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  1. Seems to confirm: https://bugs.thedarkmod.com/view.php?id=5718 does it happen in the latest dev build: https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/
  2. I just read@motorsep Discovered that you are able to create a brush, then select it and right click "create light". Now you have a light that ha the radius of the former brush. Just read it on discord and thought it may be of use for some people in the forums here too.
  3. I just found this thread on ttlg listing Immersive Sims: https://www.ttlg.com/forums/showthread.php?t=151176
  4. Yes, these states were added during the big main menu refactoring. At that point I supported skipping states because of well-known "how to skip GUI briefing after video?" issue (also Grayman asked to skip something like success screen). Of course, dozens of old missions still target explicit state. They do work as intended. If you want to modify them to skip something, better fix their GUI to new conventions first.
  5. Well I can see a situation in which a mission can have a general mission objective, but then do the different difficulties in a different way. But I guess it's a corner case and you could put the objectives in the mission (text or video) briefing (where you have control over it's design) and then skip the objective screen.
  6. Sotha's next/forward button briefing gui doesn't use those states. A lot of missions depend on that. Thief's Den uses an old mainmenu_briefing.gui that doesn't use that state. I guess that makes it clear.
  7. Recently revisiting the forums after a longer period of time I wanted to check the unread content. I don't know if I am doing this wrong since.. ever... but on mobile (visiting the unread content page on my smartphone) you have to click on that tiny speech bubble to go to the most recent post in a thread. If you don't click correctly you'll hit the headline and end up at post 1 in the beginning of the thread. It's terrible on mobile, since not only the speech bubble is really small and was to miss. But also the thread headline is just millimeters away from it so you go right to the first post that was ever made instead of the most recent ones. Am I doing it wrong? I just want to go through u read content a d the to the newest post from that topic.
  8. You're right, sorry I didn't notice. This skips the whole objectives/difficulty screen: #define ENABLE_MAINMENU_DIFF_SELECT 0 I tested it on multiple missions though and it throws you back to the main menu. Is there something else mission outhors have to do to make it work propperly? Edit: Setting: #define ENABLE_MAINMENU_BRIEFING 0 will load the mission, but currently it seems it's not possible to have a briefing and skip the difficulty screen. At least on some missions (For example Mandrasola, Who wathes the watcher, Thief's Den). Other missions (for example Accountant 1) load fine.
  9. A@datiswous Ah yeah, well sorry, I was quiet busy and only visiting discord. First time here on the forums since months now I think.. Thank you for the subtitles. I encourage everyone who is interested in using them to download it from here as I'm not sure when I'll be able to implement them myself into the mission. Again, thank you for your work.
  10. Currently mappers can't edit the objective screen gui. 1. But let's say you create a mission where you don't want any difference in difficulty, or set it in a different way, then I think you should be able to remove the 3 difficulty selections from the objective/dificulty screen. (Edit: Not possible yet, but objectives could be set in mission briefing and then difficulty selection screen can be skipped, See below.) 2. Also, maybe you don't want to list the objectives on an objective screen before mission start. Maybe you want to have a mission briefing, start the mission and after that give the objectives somewhere during the mission. Or maybe you want players to select difficulty inside the mission in some way. In this case there's no need for the objectives screen and you might as well skip this screen. (Edit: Already possible with #define ENABLE_MAINMENU_DIFF_SELECT 0 in mainmenu_custom_defs.gui )
  11. Thanks. But the end briefing doesn't show with that cheat, probably because it uses an internal end mission gui that is part of the mission. I wonder if tdm_end_mission does not also skip regular debriefings.
  12. Ok I got it working. The reason is that it's explained wrong in the wiki. The wiki example says this: subtitles fm_briefing { verbosity story srt "fromVideo video/briefing/briefing.mp4" "video/briefing/briefing.srt" } and But it should actually state the video briefing material, instead of briefing video file. Correct? It must be, because now it works correctly, also in The hare in the snare.
  13. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  14. Ignoring is somewhat inadequate as you still see other members engaging in a discussion with the problematic user, and as Wellingtoncrab says such discussions displace all other content within that channel. Moderation is also imperfect as being unpleasant to engage with is not in itself banworthy, so there is nothing more to do if such people return to their old behaviour after a moderator had a talk with them, except live with it or move away. I'd be more willing to deal with it if it felt like there were more on-topic discussion, i.e. thoughts about recently played fan missions or mappers showcasing their progress, rather than a stream of consciousness about a meta topic that may or not have to do with TDM. I guess the forums already serve the desired purpose, or they just compartmentalise discussions better.
  15. I don't recall a system for noise masking. It sounds like it'd be a good idea, but when you get into the details you realize it'd be complicated to implement. It's not only noise that that goes into it, I think. E.g., a high register can cut through even a loud but low register rumble. And it's not like the .wav file even has data on the register of what it's playing. So either you have to add meta-data (which is insane), or you have to have a system to literally check pitch on the .wav data and paramaterize it in time to know when it's going to cut through what other parameters from other sounds. For that matter, it doesn't even have the data on the loudness either, so you'd have to get that off the file too and time the peaks with the "simultaneous" moment at arbitrary places in every other sound file correctly. And then position is going to matter independently for each AI. So it's not like you can have one computation that works the same for all AI. You'd have to compute the masking level for each one, and then you get into the expense you're mentioning. I know there was a long discussion about it in the internal forums, and probably on the public subforums too, but it's been so long ago now I can't even remember the gist of them. Anyway the main issue is I don't know if you'll find a champion that wants to work on it. But if you're really curious to see how it might work, you could always try your hand at coding & implementing it. Nothing beats a good demo to test an idea in action. And there's no better way to learn how to code than a little project like that. I always encourage people to try to implement an idea they have, whether or not it may be a good idea, just because it shows the power of an open source game. We fans can try anything we want and see if it works!
  16. I was writing the mission briefing and I ended up making the loot loosely tied to the goal, so I decided to keep it. Basically, the mission is a favor for a friend who isn't able to properly compensate you for it, but the victim is wealthy, so whatever loot you find along the way can serve as compensation for your trouble. Yea, that's exactly what I would expect, and I would also expect some players to be confused about whether they're supposed to loot or not. That's my motivation as well. I just started replaying Thief 2 and I'm stuck in the first mission because I can't find enough gems... and it's driving me mad that I can't just move on. Same for T3's first mission. I have the game patched so the first mission is a real mission, and not just the tutorial, but then I can't move on because I need a 3rd special item and 30% more loot, even though it seems I've turned every stone... It's annoying af. (I know I can skip missions with a key combo, but I was hoping to avoid that.)
  17. it's worth trying whatever you want to try and then see what the beta testers think. Just have a plan B ready to implement in case it goes over like a lead balloon. If there is no loot goal, the first thing people are going to ask is 'where is the loot goal?', so you just need to have an explanation that makes sense and provide that in the release thread, or even in the mission briefing (e.g. don't rob innocent people or something). The only reason I make loot goals optional is to make players like myself happy, who are terrible at finding loot and don't want to spend hours searching everywhere before the mission completes.
  18. Just to clarify Bikerdude did not make the video - it is the same asset as it was abandoned 12 years ago. I know this as he has asked me about attempting to upscale the original video (which I could not do) as he is not in possession of dram’s source project. Here is the asset as it was originally published: I understand the sensitivity around the issue, but if there is some missing attribution it originates from the original author/work, and was an oversight from 10+ years ago. Speaking to Bikerdude now that he is aware of it he will endeavor to remove your work @Springheel from the video as soon as he can. Edit: While it was never specifically confirmed, the asset in the briefing that could be attributed to springheel should be removed
  19. Didn't I watch a teaser trailer (not briefing) for Blackheart Manor 12+ years ago? I don't see it on YouTube.
  20. I saw by chance that Mr. b1k3rdude uploaded a video of a TDM mission's briefing on his YT channel. I never heard of this mission, at least I can't remember. Will this mission be released at some point? It looks interesting.
  21. I'm using the version from kcghost. I just tested and I can't see any difference inside the inventory. On the stats itself it doesn't show the different loot types (still seen in the inventory), but instead gives more info on stealth score. Edit: I see Dragofer made an updated version of his script. I have to check that out. Edit2: That version works: https://forums.thedarkmod.com/applications/core/interface/file/attachment.php?id=21272&key=02755164a3bed10498683771fe9a0453
  22. I looked but didn't see this video posted in these forums. It's pretty cool.
  23. One of my missions has a door that patrolling guards will freak out about if they see it open. But it leads to a sewer infested with undead, and the mission briefing mentions it, so I think that's fair. The trouble is when the whole mission has been full of doors that guards don't care about and then towards the end they decide to lose their minds about one particular door. Same with suspicious missing loot.
  24. It wasn't a "sacrifice", it was a deliberate decision. People wanted the game to be as close as possible to the original, including pixelated graphics. If you ask me, the former version based on the Unity engine looked and felt better. But, hey... I guess I'm not the right person to judge that, as I never played the original, and always found that the art style of System Shock 2 is much better anyway. This also illustrates the issue with community funded games: Too many cooks spoil the broth. In game design, you need freedom, not thousands of people who want you to do this and this and that. Just take a look at the Steam forums and see how all those wimps complain again about everything. Hopeless.
  25. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
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