), so you could optionally hear as well as read a book, and in any event see the subtitle in any language of the player's choice for which a translation is available.
  15. Would it be possible to use the subtitle system (or something similar) to display a translation for text you frob, and active gui pages (for example a page in a book)? (I guess this might give problems for pages with a lot of text) This way you can keep the game in it's original look, while still giving a translation.
  16. ** As of 2.11 many of these assets have been further optimized and incorporated into the core mod** *These are reposted from the discord server* Conversions of cc0 licensed assets from https://polyhaven.com/models: **POLY HAVEN CC0 ASSET PACK 01 "SEATING"** - REV4 - narrow seats. wide seats - red seats. blue seats **POLY HAVEN CC0 ASSET PACK 02 "GOTHIC"** - Initial Release - Even more furniture - Interactive prefabs: Containers, cabinets, drawers, "working" grandfather clock - Fully modular pier kit - A very nice bed ! But AI can't sit in the chair ! Notes on "optimization": many of these meshes are particularly tricky for a very novice modeller as they contain a lot of smaller detail geometry which ideally would be baked into a normal map. That's a bit beyond me admittedly, so a much greater emphasis was put into keeping a higher level of detail but having as few shadow casting triangles as I could manage. The shadow mesh is typically only 10-20% of the overall polygon budget of an asset in the pack with some exceptions for the large "hero" assets like the bed.
  17. To cater to both audiences. I mentioned LibreGameWiki as one example. nbohr1more mentioned other uses. Explicitly allowing reuse and spread will help TDM reach a wider audience and would hopefully attract more volunteers. More volunteers which can help improve both TDM versions. There are several benefits for a project of being in the Debian repo. One is that TDM Debian-users can report defects on any package directly to Debian (no need to register on separate forums). Debian may then fix the issue themselves (in their "TDM-libre" package) and will offer the patch upstream to TDM, who can then choose to accept or reject the patch. I envision "TDM-libre" to have the same capability of downloading any mission as regular TDM. The only difference is that "TDM-libre" would come packaged with the regular engine (which is GPL+BSD) and an included mission that has libre media/gamedata. When I play TDM by myself, I want the unlimited-play and can accept commercial restrictions. But if I were to promote it somewhere, or charge for a stream when playing online, or make a video, I would want a version without commercial restrictions (and can temporarily accept limited-play) to make sure I don't violate anyone's copyright. Perhaps. That's what I'm trying to find out.
  18. January & February 2018 update: I'm almost done with the translation of the base install package (i.e. the GUI of the game, the translatable texts in two of the three FMs in the package). I've decided it wouldn't be all that bad if I provided you guys with some insight into the current state of things, what will still need resolving, and so on. First, I want to talk about some of the minor GUI issues I've run into (and which I prefer to resolve first), then also cover the issues with the FMs from the base install (which can still be fixed/improved later). October 2019 update: I have gone through the entire opening post and tried to rework the layout a bit, to increase readability. The separate download links for the hosted screenshot images have been removed, since that part of the image-hosting service (Mediafire) was acting up during the last year. The screenshot images linked should still be visible, without a fuss, once the links below are clicked. The images are still downloadable by simply opening the links, then saving each displayed image to your disk or to a USB storage device, whathaveyou. 1. GUI TRANSLATION 1.1) GUI Font Problems and Glitches The following paragraphs are a hopefully complete list of problems I’ve run into while translating the game's GUI into the Slovak language. The problems are sorted into issues concerning: a.) the visual appearance of letters in fonts. In this section, I’ve listed the problems in orders of decreasing severity. b.) the current inaccessibility of some GUI titles to translators (as they are still „visually hard-coded” at this time, in this current version). 1.1 a.) Problems with letters in fonts First problem: The letters ľ and Ľ are not depicted correctly when written down. This prevents many Slovak words using these letters – particularly kľúč ("key") to be displayed correctly in-game. My recommendation is simple: These two letters need to be added to the standard game fonts in some future language update for TDM. Naturally, only if it's in any way possible for the particular font we used for most of the menu text. (But I have a feeling it certainly is possible.) Until then, I've decided that all Slovak translations of TDM content will replace these letters with "l" and "L". An improvised solution, but it at least prevents the words that would include the letter from looking weird. Second problem: The letters ť and Ť ("t with a caron" and "capital t with a caron"), while working well in the prevalent font, have some degree of aesthetic problems. The "Ť" letter is actually all right appearance-wise, but the way the "ť" letter is depicted makes it look a bit like it was actually the letter "t with an acute accent" (this is a non-existant letter in real world alphabets). It’s not a major problem, certainly not on the smaller titles of the GUI, but in the GUI of the main menu, it looks rather odd and ugly. For the time being, just for the sake of visual appeal, the more major titles in the major game menus have had the "ť"-s in them changed to "Ť"-s, since it looks a little better and less confusing that way. This is, obviously, just a temporary solution at best. But for now, it will have to do. Third problem: A more minor issue, but still quite annoying. The letter á ("a with an acute accent") works pefectly everywhere in the game, with the sole exception being the GUI element „Enter Name“ in the Save/Load menu. It’s translated as „Zadaj názov“, but the á letter is not showing up correctly. For the time being, I’m changing the letter to a simple „a“, but this font issue will need fixing in the long term. Fourth problem: Issue similar to the third problem. The letter č ("c with a caron"), which otherwise works perfectly in the game, is replaced by an "@" on the "Loading" splash screen title of the mission screenshots preview gallery (the clickable one, in the previews of the mission downloader). The splash screen title is translated as "Načítavam...", and the glitch is making it look like "Na@ítavam..." in-game. For the time being, I’m changing the letter to a simple "c", but again, this font issue will need fixing in the long term. Fifth problem: A really minor one. The translated titles for the little settings bar in general video settings doesn't show letters with diacritics. 1.1 b.) Problems with untranslatable bits of the GUI Some of the GUI titles are simply not yet available to be translated from English via the .lang files. Here’s a list of all these titles: "Load Mission", "Save Mission", "Description", "Mission Statistics", "Downloaded Missions", "Online Mission Archive", "Download Status". The popup window informing the player about all newly downloaded missions is translated fully, outside of the bit in parentheses at the end of the sentence (‘New Mission’), which for some reason remains in English. This is probably not due to an unaccessible font, but because of an algoritm I may have either overlooked, or don’t have direct access to via the .lang files. I'll probably look into this soon, there might be a solution. Some strings for translating newer elements of the menus, already present in 2.05, are not available. Inventory Grid cannot be found in the all.lang file of 2.05, not even among the English language strings of that file. Currently, Inventory Grid is possibly the only untranslated line I have in the options menu, given the inaccessiblity. I've seen some advice on adding new strings, but I'd prefer if my own synced up with an official English one (code number and all). 1.2) Screenshots of the translated GUI Here's a mix of screenshots, older and newer, to show how the finished translation of the GUI looks like. Main menu Audio settings General video settings Language video settings Advanced video settings General gameplay settings Difficulty gameplay settings Movement control settings Actions control settings Inventory control settings Weapon control settings General control settings Tool control settings Downloading a mission 1 ("1 mission successfully downloaded", etc.) Downloading a mission 2 ("new missions available", etc.) Restart after mission install Cleanup of a mission install folder Loading a mission save Mission launch menu FM objectives and difficulty menu (from Glenham Tower, showing fairly typical difficulty level names) FM Shop menu: Before purchase, After purchase FM Shop menu items and goods: Blackjack, Sword, Lockpicks, Compass, Spyglass, Lantern, Flashbomb, Mine, Broadhead arrow, Water arrow, Moss arrow, Fire arrow, Rope arrow, Noisemaker arrow, Health potion, Holy water. (The Gas arrow and other rarer items are also translated and work in a shop, but I can't remember an FM with a starting shop that sells them. I have seen them work perfectly fine in the shop menus, like the items in these images.) FM start of mission popup FM mid-mission options menu FM exit mission menu FM ingame objectives scroll (from A New Job, the objectives were not translated, hence English) FM ingame inventory (an overview collage, with translated HUD and item names) FM Mission Statistics 1 (from A New Job, hence the custom name for the difficulty level) FM Mission Statistics 2 (from A New Job, hence the custom name for the difficulty level) FM Mission Completed Version status popup window (up to date for 2.05, the current version) Do you really want to quit, yada yada... Can't post too many screenshots visibly in the post, so I prefer linking to them. They should be easy to view. Same with the FM screenshots further down this post. 1.3) .lang files stuff for the GUI only Finished, up-to-date .lang files, ready for download and testing. all.lang file: http://www.mediafire.com/file/pzj632l2edobdl0/all.lang (other DL link) slovak.lang file: http://www.mediafire.com/file/20189ddeec1w888/slovak.lang (other DL link) tdm_base01.pk4 file (with up-to-date .lang files): http://www.mediafire.com/file/t3mvkj81tldkr7o/tdm_base01.pk4 (other DL link) These are the most up-to-date versions of the GUI .lang files (all.lang & slovak.lang) and of a working tdm_base01.pk4 file with said updates. Anyone of you can have a look and criticque whether the menus or the HUD text need a little rearranging to look better or not. Though I've taken great care to avoid omitting something, I'm sure I could have still overlooked something, and that's partly why I need your second opinions. 2. BASE PACK FMs TRANSLATION 2.1) Translated Training Mission and Tears of St. Lucia FM Font Problems and Glitches The following paragraphs are a hopefully complete list of problems I’ve run into while translating the two base pack FMs (sans the latest, A New Job, which lacks usable .lang files) into the Slovak language. The problems are sorted into issues concerning: a.) the varying presence or absence of letters in fonts, the visual appearance of letters in fonts b.) translating some of the signs and items via the regular l10n method (involving strings and the separate l10 pk4) 2.1 a.) Presence and absence of letters in fonts, visual problems with letters in fonts This mainly concerns readables, but in the case of the Training Mission, also the various hints you get throghout in the upper left corner of the screen. Diacritical letters don't occur within translated readables at all. The book readables and the note readables do not display any diacritical letters, whatsoever. This results in virtually unreadable texts. (Unreadable without extensive guess work about the missing vowels and consonants with diacritics, at least.) Diacritical letters do show up in mission briefings, and on the hint scrolls in the upper left corner of the screen that are unique to the Training Mission. However, even in these case, some of the diacritical letters are either missing completely or getting bizarrely replaced with entirely different letters (resulting either way in equally unreadable text). Diacritical letters that are displayed correctly (on briefings and hint scrolls only? Á á, Ä ä, É é, Ú ú, Ô ô, Í í, Ý í, Č č, Ň ň Diacritical letters that are displayed incorrectly (on briefings and hint scrolls only? a.) Š š are replaced with U u, for some reason b.) Ľ ľ are displayed as some other forms of L (roughly like a Polish "L with a stroke" letter) c.) Ď ď are displayed as D´ d´ (arguably a problem similar to the strange look of a non-capital ť letter in the GUI) d.) Ĺ ĺ are apparently replaced with Å (upon closer inspection, this letter has the identical ALT+0197 as the two acute accent Ls, but on the English keyboard, not the Slovak one) e.) Ť ť and Ž ž are not displayed at all and are replaced by blank squares 2.1 b.) Problems with translating some of the signs and items via the regular l10n (localisation) method I've tested the translation in the Training Mission in particular, because the TM has just more content and thus more ground to cover. One of the unpleasant surprises was the realisation that, although the translation for all of the readables and the little hint scrolls in the Training Mission work, the translation for items and for in-game signs does not work. Mind you, all of the signs and all of the items unique to the Training Mission are listed in the strings of the same .lang file as the mission's readables and hints. The hints and readables work, but the items and signs are still in English. This is a mystery to me. Do those particular texts require a separate manipulation of the Training Mission's .lang file ? 2.2) Screenshots of the translated missions (Training Mission, Tears of St. Lucia) Here's a mix of screenshots, older and newer, to show the current state of the two FMs' translation. Each of these is provided with a commentary by me. 2.2 a.) Training Mission TRAINING MISSION - READABLES Book readable completely lacking letters with diacritics 1 The introductory book readable in the TM's atrium. All the letters with diacritics are gone. I.e. I will have to add them to this font. And not only to this font, unfortunately... The font in the book readables is the "Mac Humaine" font used by TDM. Book readable completely lacking letters with diacritics 2 Same thing. The text looks okay, but any letter with a diacritic is simply not registered by the readable. Book readable completely lacking letters with diacritics 3 The book readable on lockpicking. Once again, all letters with diacritics are completely missing. In addition, I'll have to ammend the translation of the title, because there is no way I can get a conventional translation of "lockpicking" into that one line reserved for the title. Book readable completely lacking letters with diacritics 4 The text itself looks nicely, but the diacritical letters are missing. Book readable completely lacking letters with diacritics 5 Book readable about object handling. Missing diacritics again... For instance, the title is supposed to read "Ovládanie predmetov" (Handling of objects, Controlling of objects). Book readable completely lacking letters with diacritics 6 To make matters just a little bit worse, the original text in the second half of the readable is hard to translate, because you have to cram in all your translated text, and even then, a portion of it gets cut off at the end. This is even without all the missing letters with diacritics. Mind you, I've tried to keep my translated text as brief as possible. But sometimes, it's hard to really fit it in, even in some readables like this one. Scrap of paper readable completely lacking letters with diacritics 1 Scrap of paper readable completely lacking letters with diacritics 2 Scrap of paper readable completely lacking letters with diacritics 3 Scrap of paper readable completely lacking letters with diacritics 4 Scrap of paper readable completely lacking letters with diacritics 5 The above are in the "Nancy" font used by TDM. Not much to say about these. If you get the impression they're bizarrely sparse, that's because the length of these notes, and the amount of letter with diacritics used in them, absolutely messes up the text once they're absent. You can still vaguely make out my translated text, but given the different style and size of the font, the absent letters are even more noticeable here than in the book readables. TRAINING MISSION - MENU & BRIEFING TEXT AND ADDITIONAL TEXT Hint scroll with a missing or incorrect "L and D with caron" (outlined in red and blue) Now we're getting to the real meat of the issues, but these are thankfully unique to the hint scrolls and wall signs that appear in the Training mission. The hint scrolls are, just like the menus and briefings of TDM, in the "Carleton Caps only" font. First off, as in the GUI, the Ľ letter doesn't work properly. This isn't obvious from the screenshot, where a normal L is seen instead in the second line. But this is because I have pre-emptively removed the Ľ, awaiting the same issue as with the GUI. I've outlined it in red. Secondly, a Ď letter is in the first line of that screenshot excerpt, but shows up as more of a "D with an acute accent", with an acute accent diacritic above it instead of the caron diacritic. I've outlined it in blue. Why is Ľ/ľ in particular such an issue in both the GUI and the FM font usage ? If Wikipedia is correct on this, the letters Ľ and ľ (l with a caron) only exist in Slovak. Ergo, they're very rarely used letter outside of the language. Hence, they weren't accounted for in any of the current fonts, because no one would really suspect such an obscure letter with diacritics to show up at all. The Ď/ď letter is only slightly more frequent, existing in a few more languages, but not that many either. Rather rare diacritic letter in most fonts. Hint scroll with a missing "T and Z with caron" (outlined in red and blue) and a static sign issue The letters Ť/ť ("t with a caron") and Ž/ž ("z with a caron") don't show up at all. They're replaced with squares. So, these need to be added to the diacritical letter library of whatever font is used for the hint scrolls. I have outlined the missing ť letters in red and the missing ž letters in blue. There is also the added issue of the static signs in the Training mission having translatable strings, but the result of that translation not showing up at all. Hint scroll with a missing "S with caron" and a U letter replacing it (outlined in red) The letter Š ("s with a caron") gets messed up more than most. it's neither a square, or an S with acute accent, it outright changes into another letter: U, of all things ! Believe me, it got very annoying whenever I tried to read the hint scrolls containing Š/š, and I read U/u all the time. Horribly distracting and makes the words utterly nonsensical. Š isn't a very common letter with diacritics, but it shows up in some languages. The phonetic nature of the letter is widespread, though. E.g. in English, it shows up commonly as the combination "sh" (shadow, short, etc.), and in French, as the combination "ch" (chien, cheval, etc.). Hint scroll with an "L with an acute accent" displayed as a different letter (outlined in red) The letter Ĺ ("L with an acute accent") is a rather rare letter too, similarly to the Ľ. When it comes to how it shows up in probably only this one hint scroll, it is displayed as a weird "A with a circle" letter. Similar situation as with Š, showing up as a completely different letter. Hint scroll with surprisingly unfaulty translated text - no diacritical letters missing Suprisingly enough, a tiny minority of the hint scrolls that had diacritical letters already present in the font for the scrolls showed the translated text well. This is one of the few scrolls where I found nothing wrong with the translation. Pity so much of the other text from the Training Mission looks nowhere near as finished and correct as this example... Translated strings of item names do not show up at all Like with the translated strings for the mission-specific signs seen in the FM, for some reason, the translated strings for mission-specific items (keys, etc.) don't show up either. They're still in English. All of my translated strings are in the same .lang file, which is structurally identical to the FM's English-language .lang file. Do I need to do a separate perl process for the item and sign strings or what ? Any ideas ? TRAINING MISSION - FIXING READABILITY AND FITTING STUFF IN Due to the limiting nature of both the fonts (at least currently) and especially some of the strings for the Training Mission, it is a bit difficult to get it localised. Nevertheless, I want to provide a few sample screenshots of where this has worked out fine, even if I had to do a bit of out-of-the-box thinking. Note on stealthing a warehouse with 2 guards - Original, not fixed Note on stealthing a warehouse with 2 guards - Updated, fixed A letter to brother Jarvis - Worked fine originally, no need for fixing * Elevator note - Fixed Injury risk note - Original, not fixed Injury risk note - Updated, fixed Note on moss arrow usage, page 1 - Original, not fixed Note on moss arrow usage, page 2 - Original, not fixed Note on moss arrow usage, page 1 - Fixed, edited, but nothing left out Note on moss arrow usage, page 2 - Fixed, edited, but nothing left out Note on flashbomb usage, page 1 - Fixed Note on flashbomb usage, page 2 - Fixed Note on noisemaker distractions - Original, not fixed Note on noisemaker distractions - Fixed, edited, nothing left out, but needs a slight tweak ** * - I've noticed a few minor font-related typos in the final sentences on the screenshot, but these have been already repaired since I took it. Will update the screenshot when I'll have time. ** - The slight tweak needed being that I apparently have enough space to reintroduce the blank line between the title and the text. I don't like cramming text in these readables, and whenever at least some space can be spared, I prefer to spare it (though space is at a premium in most shorter readables, due to the limitations of the strings). 2.2 b.) The Tears od St. Lucia THE TEARS OF ST. LUCIA - READABLES Disappointing bit of news: After testing my l10n addon for the mission, I realised that the varied fonts are going to pose an even bigger problem. This time, it isn't just missing diacritical letters. Effectivelly, none of the readables (at least those that I had time to find and view) showed any of the translated text. All readables remained in English. So far, I've only had experiences with how the translated text looked like within the fonts used in the Training Mission, which uses about 3 different fonts max. St. Lucia uses a lot more custom fonts, and aside from Carleton, none of the fonts from Training reappear in St. Lucia. I was in for a cold shower... Message from John to Sophie 1 Message from John to Sophie 2 This readable is in the "Shopping List" font. Letter to father Brenard This readable is in the "Andrew Script" font. Tears of St. Lucia soup recipe This readable is in the "Popsies" font. Untranslatable readable (ad on outside of a house) This one actually isn't much of a biggie. It's a photoshopped image, much like the various posters and notes dotting the level. There are no strings assigned to it, so I doubt it can get a translation without remaking the asset (and it's dubious whether the player would need to read this one for any hints, unlike the readables). Not entirely sure about the font used for this ad, it's probably the "JD Hand" one or similar. THE TEARS OF ST. LUCIA - MENU & BRIEFING TEXT Untranslated custom map item in shop Tears of St. Lucia objectives and difficulty levels Tears of St. Lucia ingame objectives scroll All three of these seem to be in the "Carleton Caps only" font, typical of most TDM menus and popups (including those seen in the two FMs detailed here). Important addendum (please read): Earlier this week, Springheel explained to me why there are plenty of issues with translating a still-in-development official mission like St. Lucia. To summarise, it's a bit of a headache to regularly update everything, including the existing strings, so it's possible I might have to play the long game with these official missions. Prepare the translations if needed, but be ready it might take a while before their implementation can become technically feasible. (Ideally, having the missions in a state that is considered closed and definitive would help a lot.) Yes, this is unfortunate, but I'd rather work on something that can be finished sooner than much later. Therefore, you'll still be getting at least a stripped-down translation of the Trainining Mission, and once I get the fonts to work, possibly translations of other completed FMs (other than the two from the official campaign). 2.3) .lang files and l10n stuff for the translated missions (Training Mission, Tears of St. Lucia) only .lang file and l10n pack for the Training Mission (2.06 compatible) coming the following week (12th-18th February) I have them largelly finished and have used them for testing (hence the screenshots above), but the GUI is more top priority now. (All the more that fixing the font issues in the FMs might take a good while longer than the much less numerous GUI font issues.) ---- Closing thoughts for now (late January 2018) I doubt I'll get all the fonts issues resolved by 2.06, so we might opt for a barebones translation without repaired diacritics (the GUI one already is, albeit only for one or two of the letters that don't work) and then fix these font issues a little later, for 2.07. I'm already doing two different versions of the texts (one with diacritics, one without), so it wouldn't be much of a time issue on my part. I can prepare the diacritics-less text for the two FMs in no time, and much of it is already done. Of the people who could help with fonts, Tels and Charisma are currently away and unavailable. I've contacted Skina, who has some practice with editing the font sets, so I might eventually patch all the missing letters and get the whole thing to work well with the translated GUI and translated texts in FMs. In the absence of Tels, Grayman also seems to know a bit about this area, but I'm not sure how much. I'm all very new to fixing issues with fonts and it might take me a while to fix those issues. Which brings me to what I wrote in the first of these three paragraphs: As things currently stand, it is highly probable a Slovak release with repaired diacritics will only show up in 2.07. So, it might still be a bit of a wait. However, I want to ensure that the Training Mission, at the very least, gets a (for now) "without diacritics" translation release for 2.06, alongside the GUI translation release for that same upcoming version. ---- P.S. I am hosting the screenshots via Mediafire. If some of the screenshots don't load, even if they loaded perfectly well before, it's a problem of the hosting service, not your computer.
  19. I suggest you use the term "I", to make clear that it is something YOU want, and that you speak for yourself. But, as wesp5 mentioned, I don't really know what this is about, at all. And, I'm also wondering about all the newly registered people lately, who just arrived at this forum, and already want to revolutionize this mod. This is a thing I noticed 2 or 3 years ago, and which hasn't been present in the 15 years I play this mod and frequent these forums now. Really seems like a common thing these days, to not knock on the door, but kick it in, and stomp right in.
  20. The first thing you need is to make sure all your script files have inclusion guards so they can only be loaded into the script stack once (these are the #endif lines you see at the start and end of official TDM script files). If you have those, then as long as both your addon and the FM author use the same name for the same .script file there shouldn't be an issue in terms of re-inclusion. Problems can still arise if both the author and you try to initialise the custom script separately, i.e. in this case you would have 2 copies of the stealth statistics scroll. Another issue arises if the FM author overwrites tdm_user_addons.script, which is the case here, because that will overwrite your addons. This is an error that should be corrected by the FM author (they should use tdm_custom_scripts.script, which is designed for mappers to use), and I've already told kingsal about this just now. Ultimately I think it's hard to avoid conflicts if the FM author integrates a user addon into his map. The best thing you can probably do besides what's above is to make sure each of your files and functions has unique names so both copies of the script can run in parallel in peace. Ofc this doesn't help if the author got the addon from your addon pack. We should probably discourage FM authors from integrating addon packs and instead ask them to point players to a download link.
  21. The gamepad implementation allows for a great degree of flexibility to personalize settings, aside from a few minor issues that I mentioned here: https://forums.thedarkmod.com/index.php?/topic/22337-gamepad-bindings/ I would say that playing TDM with a gamepad works very well, especially considering that it was implemented as experimental and hasn't been changed since then. If I could, I'd go back to 2021-you and congratulate you on buying that gamepad. I notice that your DarkmodPadbinds.cfg looks very different from mine...
  22. Thanks! 1) Doing LONG_PRESS PAD_A (what I, for lack of knowledge, call "jump-mantle" or "_jumpmantle") differs from doing PRESS PAD_A ("_jump"). "_jumpmantle" differs from "_mantle", so they must be mapped to different button-calls. "_jumpmantle" differs from "_jump", so they must also be mapped to different button-calls. This appears to be the case, but it is not evident (or changeable) in DarkmodPadbinds.cfg. "_jumpmantle" seems to be hard coded to always connect to the same button as "_jump" but with a long press. It is as if bindPadButton PRESS PAD_A "_jump" is not actually just binding PRESS PAD_A to "_jump", but rather interpreted as "link PAD_A (regardless of button press time) to behave exactly like keyboard SPACE for short and long presses". I would have expected the default DarkmodPadbinds.cfg to explicitly read: bindPadButton PRESS PAD_A "_jump" bindPadButton LONG_PRESS PAD_A "_jumpmantle" bindPadButton PRESS PAD_B "_crouch" bindPadButton LONG_PRESS PAD_B "_mantle" ... but neither LONG_PRESS PAD_A or "_jumpmantle" is listed in the file. If there are actions "_jump" and "_mantle", I suppose there must also be an action "_jumpmantle" since it is possible for the player to do all those movements: * "_mantle" does the movements "crouch on the high surface, then stand up" * "_jumpmantle" idoes the movements "jump slightly forward, then land standing on the high surface" * "_jump" idoes the movements "jump up, then land exactly where you started" If the actions "_jump" and "_moveup" are not synonymous, then perhaps the action "_moveup" is what i call "_jumpmantle"? 2) Thanks for the link! It was useful in more than one way. I'll link to that page from https://wiki.thedarkmod.com/index.php?title=Bindings_and_User_Settings#Gamepad_Default_Bindings if I can get an account on the wiki, which proved more difficult than i thought (https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/). However, it does not answer my question how to find out the name ("<button>") used for a button on my gamepad. Basically, I would need to press the button on my gamepad and some program could tell me "That button is called 'PAD_A'". In my case, I have a gamepad "Logitech F310" (https://commons.wikimedia.org/wiki/File:Logitech_F310_Gamepad.jpg) which has a "Logitech button" (see image) that I want to use. I was hoping to find out the "button name" for that button and then edit DarkmodPadbinds.cfg to map it to a function. 3) ... but if that button has an "unusual name" that TDM does not recognize, then it may perhaps not work. E.g. if that button is called "PAD_LOGITECH" and TDM cannot recognize that name, then I cannot map anything to it via DarkmodPadbinds.cfg. Using QJoyPad I can map any keyboard key to it instead, as a workaround, but I cannot map MODIFIER to it (since MODIFIER cannot be set to a keyboard key). If current implementation is still called "experimental", then I must say it works very well; @cabalistic: kudos for that! I may not have continued playing TDM had it not worked with a gamepad.
  23. It is possible that this is a setting that needs to be activated to work: https://mantisbt.org/forums/viewtopic.php?t=23221
  24. Thanks to Stgatilov for fixing the head model change crash! Though the fix will be featured after next dev snapshot, I'll likely update this mod again once that's out. While few maps have mirrors, remember some may be designed with this mod in mind as the goal is to have it working as both a FM and universal mod. Thanks: I'm glad you like it even if it may not be featured in the mod pack, though I'll likely attempt some of your suggestions at least. I tried to make it intuitive, hence I didn't add special circumstances (like running) for wearing out the disguise even faster so players aren't left wondering what triggers it, however it may be featured next time: I don't remember if there's a way to check if the player is sprinting or crouched, so I'll likely use the player speed thus the faster you're moving the more quickly you're spotted... I might even make it so being seen picking locks or stealing loot instantly makes your disguise fail! Making a helmet no longer usable after being caught once is tricky: Helmets all look the same, therefore guards wouldn't notice if you stole another hat and used that to trick them again... they don't use energy either so needing a special way to recharge them wouldn't make much sense. Remember also that being seen by an alert guard makes the disguise drop faster, and part of the alert level is permanent meaning guards will always catch you a bit more quickly if they were alerted once. The logical solution would be that once you're caught, you can't ever disguise yourself to trick that team again... this would make them too useless and irreversible so no. A good middle ground instead is having a long cooldown timer, so once caught you can't disguise yourself for say 5 minutes. What does everyone think about that?
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