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  1. Hello! The days draws near. I've finally come to the point that I can send this project to the testers! It's been about ten years since I released a mission so it's about time! @thebigh has already showed intererst, but do we have any more interrested?
  2. Is the change still not good enough to make it into vanilla as implemented? I imagine it's too late to make its way into the current beta for 2.12.
  3. Hello taffers, I've finally put the last few touches on a mission I've been working on for a while, named A House Call. If anyone is interested in helping me beta test it, I will put up a thread in the BT forum in a few hours. I think @Acolytesix expressed interest in helping already. Just a quick mansion heist, nothing nearly as spectacular as the missions we've been seeing recently, but I hope it will still be amusing nonetheless. Cheers
  4. This is based on the tdm_subtitles_message.gui given in the stgatilov's post you referenced, and also identically in 2.12 beta 3. I have reviewed this as you requested. I can't speak to the accuracy of the green bars in your screenshots, but the calculation seems correct. It derives from the calculation in mainmenu_settings_guisize.gui (of beta3), which finds the top edge of the bounding box of the Inventory Pickup Message (e.g., "Acquired 80 in Jewels"), then reduces that to account for the subtitle backing field height of 37, plus a 4 pixel gap between the lowest subtitle field and the pickup message. I also confirmed that the beta3 calculation of the top edge of Inventory PickupMessage is identical in both mainmenu_settings_guisize.gui and tdm_inv.gui; the latter is part of the HUD during game play.
  5. 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.
  6. Oh wow, how did I miss that? I still need to finish my ongoing FM and the save would likely be rendered incompatible, so I'll check the beta and this feature out once I find the next FM to get to
  7. Here is the final release of The Wench, with Dragofer's Dec 9, 2023 sound file revisions (see bugtracker 6284), as included in TDM 2.12 beta3: testSubtitlesWenchFinal.pk4 The revisions correct a few mismatches between what was said and what the intended purpose was. The statistics are little changed. The testSubtitlesWenchFinal FM will run under beta 3, with the same GUI as testSubtitlesCynic. Details of Revisions There were no changes to the collection of .srt files. The changes affect only the .subs file (and what's in testSubtitlesWenchFinal's FM-specific sound shader). It is too much effort and time to revise the Excel spreadsheet, of early "v1" barks template form. Instead, if the reader wishes to do so, start with the WenchOriginalSubtitles.xlsx (available via the original Wench post), and apply the changes below. The total number of rows is unchanged.
  8. The problems with the lightening texture has vanished, moreover, the camera screens work now perfectly, I had here and there strange results (glass texture not showing up, lights do not show up) in 2.11 and the previous beta. Thank you @stgatilov
  9. I am going to sort-of reveal that this is loosely like the nature of my upcoming mission. I noted it here when JackFarmer asked about things that are coming along in this post: https://forums.thedarkmod.com/index.php?/profile/37993-jackfarmer/&status=3943&type=status It too is a builder church. The player is requested by a hopefully famous character in another mission to handle some business that is affecting the congregation. I am looking to invoke some info and history laid down in other missions as a hook story.
  10. UPDATE: Beta testing is now open to anyone interested. --- Hello everyone, I am new to the forum and also to mapping in general. I've spent about 3-4 months learning DarkRadiant and creating a new FM for TDM. Now, I could use some help running the map through it's paces. Mission description: In the northern town of Eaton, Lord Mayor Zelmer is hosting a lavish party at his luxurious estate... Most of Eaton's elite, the Queen and a famous musician will all be partaking in tonight's festivities. I plan on making the map available for testing over on the "TDM Mission Beta Testing" forum as soon as I (hopefully, fingers crossed) have received a couple of replies I've tried my best to make the mission as interesting as possible, but I fear that I may have made the plot a little too convoluted - hopefully not though. During the Beta-phase, I am also hoping to recruit one or two voice actors, but I'm not quite sure if I ought to look into this separately. Any advice on this would also be greatly appreciated. Generally speaking, all the important voice acting is already present, but I would love to replace one poorly acted scene and also to have some non-essential dialogue recorded by someone other than me and my partner (and preferably by a native English speaker). Thank you for your interest and thanks in advance to anyone interested in beta testing. I promise to be as receptive as possible to any feedback I receive.
  11. 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!
  12. I created the page: https://wiki.thedarkmod.com/index.php?title=Lightgem In the source I placed the following text: <!-- Page text made by forum user Fiver: https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/&do=findComment&comment=491145 --> Personally I think the page isn't really necessary because the info is already present under HUD.
  13. Here's the latest beta. I feel like this is about ready for a public release at this point. If no one has any bug reports or anything, and if I don't find any issues in the next few days, I'll start preparing the first public release. Beta 14 Matching game behavior on a bunch of subtler points. None of the below scenarios are likely to occur, but it's best to be able to handle them. TDM auto-converts FM file names to a valid form (lowercase, replacing disallowed chars with underscores, etc.). AngelLoader is now able to match non-converted FM names to their converted counterparts, so it knows for example "BaKerY;job.pk4" is the FM "bakery_job". TDM doesn't care what the pk4 inside an fm's folder is called. So "C:\darkmod\fms\bakery_job\bakery_job.pk4" will load just as well as "C:\darkmod\fms\bakery_job\totally_different_name.pk4". AngelLoader is now aware of this during scans and will not require the in-fm-folder pk4's name to match the FM's. TDM supports compressed FMs with the .zip extension as well as .pk4 when the FM is in the base FMs dir (hasn't been moved yet). AngelLoader is now aware of this, and of the priority order of the two extensions, and will choose the correct file when scanning/loading. In Settings -> Paths, the Backup Path area has been polished a bit. In Settings -> Appearance -> Show or hide interface elements, the checkboxes are now "Show" instead of "Hide", to be more straightforward. When scanning, the progress box will now show a message that it's getting TDM FM data from the server if it's doing so, rather than the more generic "preparing scan" message.
  14. Let me know when the sound file renamings done by Dragofer for bug tracker 6284 are incorporated into the beta release. (This may have already happened, dunno.) Then I'll revisit the Wench subs. EDIT: @nbohr1more, I see beta3 has updated Wench sound files with modification dates of Dec. 7, 2023. So I'll take it from there.
  15. Public release v1.7.6 (with Dark Mod support) is out. Improvements since the final beta 14 are: Fixed a few remaining bugs with zip/pk4 support. Game Versions window now properly displays TDM version. Import window no longer has a vestigial off-screen TDM field (because TDM doesn't need or support importing). Web search option is now disabled if an unknown/unsupported FM is selected. If an FM with an unknown or unsupported game type is selected, the messages in the tab area now no longer refer to Thief 3 ("Mod management is not supported for Thief: Deadly Shadows"). The full changelog can be viewed at the release link. The de facto official AngelLoader thread is here: https://www.ttlg.com/forums/showthread.php?t=149706 Bug reports, feature requests etc. are usually posted there. I'll continue following this thread though. Thanks everyone and enjoy!
  16. All of the final versions are merged into SVN core. The Wench still appears to have issues so that will need to be worked out after the next beta releases.
  17. Announcing the release of the fourth William Steele mission! Summary Steele is in what’s left of the quarantined Warrens, where he searches for the elusive murderer Gyles Deacon and evidence that Deacon was responsible for murdering Steele’s parents. The William Steele Missions The Warrens is the fourth of several Steele missions. Altogether they'll tell a story of corruption, greed, and revenge. At some point, I might package them as a campaign, in addition to the single missions. (We’ll see about that.) If you haven’t played WS1: In the North, WS2: Home Again, or WS3: Cleighmoor I suggest you complete those before playing WS4: The Warrens. Download The mission is available from the in-game download page. In addition, it can be obtained here. Place ws4_warrens.pk4 in your fms folder. TDM will recognize it as a new mission. Build Time Nearly 4 years. I18n The Warrens is ready for translation. EFX This mission is the first William Steele mission to take advantage of EFX, so make sure you turn that on. Thanks Thanks to the TDM team for creating a terrific platform for storytelling and stealth gaming. Thanks to my beta testers: Abusimplea, Aluminum Haste, Bikerdude, Boiler's_hiss, Cambridge Spy, ERH+, nbohr1more, Ubersuntzu, unfairlight, and Xarg. Thanks to Goldwell for his voice work on the opening monologue and the voice on the cylinder. Thanks to Sotha for a praying animation for the priest. And thanks to YOU, for playing! Known Issues If you experience low frame rates, please consult the Performance Tweaks page on the Wiki. Important This mission requires TDM 2.06 or later. The William Steele story relies a lot on readables. Please try to read every readable you find. Most importantly, Enjoy! Screenshots WS5: Commerce Bank Commerce Bank finds William Steele seeking important information in the halls of a prestigious institution. You can find it here.
  18. All right y'all. We need some good ole data instead of 28 pages of -- well, you know. The "mantle roll" is the amount the view rolls or tilts during a mantle. So, if you could be so kind as to: Launch TDM 2.12 Beta Go to Settings -> Gameplay Set "View: Mantle Roll" to: 1.0 and test in game (100% of original mantle roll) 0.5 and test in game (50% of original mantle roll) 0.1 and test in game (10% of original mantle roll) Finally, vote for your preferred setting. The increased mantle speed changed the feel a bit and perhaps the mantle roll would feel better tweaked some to match it. (Edit: To clarify, this is about a potentially different default mantle roll value. The "View: Mantle Roll" slider in the settings will remain, regardless.) This thread is for your click-ity click vote on the poll at the top of this page. All constructive comments about the increased mantle speed in 2.12 are welcome on its own, wonderful thread:
  19. I guess I'll chime in here for clarity. When the TDM Dev Build thread is active: This is when big changes and contributions are supposed to be welcome. When we are in "Beta Testing" it is supposed to be a code freeze period where only regression fixes are applied. Sometimes a fix or improvement that shouldn't be in a beta phase gets added anyway if it is seen as exceptionally beneficial, but every time this is done it can potentially extend the beta testing for another 2 weeks or more and during that additional 2 weeks even more fixes and improvements are proposed by eager contributors which can potentially lead to a never ending beta. I am not particularly bothered by a long dev build phase, nor a long beta and am inclined to wait a long time until new official releases are available. Players, on the other hand, generally aren't keen on using Dev Builds so we need to stop at some point and christen something as official if only for the sake of getting more feedback in case regressions slipped through Dev or Beta testing. Let's be clear though, neither TDM 2.10 or 2.11b7 are "unplayable garbage". Enhancements are fantastic but if 2.11 doesn't include every improvement you can conjure it will still be better than 2.10 which is already an excellent TDM version. I am still in favor of most or all of your improvements making it into 2.11 but we have to follow the process and need to have agreement from the team about what happens next. If you disagree with the way that we rollout "dev > beta > release" cycles and want to offer your fixes before they go into TDM official release, I suggest you consider creating a fork project. You can call it "The Darker Mod" , "Better Dark Mod Enhanced", etc, any of the monikers you typically see on enhancement projects on Moddb. If your fork becomes popular then it may be the main one that players use sorta like how Debian Linux is the core project but most people use Ubuntu or Linux Mint. ( If you made such a fork, I would probably ask that you integrate my fresnel shader mod into it. )
  20. What's the console command to show the player coordinates (for beta testing)? I think it used to be using getviewpos like this but it seems to have been improved since? @AluminumHaste

    1. Show previous comments  2 more
    2. thebigh

      thebigh

      No, I have no idea how to do that.

    3. jaxa

      jaxa

      Good enough. I'm already taking screenshots with it.

       

    4. AluminumHaste

      AluminumHaste

      I got this from another forum member

       

      bind "F12" "con_noprint 0;wait;wait;wait;getviewpos;wait;wait;wait;screenshot;con_noprint 1"

  21. Announcing the release of the third William Steele mission! Summary Cleighmoor takes Steele inside Cleighmoor Gaol, where Warden Fielder likes nothing better than a glass of wine and some cheese, while watching a miscreant hang from his gallows. Steele is tracking down the evidence of his parents’ murder. The mission starts in the sewers, and progresses to Cleighmoor’s compound. The William Steele Missions Cleighmoor is the third 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, or WS2: Home Again, I suggest you complete those before playing WS3: Cleighmoor. Download Cleighmoor is available in the in-game downloader. Problem with Suicidal AI Occasionally, someone reports that a distant AI commits suicide. Since one of the mission objectives is to kill only in self-defense, this fails the mission when it occurs. To avoid that, I've created a replacement *.map file that you can obtain here. After you've downloaded and installed the mission, create a new folder named "maps" so that you have: darkmod/fms/ws3_cleighmoor/maps/ Unzip the replacement *.map file and place the new *.map file into the maps folder. So now you have: darkmod/fms/ws3_cleighmoor/maps/ws3_cleighmoor.map This should solve the suicide problem. A new version of the mission will be released after TDM 2.05. Build Time Nearly 4 years. (This was my first attempt at a mission, and it sat on the back burners until being folded into Steele’s story.) I18n Cleighmoor 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, Goldwell, Xarg, Lux, Moonbo, Deadlove, and plotzzz. Thanks to Goldwell for his voice work on the conversations. And thanks to YOU, for playing! Known Issues This is a large mission. To ease the burden on older systems, consider shutting doors behind you as you go. 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 off AA is off Aniso is 4x or lower Advanced settings are simple/default Post processing is disabled Anyone 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. The William Steele story is heavy with readables. Please try to read every readable you find. Most importantly, Enjoy! Screenshots WS4: The Warrens Steele ventures into The Warrens, a dangerous area near Bridgeport's docks. You can find it here.
  22. I was asked to help test the mantling changes and I was neutral about them, but I am supportive of any changes that might encourage new players while at the same time not ruining my own experience. Since upgrading to the 2.12 beta branch I've got used to the faster mantling and quite like it now. Same with the frobbing changes, leaning and all the other stuff that's gone in.
  23. Strange things you’re seeing. There was a hang/CTD early in beta, but that was fixed. If it happens again, capture your log files (darkmod.log, qconsole.log).
  24. Yep, another one! My mission is also ready for Beta testing (when it rains, it pours, right?). I realize that @Bienie just started his beta, but if there is anyone left willing to test mine (or people willing to test both), please check in at my thread over in the beta testing forum.
  25. Hello, The Black Mage is ready for beta testing. Testing shall start tomorrow 1800 CET, the scheduled release date is Christmas Eve. This is a stand alone mission originally started by the sorely missed grayman and thus has no reference to his William Steele or my Hidden Hands series. This also means, that no background knowledge about previous events is needed. Play time should be around 90 minutes. Please sign here if you want to help to finish one of grayman's last creations, I then will send you a download link via PM. An associated topic for comments in the beta test section will be set up as well. I am looking forward to your help. This is for grayman. Jack
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