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  1. For the FM? For beta 1 it's here: https://drive.proton.me/urls/H1QBB04GA0#oBZTb1CmVFQb I've already done around 100 fixes though, so you might want to wait for beta 2 which should be ready in a couple of days hopefully. All links are in the first post of the beta thread here: https://forums.thedarkmod.com/index.php?/topic/22439-the-lieutenant-3-foreign-affairs-beta-testing/
  2. Arrows are a core part of TDM. They should be moved to C++ and have dedicated Cvars for both players and mission authors. Plan: 1) Implement Arrows in C++ ( evaluate changing some old defaults ) 2) Make associated Cvars "non-archived" 3) Mappers add mission.cfg to enforce their customizations 4) Players can alter mission.cfg to their preference Along the way, reduce some of the performance impact of the weapon script constantly invoking "raise torso" and other nonsense due to using scripts rather than C++ https://bugs.thedarkmod.com/view.php?id=4203
  3. To summarize bullet points: https://github.com/fholger/thedarkmodvr/wiki/Gamepad-support https://bugs.thedarkmod.com/view.php?id=5400
  4. Seriously, if devs are never allowed to make changes that break things, then the mod never moves forward. It's a bandaid, rip it off, get it done. That's the point of dev builds. And if people are downloading DEVELOPMENT BUILDS to play the mod and shits broken, guess what, they should have read the very first post of this thread. For the people eager to play with the latest state of development P.S. Needless to say, all of this comes with no support. Although we would be glad if you catch and report bugs before the next beta phase starts
  5. As a matter of fact, I implemented passing info from briefing to game and from game to debriefing: https://bugs.thedarkmod.com/view.php?id=6509#c16671 At some moment I think I should put this info to wiki... This will be available in the future dev build. P.S. By the way, you can also override which .map file to start, although I'm very skeptical that this feature is worth the trouble you'll get in maintainability. Small variations of the same map should be better implemented by writing the "main" game script.
  6. Could somebody update the article about the lightgem? 1. Add a sentence that a red frame around the lightgem indicates that it is at maximum intensity. (see https://bugs.thedarkmod.com/view.php?id=6525) 2. Remove the lingering quotation mark after "Stealth & Shadows".
  7. Interesting idea. Not sure about my upcoming time availability to help. A couple of concerns here - - I assume the popup words uses the "Informative Texts" slot, e.g., where you might see "Acquired 80 in Jewels", so it likely wouldn't interfere with that or with already-higher subtitles. - There are indications that #str is becoming unviable in FMs; see my just-posted: https://forums.thedarkmod.com/index.php?/topic/22434-western-language-support-in-2024/
  8. It's a big project, so it's important to test everything thoroughly and run several tests. "The Lost Citadel" had a lot of bugs in the first release because I didn't test enough. I will not repeat this mistake. I have fixed all problems found during beta 2. Beta 3 shall include all subtitles and briefing videos. The problem is that I'm still missing some voices. This means we can't complete the game subtitles and produce the briefing videos. In the worst case, I'll have to do a new audition for this stuff, but currently I don't feel like it.
  9. In post https://forums.thedarkmod.com/index.php?/profile/254-orbweaver/&status=3994&type=status @nbohr1more found out what the Fixup Map functionality is for. But what does it actually do? Does it search for def references (to core?) that don't excist anymore and then link them to defs with the same name elswhere? Also I would recommend to change the name into something better understood what it is for. Fixup map could mean anything. And it should be documented in the wiki.
  10. The commit which introduced unconditional writing of the s_mindistance and s_maxdistance spawnargs was this one: https://github.com/codereader/DarkRadiant/commit/541f2638c810588ada12e9a28360f16df6143d45 and it appears it was intended to fix this bug: https://bugs.thedarkmod.com/view.php?id=6062 The current logic is to set the spawnargs to the same values as in the sound shader, if a shader is set: // Write the s_mindistance/s_maxdistance keyvalues if we have a valid shader if (!_spawnArgs.getKeyValue(KEY_S_SHADER).empty()) { // Note: Write the spawnargs in meters _spawnArgs.setKeyValue(KEY_S_MAXDISTANCE, string::to_string(_radii.getMax(true))); _spawnArgs.setKeyValue(KEY_S_MINDISTANCE, string::to_string(_radii.getMin(true))); } This happens in the freezeTransform method which is called after performing some manipulation of the speaker entity such as moving or resizing it. In this case _radii is the object which contains the modified speaker radii, so this code is persisting the modified radii into the relevant spawnargs. This seems to be working correctly when I manipulate a speaker with a valid sound shader. The only way I can get 0 is by creating a speaker with a sound shader like blackjack_swing which does not have radii defined. In this case the speaker has a default minimum radius of 0.0 and a default maximum radius of 10.0. We could avoid setting a radius at all, but then the speaker just appears as an entity box rather than a sphere/circle, which I assume is the original reason for setting a default value. Right now I have no idea what code path would lead to having both a minimum and a maximum of 0.0. I think we'd need more detailed reproduction steps. This is the current logic for setting the spawnargs on speaker construction (rather than manipulation, which is the previous code): // Initialise the speaker with suitable distance values auto radii = soundShader->getRadii(); entity.setKeyValue("s_mindistance", string::to_string(radii.getMin(true))); entity.setKeyValue("s_maxdistance", radii.getMax(true) > 0 ? string::to_string(radii.getMax(true)) : "10"); So there is a specific check that s_maxdistance is greater than 0 before setting it as a spawnarg. Code similar to this has existed for many years, as far as I can see, and I have to go as far back as 2009 to find something different (originally all speakers just had hardcoded 16/32 radii to make them visible).
  11. Yes. Sure, I will change it, but I do mind. In addition to changing the forum title, I have also had the name of the pk4 changed in the mission downloader and the thiefguild.com site’s named changed. It's not just some "joke". The forum post and thread are intended to be a natural extension of the mission’s story, a concept that is already SUPER derivative of almost any haunted media story or most vaguely creepy things written on the internet in the past 10 or 15 years. Given your familiarity with myhouse.wad, you also can clearly engage with something like that on some conceptual level. Just not here on our forums? We can host several unhinged racist tirades in the off-topic section but can’t handle creepypasta without including an advisory the monsters aren’t actually under the bed? (Are they though?) I am also trying to keep an open mind, but I am not really feeling your implication that using a missing person as a framing of a work of fiction is somehow disrespectful to people who are actually gone. I have no idea as even a mediocre creative person what to say to that or why I need to be responsible for making sure nobody potentially believes some creative work I am involved in, or how that is even achievable in the first place. Anyway, apologies for the bummer. That part wasn’t intentional. I am still here. I will also clarify that while I love the game, I never got the biggest house in animal crossing either. In the end Tom Nook took even my last shiny coin.
  12. Thank you for bringing this up! I’ll look into it and see if I can find a solution. There are a few bugs with this mission that I need to resolve so it’s a bit overdue for some fine tuning.
  13. TDM 2.12 crash to desktop on two locations while frobbing some pictures more details here https://bugs.thedarkmod.com/view.php?id=6510
  14. I've seen fun workarounds like that in other game modding as well. Years ago, maybe even a decade, some fella who was making a mod for Mount & Blade over at the Taleworlds forums revealed that he put invisible human NPCs on the backs of regular horse NPCs, then put the horse NPCs inside a horse corral he built for one of his mod's locations/scenes and then did some minor scripting, so the horses with invisible riders would wander around the corral. The end result was that it looked they're doing this of their own will, rather than an NPC rider being scripted to ride around the corral slowly. Necessity is the mother of invention. I don't know about the newest Mount & Blade game, but the first generation ones (2008-2022) apparently had some sort of hardcoded issue back in the earlier years, where if you left a horse NPC without a rider in its saddle, the horses would just stand around and wait and you couldn't get them to move around. Placing an invisible rider in their saddles suddenly made it viable again, at least for background scenes, of riderless horses wandering around, for added atmosphere. First generation M&B presumed you'd mostly be seeing horses in movement with riders, and the only horses-wandering-loosely animations and scripting were done for situations when the rider was knocked off their horse or dismounted in the middle of a battle. Hence the really odd workarounds. So, an invisible NPC trick might not be out of the question in TDM, even though you could probably still bump into it, despite its invisibility.
  15. Cool. Either way I've raised an issue for it: https://bugs.thedarkmod.com/view.php?id=6516
  16. https://bugs.thedarkmod.com/ This is happening in TDM 2.12 ?
  17. I installed DR 3.0.0 (portable version) and I see what you see now, so it's something to do with DR: The change seems to have been introduced in 3.1.0 which I also tried: There were a bunch of sound shader-related fixes done in the 3.1.0 release: https://bugs.thedarkmod.com/changelog_page.php?version_id=101 perhaps this one? https://github.com/codereader/DarkRadiant/commit/541f2638c810588ada12e9a28360f16df6143d45#diff-104c4215e1bcd3ef19a7c943fec728649b1b0ba3bccf30600084b28dc1a8e67d @greebo
  18. DarkRadiant 3.9.0 is ready for download. What's new: Feature: Add "Show definition" button for the "inherit" spawnarg Improvement: Preserve patch tesselation fixed subdivisions when creating caps Improvement: Add Filters for Location Entities and Player Start Improvement: Support saving entity key/value pairs containing double quotes Improvement: Allow a way to easily see all properties of attached entities Fixed: "Show definition" doesn't work for inherited properties Fixed: Incorrect mouse movement in 3D / 2D views on Plasma Wayland Fixed: Objective Description flumoxed by double-quotes Fixed: Spinboxes in Background Image panel don't work correctly Fixed: Skins defined on modelDefs are ignored Fixed: Crash on activating lighting mode in the Model Chooser Fixed: Can't undo deletion of atdm_conversation_info entity via conversation editor Fixed: 2D views revert to original ortho layout each time running DR. Fixed: WX assertion failure when docking windows on top of the Properties panel on Linux Fixed: Empty rotation when cloning an entity using editor_rotatable and an angle key Fixed: Three-way merge produces duplicate primitives when a func_static is moved Fixed: Renderer crash during three-way map merge Internal: Replace libxml2 with pugixml Internal: Update wxWidgets to 3.2.4 Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.9.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep creating Fan Missions! Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  19. https://bugs.thedarkmod.com/view.php?id=6509 Which stages of debriefing (GUI and video) should happen first?
  20. First-time poster, so apologies if this question has already been asked and answered. Since installing last month, I've noticed a bug both in the trainer and in my first FM, The Painter's Wife. At random intervals every few minutes, the character will draw a random weapon or will swap weapons if already armed. Pretty minor as far as bugs go, but I'm waiting for the moment when drawing a weapon will make me just visible enough at an inconvenient time. Not sure of my install ver., but I downloaded in Feb. of 2024. Any ideas? Thanks!
  21. Ah, pity I wasn't reading the forums back in February. I'm fond of that game, along with Bugbear's other early title, Rally Trophy. I was never too good at FlatOut, but it was always a hoot to play.
  22. Done messing around for now. Bugs 1 and 2 updated.
  23. Noticed all of these only because I played TDM by doing the opposite of stealth to practice swordfights. None of these bugs appeared as long as I played the game stealthily. Should also note that I used Snatcher's Core Essentials @snatcher on and off, but your mod does not alter the AI anyway, correct? Bugs happened both ways. 1) AI freezes in combat - https://bugs.thedarkmod.com/view.php?id=6371 It happens a lot with auto-parry disabled. It never happened with auto-parry enabled. It never happened with some guards, while it happened many times with specific guards. They unfreeze when player dies, or when AI is forced to re-equip the melee when player returned from a spot that usually causes them to throw rocks. Also experienced behavior of them only slowly walking towards me at the pace of "hunched sneakily searching mode", attacking once finally in proximity. 2) AI may collectively lose the ability to hear any of the players noise caused by footsteps / landing. Still unsure of what causes this, but Lockner Manor has a good layout to get to the result. Just follow the right-most path and repeat the process of winning sword-fights with City Watch, and then jump around the next guard to see if they can hear you. If they can not hear you, likely nobody can. If they still can, just combat them too and you will likely have deaf AI by the time you have dealt with the 3 Watch Guards outside. In my experience, when they hear the death scream well enough to run to its location or start searching - the deafening did not work. 3) Helmeted AI does not react to (nor hear) players overhead sword strikes made directly on helmet, stealthily from behind. Not sure if the same issue as deaf AI bug, but happened at least once while it was active. (Lockner Manor) 4) (Moor?) AI may lose the ability to hear AND see player after nearby swordfights and after two slashes to bloody their face. (I may have also Moss Arrowed them to face). Any sword strikes I make simply go through their model with no audio of impact. Collision still gets player detected. (A Good Neighbor) 5) Crash to desktop when archer puts bow away to take out melee (while I may have collided with them on staircase). (Lockner Manor) 6) Crash to desktop when I shot a shortsword-wielding charging Noble. Sound of a deflected arrow played (same that you hear when shooting a stone wall), when I expected a flesh-hitting sound. (A Good Neighbor) 7?) Sometimes AI says "Ow that hurt" merely because I block their strikes. - Is this an intended feature? Do they take actual damage too? Anyway, I didn't find mentions about many of these issues. Reporting aside, if you want me to experiment with something or find ways to replicate - I don't mind updating this thread, as I plan to mess around with sword-fights anyway. Just posted this initial version should anyone want to chime in with similar experiences, and I wanted to know if some of these bugs could be mission-, or mod-specific. Maybe caused by much or unfortunately timed quicksaving / loading?
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