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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. 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/
  3. Found a few more tweaks that supposedly improve the game: To improve the quality of the game you can modify the BaseEngine.ini file located in \Steam\steamapps\common\Thief\Engine\Config changing the values written below: [MemoryPools] FLightPrimitiveInteractionInitialBlockSize=1024 FModShadowPrimitiveInteractionInitialBlockSize=1024 [SystemSettings] ... DepthOfField=False ... AllowImageReflections=True AllowImageReflectionShadowing=True SkeletalMeshLODBias=-1 ParticleLODBias=-1 ... MaxAnisotropy=16 ... MaxShadowResolution=2048 ... ResX=1920 ResY=1080 //or whatever res you will be using in gameplay ... bEnableBranchingPCFShadows=True ... bEnableForegroundSelfShadowing=True I also disabled bloom via ini and looks much better.
  4. 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.
  5. That's what we originally did, but mappers (or at least one mapper) complained in bug 6062 about the spawnargs disappearing if they were the same as the sound shader. I suppose we could have considered that "not a bug" and kept the original behaviour, but perhaps there are situations where the old behaviour was problematic — there would be no way to distinguish between "this speaker has default radii from the shader" and "this speaker has fixed radii which happen to be the same as the shader but must not change, even if the shader is edited". I don't know how common such a situation is in practice. Correct, but the freezeTransform method is called after the end of any transformation, and does not distinguish between what type of transformation was previously happening. I imagine resizing the speaker to the same size as the shader would also have triggered bug 6062, but speakers are resized less often than they are moved and hitting an exact size with the mouse would be rare, so the issue was only noticed when moving speakers. That's what I'm confused about. I have yet to see any situation in which DR will set a max distance of 0 on a sound shader, other than by explicitly editing the spawnarg to have a "0" value.
  6. I can reproduce all of those. For (1), I propose that the Skin Name field should be non-editable, and have a separate button (usually the "pencil" icon) to show a popup entry dialog for editing the name. I doubt renaming skins is all that common, and it certainly doesn't need to happen on every keypress. But if people object to additional popups, the field could be editable but only commit the changes on ENTER or if a "tick" button was clicked. For (3), single-click to edit in a list is rather non-standard (double-click might be more expected). I propose to have two named entry fields below the list for "From" and "To", rather like the key/value fields in the Entity Inspector, with the fields reflecting the currently-selected list item and allowing changes (committed on ENTER or button click). Not specific to the skin editor, but I think we need an application preference for monospace font size. Reading the declarations is really difficult on my 1440p monitor.
  7. 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.
  8. YeeY, I succeeded the 45 second challenge!! It's not hard at all : P I'm not telling how ofc : ) Also, I like these "little" missions with extra challenges, like the quite common "secrets" (only found one so far) .. and a very rare "time challenge" only added to my enjoyment! All of you "april fools missions" contributors: it was a real treat!
  9. Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?

    1. Show previous comments  6 more
    2. chakkman
    3. Petike the Taffer

      Petike the Taffer

      @chakkmanPardon ? I thought your Doom 3 discussion was elsewhere.

    4. chakkman

      chakkman

      Sorry, my bad. No idea how that happened.

  10. I havent tried in 2.11 yet but I will. Just an update on this. For now I think I fixed it by: - Addressing most of the warning in the log above. Outside common errors like some missing textures and such that are part of the core. - Made sure to give my parallel lights "parallelSky " "1" spawnarg. - Deleted my .aas files and rebuilt them - Dmapped the entire thing Right now I am not getting the load error . It's a very hard problem to nail down because the console isn't giving a specific script name that it's getting hung up on (if that is even the issue similar to Amadeus's problem) AND I am actively working on the mission, creating new errors, fixing other broken things. ect. Its definitely something I fear will pop back up in beta testing though
  11. One page I want to create is a page listing common abbreviations used during development.
  12. 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.
  13. 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!
  14. 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.
  15. In case anyone decides to pursue this further, here are a couple more references: https://discourse.gnome.org/t/pointer-warping-on-wayland/9197 https://gitlab.freedesktop.org/wayland/wayland-protocols/-/issues/158 Seems like this feature is also common in PCB design software. The "correct" solution would be to use Wayland's pointer locking interface and relative mouse events, which is essentially what the FreezePointer class accomplishes by continuously warping the pointer back to its original location. The complication is that the way it works now all goes through wxwidgets which then goes through gtk3 on Linux. To fully implement this, I think someone would have to: Create a platform-specific alternative to the cross-platform FreezePointer that we have now Make sure it's only called on Wayland, and only if the pointer locking API is available Work your way through the wxwidgets / gtk3 layers to get hold of the native wayland surface and pointer handles Reconcile the Wayland mouse events with the mouse events received by wxwidgets If someone was motivated enough to pick this up, it might make sense to try to build this in at the wxwidgets level and try to get it accepted there. It would help keep platform-specific code in the right place and also make a couple other projects happy.
  16. @snatcher I understand that when you feel your work doesn't live up to your goals that you don't want it out in the wild advertising your own perceived shortcomings but that leads to a troubling dilemma of authors who are never satisfied with their work offering fleeting access to their in-progress designs then rescinding them or allowing them to be lost. When I was a member of Doom3world forums, I would often see members do interesting experiments and sometimes that work would languish until someone new would examine it and pickup the torch. This seemed like a perfectly viable system until Doom3world was killed by spambots and countless projects and conceptual works were lost. I guess what I am trying to say is that mods don't need to be perfect to be valuable. If they contain some grain of a useable feature they might be adapted by mission authors in custom scenarios. They might offer instructive details that others trying to achieve the same results can examine. It would be great if known compelling works were kept somewhere safe other than via forum attachments and temporary file sharing sites. I suppose we used to collect such things in our internal SVN for safe keeping but even that isn't always viable. If folks would rather not post beta or incomplete mods to TDM's Moddb page, perhaps they would consider creating their own Moddb page or allow them to be added to my page for safe keeping. Please don't look at this as some sort of pressure campaign or anything. I fully understand anyone not willing to put their name next to something they aren't fully happy with. As a general proviso, ( if possible \ permitted ) I just want to prevent the loss of some valuable investigations and formative works. The end of Doom3world was a digital apocalypse similar to the death of photobucket. It is one of my greatest fears that TDM will become a digital memory with only the skeletons of old forum threads at the wayback archive site.
  17. Congrats on the release! Remember to check ThiefGuild as well as the DarkFate forums (via Google Translate) for additional feedback.
  18. This explains why were seeing different things. And for beta 7. Yeah, more power Well done. The most common characters are pretty clean now regardless of the textscale. I don't recall noticing artifacts in readables but then the text normally is dark and stray marks most likely blend in with the irregular backgrounds. The only letter I could detect where spacing is noticeable is: J ack J erk J iffy J oy J uice.
  19. Given updates from Windows 7/8 to 10 and from 10 to 11 have been free, it seems like a low-impact financial decision on the part of the end user. I mean I'm tired of MS's BS and complications too and don't like a lot of the changes in newer versions of Windows, but I found workarounds and solutions to all the common issues and felt it was a better outcome than relying on EOL software that's going to be harder and harder to maintain especially when software/hardware vendors no longer support it. Still, if you find Linux is an option then it's better than a system that no longer runs anything without major issues. /sidetrack
  20. Welcome to the forums Ansome! And congrats on making it to beta phase!
  21. "...to a robber whose soul is in his profession, there is a lure about a very old and feeble man who pays for his few necessities with Spanish gold." Good day, TDM community! I'm Ansome, a long-time forums lurker, and I'm here to recruit beta testers for my first FM: "The Terrible Old Man", based on H.P. Lovecraft's short story of the same name. This is a short (30-45 minute), story-driven FM with plenty of readables and a gloomy atmosphere. Do keep in mind that this is a more linear FM than you may be used to as it was deemed necessary for the purposes of the story's pacing. Regardless, the player does still have a degree of freedom in tackling challenges in the latter half of the FM. If this sounds interesting to you, please head over to the beta testing thread I will be posting shortly. Thank you!
  22. If there ever was a common code-style, it is definitely lost forever in the TDM-codebase. It's a huge mess in this regard!
  23. New script for mappers: my flavour of a fog density fading script. To add this to your FM, add the line "thread FogIntensityLoop();" to your map's void main() function (see the example in fogfade.script) and set "fog_fade" "1" on each foglight to enable script control of it. Set "fog_intensity_multiplier" on each info_location entity to change how thick the fog is in that location (practically speaking it's a multiplier for visibility distance). Lastly, "fog_fade_speed" on each foglight determines how quickly it will change its density. The speed scales with the current value of shaderParm3, using shaderParm3 = 1000 as a baseline. So i.e. if shaderParm is currently at 1/10th of 1000, then fade speed will be 1/10th as fast. Differences to Obsttorte's script: https://forums.thedarkmod.com/index.php?/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/&do=findComment&comment=310436 my script uses fog lights you created, rather than creating one for you. Obsttorte's script will delete the foglight if entering a fogfree zone and recreate it later more than one fog light can be controlled (however, no per-fog-light level of control) adding this to the map requires adding a line to your void main() script, rather than adding an info_locations_settings entity with a custom scriptobject spawnarg in my script, mappers set a multiplier of fog visibility distance (shaderParm3), while in Obsttorte's script a "fog_density" spawnarg is used as an alternative to shaderParm3 smaller and less compactly written script fogfade.scriptfogfade.map
  24. They are there for a reason though, not just because someone said so. If you want to communicate with people and you work on the code with someone, you need to share some common principles. And while I agree that things like clean code can be a bit extreme at times, I've never seen anyone questioning it super hard; neither stuff like solid principles, for example. Obviously, you can be a rebel if you want to, but you'll probably end up working alone.
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