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  1. It is possible that this is a setting that needs to be activated to work: https://mantisbt.org/forums/viewtopic.php?t=23221
  2. Thanks for the welcome! I found that page too, but that appears to only document the text formatting for DokuWiki (which MantisBT uses for documentation). I'm asking for how to format text within Mantis issues. "<del>" does not work to strikethrough text, see https://bugs.thedarkmod.com/view.php?id=6403
  3. 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.
  4. 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.
  5. Yes: That's normal and intended when notarget is enabled, it's funny to play that way when you want an easy and abnormal experience in a run. In this case I didn't use any of the cheats, this all happens by default. Posted this on the bug tracker just now as it seems like something to be aware of. https://bugs.thedarkmod.com/view.php?id=6436 The core issue appears to be that AI doesn't actually connect attacks to the attacker... hitting a guard does put them in alert, but doesn't also make them aware of the player's presence like seeing you does. A similar result can be observed if you shoot an arrow at guards from a distance: The guard never thinks of running to the location the arrow was shot from, only searching the area right in front of him which no self aware person would do.
  6. In the first post of the other topic Geep proposed: Then Stgatilov's answer: But I think applying subtitles in different languages shouldn't be too hard I would think, but I don't know how the current translation system works. The engine should apply the correct subtitles based on the applied language setting, this doesn't need a whole new language system I think. Not sure who's going to write those subtitles though. I can only do Dutch and English and nobody needs Dutch I think. I suggest further discussion of this to take place in topic https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/
  7. Yeah it would be cool to see some more detailed statistics and it’s a shame they aren’t really captured. Since we are talking about fan mission platforms, where players also make the content for the game, I feel like the best thing we’ve got is you can look at the number of content releases for the games. Keep in mind the graph counts campaigns as single missions - so for example NHAT and TBP both count as 1 mission. A good year for TDM has has approaching maybe 50% - mostly we’re 25-30%. https://www.ttlg.com/forums/showthread.php?t=152494 You could also look at the number of ratings thief missions get on https://www.thiefguild.com/ vs TDM ones, but that is pretty iffy in that you could chalk that up to more awareness of the site in the thief community than TDM Out of curiosity is there a reason a thief player can’t be a new player? I kind of think a player is a player and new players would be ones who are playing the dark mod who weren't? Is there disagreement the base of players most likely to pick up the game are fans of the thief games? They are certainly the most fruitful place to find feedback on the game beyond the sphere of this forum that I have seen. When we were trying to finish up SLL there was a lot of discussion on the forums about how long it had been since there was a release for the game. I am thankful that the stats show at least some stability over the years in terms of releases for TDM, but the trend for all of the games is decline. Not doing anything is a valid response if that’s what the devs want to do - it is not possible to provide evidence that any effort will slow that inertia. As a player and content maker I would just prefer trying to find feedback where it is offered from players who were willing to try the game but ultimately could not engage with it and see if there is anything that can be done within reason to ease them into the game. The game has a lot to offer imo. All those players are potential contributors - contributions in turn attract players - it’d be nice to see the cycle go on as long as it can.
  8. Creating a new thread for this as it was being discussed in an old beta-testing thread starting here: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/&do=findComment&comment=490751 I suppose the main questions are: when should this spawnarg be used, if at all? why was it introduced in the first place? Can we get it documented properly on the Wiki so misuse isn't propagated? @stgatilov @Dragofer
  9. 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).
  10. Looking at the code, the originals were "pm_mantle_pull 750" and "pm_mantle_pullFast 450". The new "pm_mantle_pull" value is "400". A "pm_mantle_pullFast" value of "450" would be slower than regular pull, not faster. With both being set to "400", they are at least similar. Other than that, it's subjective and the feedback from playtesters was positive. Also, referenced internally here: https://forums.thedarkmod.com/index.php?/topic/22256-movementcontrols-settings-in-main-menu/&do=findComment&comment=489158
  11. I've been asked to post about the increased mantle speed in 2.12 as some folks have been curious about the change. After a lengthy internal discussion along with testing and input by several mission authors, it was agreed internally to increase the mantle speed. But during 2.12 beta testing, we would like feedback on any bugs or issues that you find. The reason for the change was to address feedback from players that mantling was "painfully slow", "slow and clunky", "mantling sucks - it's just slow", and so on. Several mission authors supported making mantling faster, and so the dev team decided to tweak the mantle speed. There were multiple implementations with the final implementation being a compromise. Also, the dev team studied some parkour techniques to ensure that the mantle phases and timings were good enough. The changes include: The original mantle phases were kept as that is what longtime TDM players are used to, and only the duration of some phases were reduced. Changed the pull animation so that it has both acceleration and deceleration rather than just deceleration. Tweaked the swaying back and forth a bit to work better with the increased speed. When the player in forced into the crouch position at the end of a mantle, crouch near the end of the mantle rather than the beginning in order to remove the sudden "dip" of the player's view. A majority of dev team members were against adding a menu setting, so being able to toggle between the old and new mantle speeds will not happen. It is recommended that you try out different "Mantle Roll" values as some prefer "0.1" and others prefer "0.5". We hope you all enjoy this adjusted mantle speed, especially the overhead mantle, which is now more consistent with the other mantle types. Bug tracker: https://bugs.thedarkmod.com/view.php?id=6343
  12. That sort of tone doesn't fly in our forums.
  13. repeating the problem aint a solution my question is can you MAKE the last save being loaded as default instead that childish "quick is quick" since they both saves must contain the same type off data ... and with "saving system" i mean the code as a system , like in the original meaning off system instead off OS i would rather say this tread should be in TDM Tech Support Troubles running TDM, Missions or DarkRadiant? Found a bug? Discussion about technical issues and possible bugs go here, please. and its realy annoying if you are in the MIDDLE OFF ACTION that you have to go to the save/load menu while having all your fingers touching any key needed ... o, get it now, you are a kid with a joystick!! thats why you dont bother if people say its stupid, well, give me a choise to be so? then YOU can have that annoying loot loss and i can set a default for "save that last and USE that last SAVE" its called SAVE ??? thinking Queen now
  14. I would use this massive list for any fan missions, it includes campaigns too: https://www.ttlg.com/forums/showthread.php?t=148090 There are a lot of Fan Missions for the picking, I myself go for the lesser known ones and the short variety, because sometimes they hide a gem or two. Just like jaxa, I'm a bit outdated after the temporal retirement, but I do remember some amazing campaigns like "The Black Frog". If you intend to play The Black Frog, you should play the first two of the L'Arsene series missions, it's how I did it myself. Also, yes, L'Arsene are a fantastic series. The first mission of L'Arsene is a "rough draft", author was a bit new to Thief level making, but still great either way, after the 3rd you will see how his skill increased by a massive amount.
  15. Unfortunately, TDM forum deletes the separator between the numbers. So I have to guess where one number ends and the next starts Also, user can rename screenshot manually, or push it through something that would rename it automatically. Thenwe won't see coordinates on screenshot address on forums.
  16. tdm_show_viewpos cvar and screenshot_viewpos command: https://forums.thedarkmod.com/index.php?/topic/22310-212-viewpos-on-player-hud-and-screenshots/
  17. Some folks have been asking about the new tdm_show_viewpos cvar and screenshot_viewpos command, so I thought I'd make an thread about it as a reference. The purpose of the cvar is to show the viewpos on the player HUD, and the purpose of the command is to add the viewpos to screenshots in order to help with troubleshooting and beta testing. Bug tracker: https://bugs.thedarkmod.com/view.php?id=6331 tdm_show_viewpos tdm_show_viewpos is a cvar to show/hide the viewpos on the player HUD, which can be set to the following: 0 --- hide 1 --- gray font color 2 --- cyan font color screenshot_viewpos screenshot_viewpos is a command that takes a screenshot with the viewpos added to it. screenshot_viewpos screenshot_viewpos <gamma> screenshot_viewpos can be typed at the console or bound to a key. The "gamma" is an optional argument, which as of 2.12 Beta is the r_ambientGamma value. Some mission authors prefer to have screenshots (from players) that are brighter, so they can see what is in the screenshot more easily. Setting the "gamma" argument is a convenient way to temporarily adjust the gamma just for the duration of the screenshot. For example, I have the following bound: bind "F12" "screenshot" bind "F11" "screenshot_viewpos" bind "F10" "screenshot_viewpos 1.3"
  18. No it isn't. I thought that would be the case as well, but in my solution, it only boots the system from usb stick. The game itself is played from the original harddisk. It's really not that slow from personal experience and it uses the original gpu fully. Btw. booting from (usb 3.0+) usb-stick is actually quite fast nowadays, especially if you use a light but capable distro. I think it's best to try that first before going for more complicated solutions. I get that it might not be best for more serious use, but if you only want to test a couple of Linux bugs, I think it's the best solution.
  19. Relax @Näkki, it's great to hear you enjoyed the game. My personal expectations were just a bit different when I read the Steam page, although the various trailers should have been a warning that stealth maybe wasn't the biggest priority of the devs. From the Steam page: "Weird west legends meet eldritch horror in BLOOD WEST, an immersive stealth FPS." Also "Blood West is a stealth FPS inspired by the genre classics such as the Thief series (whose fans will be happy to hear the voice of Stephen Russell, the actor voicing the master-thief Garrett, returning here as the protagonist), S.T.A.L.K.E.R. games, or - from the contemporary catalog - Hunt: Showdown. The gameplay rewards the careful approach: scouting the area, stalking your enemies, and striking from the shadows. Can you figure out a way to clear a fort full of ghouls and monsters without raising an alarm?" From my personal experience I think the game is predominantly Hunt: Showdown, a bit of S.T.A.L.K.E.R. and a very small portion Thief. Stealth is very unforgiving and makes it almost impossible early game when there are various enemies around, but hey maybe I just suck at it. I don't see Deus Ex in it, unless the skill leveling is the Deus Ex part for you and then I have to disagree with you, as that seems like the trait system in Hunt: Showdown. Edit: What I also understood from the Steam forums is that the original VA was dropped close before the release of the full version and replaced by Russell with no real explanation from the devs why this was done.
  20. The devs didn't title this thread, and @datiswous said they're attempting to mislead people by using Russell's name and a retro style to make it resemble Thief, which is cynical. I grew up on forums like I'm sure anyone who likes a game from '98 did. I actually left the Discord immediately after joining it because it was more off-topic doom-posting than anything relevant to the mod. I thought the forums might be better, but it's mostly just grown men yelling at clouds and telling strangers how mature they are, and a few brave souls actually developing anything. Depressing place, I'll just stick to enjoying new missions every 6 months without an account.
  21. 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.
  22. I'm surprised that there can be OS-specific bugs in a mission. The keyhole peeking is just a script, isn't it? Does it make use of OS specific graphical stuff?
  23. So, if I understand you, no Thief Gold FM does sound and text notifications of completed objectives? The missions in The Black Parade surely did. I'm completely confused now. I was sure that original Thief Gold had those objective complete notifications (at least the sound). Reading this thread suggests otherwise though: https://www.ttlg.com/forums/showthread.php?t=132977
  24. A Problem Arises I've paused subtitling of the Lady02 vocal set, because of a problem with the voice clips described here: https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/&do=findComment&comment=490151 While a way forward is being determined, I'll work on a different vocal set. Maybe manbeast, for which Kingsal just provided me the voice script.
  25. There's a problem with Lady02 sound clips. A number of them are untrimmed, having dead air at the end up to modulo 5 seconds. Out of 310 sound clips, counts of suspect clips are: 69 at exactly 5 seconds 15 at exactly 10 seconds 4 at higher values, modulo 5 seconds If a clip has, say, 3 seconds of dead air, I don't want to keep showing the subtitle during those 3 seconds. Solutions are: 1) trim the clips. The best solution, but a good amount of work (that I hate doing. Any volunteers?) 2) use SRT in each case to end the subtitle early. This is a fair amount of extra work for me, for those clips that otherwise would not need SRT (namely, the 5 second and some of the 10 second ones). But I'll do this if (1) and (3) seem out of reach. 3) Change the -dx command so it can take a negative value, and end the subtitle early. It would still take some effort to determine the -dx value, but less than (2), and with less file proliferation. @stgatilov, is this viable/easy? EDIT: Reported to bugtracker as https://bugs.thedarkmod.com/view.php?id=6352
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