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  1. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
  2. How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
  3. Good work! I enjoy short missions because things are nice and focused - you get in, you get out. Also I tend to do better with the loot amounts and I was able to get all the loot without too much trouble, which is rare for me. If I were to make a suggestion though - I found the intro briefing sequence a bit distracting because it was so obvious the narration was pitch-shifted to make a deeper voice. If you felt the original voice wasn't deep enough for your needs, I would either get someone on the forums to record it for you or just leave as is. That's my only real complaint and it's not even about the mission itself, so pretty good first start!
  4. Okay, I had no idea, I have googled it up now and you are right, to my own surprise. Done, I´ve put some paragraphs which were previously not in spoiler tags into spoilers.
  5. Thebigh is right. The pronunciation tripped me up too, but that is apparently how Leicester is pronounced. Also @TarhielI'm glad you are loving the FM but do you mind putting spoiler tags on your post please
  6. I remember having to use some mod/cheat to move my character till after the jump part in that sequence. Because if you failed the jump, you die and you have to rewatch the whole cutscene before getting up.
  7. We will look at some of this stuff, but SPOILER tags, please!!!
  8. I am pleased to announce the release of our new fan mission, The Hare in the Snare: Part 1 Mission type: City Missions + Inn/Tavern Description: People are being abducted off the streets and a Watch Captain requires the services of a thief to help him find out why. Download link (v1.0.2-release): https://drive.google.com/file/d/1HYvM_u56wDB16uIlb7qgS_q3P24V69MO/view?usp=sharing Credits: Mapping and original characters: @Frost_Salamander Story, readables, custom models, voices and cinematics: @Kerry000 Menu title track produced and mixed by @JackFarmer with selected gigagooga sound samples Beta testers: @Cambridge Spy @Zerg Rush @Amadeus @Acolytesix @Lzocast @wesp5 @nbohr1more @Kerry000 @ate0ate @Wellingtoncrab @prjames Additional thanks: @Dragofer, @nbohr1moreand @peter_spyfor technical help @Springheel for the modules and tutorials @kingsalfor allowing @Kerry000to abuse his manbeast everyone else on Discord and the TDM forums who offered assistance Requirements and notes: This mission requires TDM 2.09. Earlier versions will probably work but you might see one or two missing models. You may experience some FPS drops in some areas with lower-end hardware. Mid-range and above should be fine. If you have issues, I highly recommend you use shadow maps instead of stencil (settings -> advanced -> shadows implementation). It makes a big difference. For 'Hard' and 'Expert' the light gem sensitivity has been increased by '1' (meaning easier for AI to detect you). Screenshots:
  9. This may make sense in that the performance impact of the volumetric effect can scale with how much of the effect is filling the screen. We shipped with a “performance mode” but had to setup the entities by hand to do it (so it’s not perfect). If you change the LOD detail settings to “Low” or “Lowest” this will disable certain lights, particles and such that can be very heavy to render. You can try these settings and see if you notice an improvement. If not sending us some pictures of heavy areas (with spoiler tags please) will be helpful with tuning these “performance modes” in subsequent patches. Thanks for playing!
  10. I’ve just been playing Hidden Hands: The Anomaly v3 on Expert, using TDM v2.11. I used the three runes to make the meteor fall onto the wooden platform and the character announced "Good, now I can plant the explosives". I have explosives in my inventory with a 2 next to it. According to a comment by the FM author, I should only have one. The meteor highlights but I cannot attach the explosives to it, drop them, or do anything else with them. Another player Mawerick, reported this same problem earlier in the FM forum thread. Both Mawerick and I found that by replaying from before acquiring the explosives, we subsequently only acquired one explosive and it worked on the boulder. But there seems to be an intermittent bug here, affecting only some players, and which even for those players only occurs on some run throughs and not others (with no change between run throughs in the version of TDM or the version of the FM they are using). Another player, thebigh, commented that they once had a similar bug affecting Heart of St Mattis - somehow they ended up with two of the things for opening the sarcophagus and couldn't open it. I noticed that in The Anomaly the explosives seem to be defined as a key, so maybe the issue is key-related.
  11. I'd like to better understand what you want. The design of dragging bodies is to hold frob (key down) to drag and release frob (key up) to let go. That way it's impossible to walk away while unintentionally dragging a body. Plus, it's quick to grab and move several body limbs in rapid succession. This is thought to provide a better experience, especially for new players. Towards the beginning of this thread, I created a "tdm_frobhold_drag_body_behavior" cvar. https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/&do=findComment&comment=487580 "tdm_frobhold_drag_body_behavior", default:"1" Which drag body behavior? 1 --- on frob key up, drop body (limb). 0 --- on second frob, drop body (limb), TDM v2.11 (and prior) behavior. That cvar was removed shortly afterwards, because it was said that it wasn't needed. With that cvar set to 0, a second frob would be required to let go of the body. Is that the behavior that you want? If so, I can add that cvar back. Also, I saw elsewhere that you want the ability to revert back to the old way. If you mean that all of the controls match TDM 2.11, that can be done with "tdm_frobhold_delay 0" and there will be a menu setting to disable it as well.
  12. Playing on Expert, TDM v2.11. I used the three runes to make the meteor fall onto the wooden platform and the character has announced "Good, now I can plant the explosives". I have 2 x explosives in my inventory. The meteor highlights but I cannot seem to attach the explosives to it. Am I doing something wrong? Update: it seems another player Mawerick, reported this same problem on page 2 of this thread. I searched on "explosives" before making my post, but for some reason nothing came up. Anyway, like them, I have 2 explosives and cannot drop or use either of them.
  13. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  14. After several months of working on this project, I'm happy to finally announce the release of my anthro character set for The Dark Mod! The package contains anthropomorphic characters for use in fan missions, with which artists can include furries as part of their story. Below is the repository, as well as a short FAQ describing the mod in more detail. GitHub repository How do I install the mod?The character set is meant to be used with fan missions. To include it, first clone the GitHub repository mentioned above somewhere on your drive. Then simply copy all of the directories into the root directory of your FM (eg: darkmod/fms/myfm/). You should now be able to find the characters in DarkRadiant under the AI section and add them to your map! What characters are included?There are 5 species, 7 overall fur patterns, 3 character definitions per race, plus male and female versions of each person. Races include wolves, foxes, leopards, squirrels, rabbits. Voices, personalities, as well as other traits were carefully tweaked to match each character as closely as possible. What license is the mod, and who are the authors?The initial model and texture were created by Untied Verbeger, who publicizes his works under the CC0 license. As such, the anthro models and textures are themselves licensed under CC0 / PD. The characters included were based on his wolf model, to which I made several fixes and contributions in the past. Obviously it's meant to work with other assets in TDM, which have their own licenses (typically CC-BY-NC-SA). The original model and authors can be found on Blendswap at: http://www.blendswap.com/blends/view/79735 http://www.blendswap.com/user/Verbeger http://www.blendswap.com/user/MirceaKitsune Wait... so was this made by furries?The mod was put together by me (MirceaKitsune) and I am indeed a furry. I chose to clarify this as I'd like to avoid negative remarks on the aspect; This is a contribution I made with enthusiasm and attention to detail for The Dark Mod, same as all contributions done by other artists in the TDM community. I've spent a lot of time adapting the mesh, rigging it, creating the materials, setting up definitions, and testing against long loading times. I don't care whether someone has a negative opinion of the furry community, but please respect the work that was put into this project at least. How can I support the mod?Although the mod itself is released under a free license, I won't accept financial contributions, in order to respect the wish of the community for The Dark Mod to not be used commercially. The most important way in which you can support my mod is to use it: If you're a fantasy mission creator who is a fan of anthro characters, include this into your FM and add the characters to your world! Also, if you notice any bugs or wish to improve something, feel free to inform me or send me your contribution or open a pull request on GitHub. Lastly, if you believe the characters might match the theme and quality standards needed for inclusion, support adding them to The Dark Mod!
  15. What I would want from a new Thief game: Appropriate the Darks Souls (and Metroid Prime etc) free-roaming world design formula. I.e. make the entire game a single interconnected environment, with many diversely themed areas that densely link up to each other in interesting ways. This should not be a stretch for Thief because its already the gold standard for how we design individual mansion and city missions. (It doesn't need to be gigantic though. Think how awesome Iris was.) A new city with new cultural inspirations. This is one reason I think Dishonored feels like a worthy spiritual successor despite dropping the ball somewhat on gameplay. An Arabian knights tinged Bagdad/Cairo like setting would be interesting to skulk in, or a city with shades of 19th century Hong Kong/Shanghai. A new main character who is not a Garrett reboot. If anything our new MC should be a thematic foil to good old Garrett: someone in a similar situation but for different reasons, with a different outlook and character arc. Thief 2X did this well. For instance I would be fine with the MC being a young acolyte of a new Keeper order started by Garrett after Thief 3, but don't have him/her leave to become a thief out of hubristic pride. Have them turn thief out of desperation, post some disaster or failure. Make it something they are distressed over, then over time grow to appreciate the monomythic import of being "The Thief" in the Thief-verse. New factions for a new story and MC. While Hammers, Pagans, Keepers, town guards, and crime lords, were cool and thematic for Garrett's story. Our MC should have their own friends and foes. Maybe the city ruling families are a bunch of ancient mage clans. Some are austere isolationists with ties to organized crime, others internationally minded reformers who are embracing the City's steam punk tech. Maybe instead of pagans the new city has a cults of ancestor worshiping necromancers. Maybe the new Keepers are a dysfunctional confederation of ego driven lunatics and schemers, suffering from the neglect of an absentee leader who only seems to care about balance. It's still a detective story at heart. All the good Thief games are about slowly and sometimes incidentally figuring out who is the big bad and how your sneaky skills can stop them. That should not change. Maybe incorporate some light immersive survival elements, perhaps in the mold of Pathologic, but probably less oppressive. E.g. have the MC need to steal so s/he actually has money to buy food and pay rent on someplace to sleep during the day. Otherwise hit them with penalties. I would be fine with MC getting some supernatural movement tech like the Thief 4 Swoop or Dishonored Blink, but it should be late game only (unless the player sequence breaks, which would be a super cool option).
  16. The problem is that the story with TDS is quite well concluded. I don't know at the moment (although I have to admit that I have often thought about it), how to connect it (especially there is the problem that the Keepers had let their strange guards loose on the city in TDS, which the city dwellers should not have liked). So maybe it would be easier to set something in the past, but one has seen the last few years (especially in the cinema and on TV but also in video games) always this approach and... well.... So, if I had to, I would try something set in the past, perhaps with a Keeper as the main character, who would have visions of future threats decades before the events in Thief, but would not be listened to within the community, and therefore would leave the Order to continue investigating on his own. The charming thing would be to give this character some mysterious abilities like in Dishonored, since he belongs to the Keepers that would even make sense - and as a convinced republican (in the sense of the French Revolution, of course) I would prefer such a game to this royally screwed-up Dishonored any day!
  17. After a long time and a lot of delays, I'm extremely happy and relieved to announce the release date for my first map; Lords & Legacy, on Friday the 30th of August, 2013! Lords & Legacy v.2.1 Resume: Screenshots: http://imgur.com/a/Lj8UJ#0 Notes: Build time: 2013/03/30 - 2013/08/30 To install, simply put the .pk4 file in your fm folder and install from the in-game mission menu. It is a large mission with optional objectives, so make sure to save often. The ropes in the beginning have a 'slick' surface, to simulate being 'slack lines'. They are difficult, but once you get a hang of the slide they can be fun. A couple of the large areas can be a bit rough on performance, and can be improved by adjusting the LOD slider in video options. A few of visportals open only when you get close. This is to keep the frames smooth inside the respective building, due to early inexperienced design. If you find any bugs which affect the gameplay experience, then you're very welcome to post them here, but please use the spoiler tags. Big thanks to 'Obsttorte', 'Springheel', 'Greyman', 'Bikerdude', 'Sotha' and rest of 'The Dark Mod Team'for all the help, guides and tricks. Also thanks to the other TDM users who provided fantastic support and feedback during the build. Thank you for beta-testing: 'Bikerdude', 'TylerVocal', 'Simplen00b', 'nbohr1more', 'Briareos H.' Special thanks to: 'Danus', 'Dsx' & 'Stanleh' for testing, help and support. v.2.0.1 changelog: Bugs: -The "Master Thief" challenge was impossible to do for a while, due to incorrect values. Fixed. -Getting seen by "The Killer" now also fails the "Ghost" challenge. -The 3 cardplaying guards no longer float mid air, as their chairs are now nailed to the floor. -Fixed the sound of the furnace continuing after the flames were extinguished. -Fixed weird glittering on the power cables around the map. -Fixed some moonlight popping in and out. -Fixed openable windows in Commons, clipping into the frame. -Fixed a book dropping through a desk. -Fixed visportals closing too close in Lancel's Tower, slight hit on performance though. -Added more monsterclip to Service Tower and Robert's Tower's entrance. -Improved a few vis_portals with func_portals. -Replaced curbs in Slums and Commons with some more detailed versions and changed textures. And a lot more little unecessary tweaks. Gameplay: -Added new challenge: (Jack White) - Do not knock-out anyone. -Reduced the amount of starting gear, depending on difficulty. -Added cubemaps to most windows on the map. -Redid most func_statics in Commmons Quarter to reduce tris and increase performance. Draw count is still somewhat high. -Removed all transparent windows as they didn't have actual gameplay value, just a performance drain in exchange for glitchy visuals. -Lancel's safe can no longer be picked. Find the key! -Added a couple minor cosmetic details in the sewers. -Moved a coinpurse from a wealthy commoner's sleeping butt to his nightside table. Also adjusted his furniture so thieves can better move around. -Changed sounds for several doors across the map. Once again, a big thanks to 'Bikerdude' for taking the time help out and locate room for improvement! v.2.0 changelog: Bugs: -Fixed various textures and surfaces and a few minor tweaks. -Tweaked some sounds to be in line with TDM 2.0 changes. -Fixed 2 certain AIs being too sensitive rather than drunk. (Thanks to AluminumHaste!) -Tweaked LOD on some objects, to prevent windows "popping" in and out. Gameplay: -Added more monsterclip to the towers, so the AI can now run up and down stairs. Only the stairs in the small tower has issues still. -Added more monsterclip in the city so the guards can follow you up all stairs. -Added a few minor details. -Windows in the city now dims sound, resulting in less aggro from guards and more convincing soundscape. -Reduced 'draw calls' in all the large areas, increasing performance. The map is still heavy at certain areas. Another big thanks to 'Bikerdude' and 'Greyman', for taking time out of their own schedules to help optimize the map's draw count and other significant adjustements! v.1.0.3 changelog: Bugs: -Fixed 4 black chairs in one of the towers -Fixed a floating painting -Fixed several clipping objects v.1.0.2 changelog: Bugs: -Fixed zfighting in the library's bookshelves -Fixed a black window in one of the towers -Fixed several typos in readables Gameplay: v.1.0.1 changelog: Bugs: -Fixed an issue with the main objectives not being in "sync". -Fixed console spam from a script Gameplay: -Adjusted required loot for each difficulty from "3000, 4000 and 5000" to "2500, 3500 and 4500".
  18. Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/
  19. Welcome to the Dark Mod forums MarsManon! Thank you very much for the kind words about SLL, it's always nice to hear We all worked real hard on bringing Grayman's map to life and I'm glad you enjoyed it
  20. I was so enchanted by this FM, I had to sign up to the forums the same day I finished it to come thank the authors Genuinely, truly incredible work! I was so overwhelmed in places that I resorted to just shouting joy at my monitor two, three, maybe four entirely separate times while playing. Exploring, puzzling, finding something new, trying to use it, and finding it does a whole new, separate, wonderful thing! There aren't enough words inside me to describe the feeling. It was breathtaking. I don't have any specific feedback that hasn't come through this thread before Thanks so much for making this, for all the inspiration and ingenuity and effort it took. If I never play another level this good, in any other game, in my life, I'd be fine with that.
  21. I wasn't proposing ever changing the font itself from Carleton, which I agree would be problematic. With respect to scaling the fontsize, if the adjustment process also carefully scales the field dimensions to match, it should not affect (or at least affect little) where auto-wraps occur. And this would further help with low-vision, which seems to me the whole point of the similar size adjustments in the HUD. So "fixed forever"... nah. But "fixed for the next bunch of official releases"... sure. For now, what I very much want is a policy on the maximum number of characters on a subtitle line. Then, a fontsize and fieldwidth can be determined that support that nicely, while minimizing corner overlap. As a first draft, I proposed: 42 characters max current fontsize: SUBTITLES_TEXT_SCALE 0.25 fieldwidth of 320 This would need more fulsome testing. It may be a slightly smaller fontsize or slightly larger fieldwidth is needed. As to the maximum character limit, if you google "subtitle character limit", you'll see that "about 42" seems most popular, with a range from 37 to 47. It would not be hard to write a program that, for a given FM, looked at all the subtitle lines in the .sub and .srt files and reported any that exceed any maximum number of characters. The FM author could then adjust those strings accordingly. Sure, it's more work, but kinda trivial in the big scheme of getting an FM out. And it is a one-time fix. I'm willing to write such a program, if I knew it would be used. (My Excel template provides the similar functionality that I use at the moment.)
  22. (Following is copied from "AI Barks" thread, regarding: - what the subtitle field margins should be - what the character limits should be - making the subtitle fontsize and field size adjustable.) @datiswous, the centering of the subtitles was the stock tdm_subtitles_common default, so I left it that way with my The Lord customization. I'm not sure centering (versus, say, left justification) is really the issue with respect to subtitles fitting in the box. To that point, as a demonstration with testSubtitlesLord, I used rather aggressive side margins of 170 (so a field width of 300), which can just-barely accommodate 42 characters/line. But that means, depending on word breaks, some lines with 42 or 41 characters will force an autobreak, as it sounds like you observed. While margins of 170 is the minimum required to avoid overlap with fully-enlarged inventory icons, I think such overlap is less critical than avoiding unwanted word-wrap. So going with margins of 160 & field width of 320 is better going forward, while still avoiding the egregious overlap of the stock tdm_subtitles_common. Can you live with a character-length restriction of 42 characters/line? I think (given 2 lines) that should be adequate for almost all srt phrases that are limited to about 6 seconds. Another approach to strike a balance between margin overlap and word-wrap would be to reduce the font scale slightly. And in the long run, it would probably be desirable to have a CVar that the user could use to scale both font size and corresponding field height & width (and probably interfield vertical spacing). This could be shown as part of the HUD Settings special screen, even if internally it is a separate layer. Then the user could find their own compromise.
  23. Ulysses 2: Protecting the Flock By Sotha The mission starts some time after the events of Ulysses: Genesis, and continues the story of Ulysses. It is a medium sized mission with a focus on stealthy assassinations and hostage liberation. BUILD TIME: 12/2014 - 05/2015 CREDITS The TDM Community is thanked for steady supply of excellent mapping advice. Thanks goes also to everyone contributing to TDM! Voice Actors: Goldwell (as Goubert and Ulysses), Goldwell's Girlfriend (as Alis) Betatesters: Airship Ballet, Ryan101. Special Thanks to: Springheel and Melan (for proofreading). Story: Read & listen it in game. Link: https://drive.google.com/file/d/0BwR0ORZU5sraRGduUWlVRmtsX3c/view?usp=sharing Other: Spoilers: When discussing, please use spoiler tags, like this: [spoiler] Hidden text. [/spoiler] Mirrors: Could someone put this on TDM ingame downloader? Thanks!
  24. I guess the reason is that there are several platforms (3 actually), and this behavior was a simple way to support them all without hardcoding all the platforms into source code. But yes, the fact it stops working after rename is not good I'll try to fix it somehow. I'm not sure what the problem is exactly. The red color for installation path is set based only on the text only. As I see in the code, having a dot character in path is the reason. I cannot recall why exactly I did it, but I'm pretty sure I was aware of some problem with this case, so I blocked it out. I'll try to add this button, why not.
  25. @datiswous, made that correction fm_test.subs --> fm_conversations.subs @stgatilov, about srt naming and file location, would you be OK with the following edit? New/changed stuff in italics: srt command is followed by paths to a sound sample and its .srt file, typically with matching filenames. An .srt file is usually placed either with its sound file or in a "subtitles" folder. The .srt file format is described e.g. [1]. The file must be in engine-native encoding (internationalization is not supported yet anyway) and have no BOM mark. It contains a sequence of text messages to show during the sound sample, each with start and end timestamps within the sample's timeline. It is recommended to use common software to create .srt files for sound samples, instead of writing them manually. This way is more flexible but more complicated, and it is only necessary for long sounds, for instance sound sample of a briefing video. It's a simple enough standard that it can be shown as an short example, demonstrating that subtitle segments can have time gaps between them. And the example can show correct TDM usage, without requiring a trip off-site and picking through features that TDM doesn't support. Specifically, the example shows how to define two lines by direct entry, rather than using unsupported message location tags (X1, Y1, etc.). And skips other unavailable SRT font markups like italics, mentioned in the wikipedia description. The example would also show the TDM-specific path treatment. The example could be inserted before the sentence "It is recommended to use common software...."
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