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  1. DarkRadiant 3.7.0 is ready for download. What's new: Feature: Skin Editor Improvement: Script Window usability improvements Fixed: Hitting escape while autosaving crashes to desktop Fixed: Def parsing problem in tdm_playertools_lockpicks.def Fixed: DR hangs if selecting a lot of entities with entity list open Fixed: Float Property Editor's entry box is sticking around after selecting a float key Fixed: Spline entities without model spawnarg are unselectable Fixed: Entity window resets interior sizing forcing resize each time it is opened Fixed: Spline curves should not be created with a model spawnarg Fixed: Newly appended curve control vertices aren't shown at first Fixed: Light entities are zoomed out in preview window Fixed: Entity inspector spawnarg fields not always updated by UI windows such as Model Chooser Feature: Skin Editor (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.7.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. 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!
  2. Yes, it does. Which makes it interesting that you yourself explicitly said that it's interesting nobody had complained here on the official forums: I did, which is why it stood out to me so much that even though you yourself had personally been involved you would reply claiming nobody had complained here on the official forums. I'm not colorblind at all. Does that make people pointing out that almost no modern games have proper colorblindness support hyperbole? Just because it doesn't affect you, or you choose not to pay attention to the discussion of something, doesn't make it hyperbole. Pick pretty much any modern FPS and you will find plenty of discussion about the near universal disregard for FOV and camera movement as accessibility issues. Denigrating those as hyperbole because you personally don't feel the affects is as bad of a look as demeaning people who bring up the importance of valid allergen warnings like gluten or colorblindness and deafness support.
  3. 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.
  4. I think it is a good idea! Our ingame mission downloader and mission view has long been subject of multiple improvement suggestions. Due to the sheer mass of missions that have been released in the last 15 years, things got really cluttered and especially newcomers will have a hard time finding what they want. However, improving the ingame guis is quite a task, so a web-based application might really suit this scenario well. Maybe we could even add a linke to it from our ingame menus, so user can access it quicker. Some more things to think about Would users be able to add custom tags and downvote / upvote certain tags, much like the system of Steam? This would also allow to add tags like "beautiful", or "difficult". Actually, the more users can contribute to this system, the better, because it will be automatically maintained then. The browser should also contain a flag for whether the FM belongs to a connected series of FMs or not and have the capability to go to the previous or next FM in that series. There should also be a flag for fully fledges campaigns. Some might like a flag whether or not an FM is "ghostable".
  5. Consistency doesn't imply that it is always the same. Consistence isn't equivalence. If the conditions aren't the same, the result can differ, too. So I don't consider it inconsistent that the ai takes different amount of damage depending on their alert state. It's a different matter if it differs between missions, as the situation one get into are similar, so players would expect similar results. In the end it comes down to communication, because it is not important whether it is realistic or always the same or whatever to begin with, but first of all only that the player is aware of that. Players should know that the damage dealt differs depending on alert state. If that it isn't clearly communicated, this might need to change, but not the mechanic itself. If a mapper alters a game mechanic, it should be communicated, too. But we shouldn't disallow mappers to go different ways. (Actually I think it would be better if we encourage them to experiment more.)
  6. If you use a barbed arrow, that unfolds its barbs through traction, and it penetrates the wood deep enough, I could imagine that it might support the weight of a human (if the person is not too heavy), but I agree, in general the rope arrow is rather unrealistic. I think the main reason for its use are technical issues (and in case of TDM tradition from the Thief games). A grappling hook would require the rope to be pre-attached, which makes the flying behaviour more difficult to realistically depict. Also, the physics to determine if it actually holds is more complicated and it is more limited (you need a proper ledge and cannot simply use a surface). Regarding the tightrope arrow, a way I could imagine, that may require less scripting, would be to have the coil as a frobable object. When it is frobbed, it activates a damage response on the target and when it is damaged with a broadhead arrow, a line between the coil and the target is spawned or teleported in or maybe even simply unhidden. This would create the image (at least in my head) that you attach the rope of the coil on a broadhead arrow (by frobbing it), that you then shoot at the target. You may not see the rope uncoiling this way, but personally, I could live with that. I would also use a timer for the damage response, to avoid the case in which a player frobs the coil and later on shoots the target from a different position. Using broadheads would avoid to waste precious rope arrows if you miss (and make the broadheads more valuable). Another problem that just came to my mind would be that (if I remember correctly) the damage response cannot distinguish between projectiles, so it would also react to being hit by e.g. fire arrows. But I believe that it is possible via script to check which weapon is equipped. That way, the damage response could only be activated if the desired arrow type is eqipped.
  7. But this is not as it plays out in TDM. They already have better hearing and vision when alerted I assume, but a blackjack hit on the back of the head should do the same damage, as should do an arrow right into the face! They couldn't dodge either of them, or if they could, the game should reflect that and not do some immunity or number magic. And yes, many games do similar things, but I always dislike them! Another typical example is that zoomed shots do more damage than unzoomed ones or headshots are only lethal when zoomed, see Deus Ex...
  8. In general, tools tend to get used when they are actually useful and of unlimited use or recoverable. Everyone likes to use rope arrows and the monocular. Everyone who isn't a hardcore ghoster uses either the blackjack or the sword. But here comes what i think of the other tools: Broadheads are useful for remotely activating things or killing AI that deserves it. So i mostly use them for killing bad guy AI which isn't protected by objective armor. Also waste tons of them when killing spiders as being half-sunken into the ground still is the norm for spiders. Water arrows are very useful but i still tend to spare them for later and end missions without using them. Should really start using them more - especially when already carrying twenty of them... Moss arrows are alway in short supply, so i spare them for when i actually need them (which normally is never as i am not a ghoster). Please gimme more so i can start actually using them. Noise makers are less reliable than crouchjumping or otherwise drawing AI attention to a location. So i rarely use them. Please make their stim travel through portals to make me using them. Vine arrows are a rare sight and felt pretty unpredictable. I tend to still use them though. Please give me more of them and make them actually grow a vine from bottom to top. Gas arrows are great. Gassing three AI with one arrow feels like scoring a tripple-headshot with one bullet in a sniper game - Very satisfying. Please provide more opportunities to score nice multiknockouts while keeping ko-immune guards a rare sight. Fire arrows are the least stealthy weapon in the game. They would fit perfectly for stealthily assassinating heavy monsters and automatons from afar - if they wouldn't glow. I only use them as a last resort when there is no other way to solve the situation. Please stop them from glowing to make me use them more. Finished most of the TDM missons on hardest without ever figuring out, how to use flash bombs correctly. The throw mechanic is pretty bad. So i never use them. Please make throwing a reliable mechanic to make me throw things (including flash bombs). Mines are really hard to actually use as a mine. So i use them by throwing them at the feet of my enemies with maximum force which gets them alerted and triggers them to shuffle around a bit until the mine triggers... But they are very unstealthy and therefore get used right before the fire arrows as a last resort only. Please enlarge their detection radius to make me actually use them as mines. Healing potions are nice. I always use one when i lost more than a third of my fall damage points. Food is pretty nice too. I eat most of what i find because you sadly can't carry it in your inventory. It also heals tiny amounts of fall damage which is a nice bonus. Please turn food into normal lootable items. Holy water is one of the pretty useful items i still don't use if i don't have to. You never have plenty of them. They involve an annoying timer mechanic for no apparent reason (instead of just turning N water arrows into holy arrows). Using it on just one undead feels like wasting it. And i always feel like i might need it later (but i actually don't). Please give me more or axe the timer to make me use it more. Breath potions are also useful. But they don't last that long. So i tend to use them when i didn't forget to select them before diving and oxygen runs out. There also aren't much occasions to use them. I would use them more if there where more places to use them. All in all i am of the opinion, that only small improvements are needed to encourage more tool usage. I am a horder. But i still tend to use the non-annoying-to-use tools more when i have plenty of them. So maybe just giving players more and providing some difficulty spikes throughout the map will make players use more...
  9. There's another ability this would make possible which is another reason I wanted the suggestion up, always felt this would be amazing in terms of immersion and interacting with the world: If you look at Moveables/Weapons/atdm:moveable_* you'll see a lot of weapons the AI can wield. Wouldn't it be great if instead of just the longsword the player could use any of them and benefit from their different stats? Imagine picking up the hammer of a builder and using that to whack enemies, or the bent sword used by moors, not to mention the dagger I mean come on you're a thief you should be able to use a knife! We can in fact achieve this without needing a custom set of hands per weapon: We only need the existing hands and animations, the weapon just needs to be attached to the hand bone as a separate entity. Any sword you pick up would use the same hand mesh and animations, all that differs is its weapon model the sounds and functionally stats. For example the dagger would work just like the sword except you shouldn't be able to parry with it, stat wise it would have a faster attack rate for slightly less damage. Only issue I see is long and heavy weapons like the lance would require both hands and different animations; Unless someone feels like animating them those can remain off-limits to the player, we have a convenient excuse in that the player is a thief who isn't trained in using heavy cavalry stuff. For items a similar trick can be used to make them visual: Have a first person hand as its own md5mesh / md5anim and give it a few holding animations for different grips. Items would be attached to the hand bone with an offset: Potions, readable books, keys... all can be rendered in the hand by simply changing the model of the attached entity, if needed just using a different finger animation that matches the size of the object being gripped.
  10. Sorry you are running in to the problem. I assume you are referring to the challenge. The mission should not fail from knocking out AI. There is a known bug where if you knock someone out who is sitting by a table the body can start "vibrating" with the furniture, killing them from "fall damage" after a few seconds. In some cases this damage is attributed to the player causing the no kill objective to fail. If you try to shoulder the person right after knocking them out it should be enough to save them from dying. If that doesn't work I'm not sure what else the bug could be. Hope that solves the issue for you!
  11. Hey, Every time I've try to use the Full Editor when PM'ing someone, and every single time I get an error. Whoever is in charge of the forum, is it possible that this could be fixed? Thanks Neon
  12. 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!
  13. Hmm, it depends. The low-end Microsoft Lumia 550 was rather cheap and had either software or hardware problems with random restarts or freezes when heating. I'm still actively using one. It's as cheap as they get besides button phones. They do seem to be resistant to damage but they're not exactly rugged phones. However there's still something about cheap devices that makes them rugged enough. In the sense that there isn't much to break there in the first place. Idk if Nokia still makes good stuff or not.
  14. No. The Aeden's staff optional objective is the hardest of the game. To point out directions here, though, is getting into an area of heavy-duty spoilers ... so I'm constrained in my response just as I was constrained in my responses to the "endless keyhunt" complaints because to show the rather simple direction would be a huge spoiler. So I had to bite my tongue and take it. Aeden's staff is different, though - harder. I've never tried a no-KO ghost playthrough. Because I'm clumsy and have slow reflexes. I think it might be possible to do a stealth no-alerts playthrough. Are you allowed to KO? I think I've gotten the staff a few times in my playthroughs without alerting the builders in that room. The only switchable lights in the FM are table lamps. The cylindrical style wall lamps aren't extinguishable. The other fire and gas wall lamps are extinguished by water. In the Ox all waiters and commoners in the common room and outside are friendlies - except for the waitress in the upper lounge which is filled with enemies. You need water arrows. Moss arrows. Rope arrows. I've never used a gas arrow in a playthrough of the FM but one would make things easier, for sure. I'm going to replay the area and check through the locations that you mentioned - the loop etc. - then if it's OK with you I'll PM you with some info, tho' I'll ask you if you want the info first. So's not to spoil it for others who get that far in the game (few and far between!). I find it almost impossible not to click the "reveal spoiler" tags and read the info ... and, y'know, spoilers do spoil the real deal.
  15. First of all: Outstanding! TDM is amazing. This is the direction I wanted the Franchise to take. Better than T1, T2, T3.... 4 I haven't played, so I don't know, but I guess it's not so good. I love how archery has become more challenging now with armor in place and functional. I am wondering, however, about how the damage system works. It seems as if a shot to the face is only lethal when it comes unexpected, in combat it takes two arrows to the face to kill a guard. Why is that? Isn't it already so much harder to hit an alarmed enemy, why increase the damage tolerance as well?
  16. 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
  17. DarkRadiant 3.6.0 is ready for download. What's new: Feature: Selection Focus (Ctrl-F) Feature: Add Radiant.findEntityByName script method Feature: Media Browser shows a thumbnail preview when selecting folders Feature: Map is remembering layer visibilities between loads Fixed: ModelDefs are shown in T-pose Fixed: Patch vertices are the wrong colour Fixed: Shader Clipboard source gets cleared on 'copy shader' operation Fixed: Nodes of hidden layers are still visible after loading the map Fixed: Can't close properties window Fixed: Merge Action rendering is broken Fixed: After using ToggleMainControl_Camera, the center panel is grey after restart Fixed: When using ToggleMainControl_Camera, arrow keys cannot be used to move the viewer Fixed: Property Panel not remembering undocked/closed tabs Fixed: Texture Tool not updating during manipulation Fixed: Orthoview ignores filters for surfaces in models Fixed: Blue dot when selecting one face removed Tweak: Conversation Editor: double-click opens selected conversation Tweak: Preference option to disable drag select in camera view Tweak: ESC key should clear the resource tree view filter text Tweak: New layers function: tooltip popup getting in the way Feature: Selection Focus (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.6.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. 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. Have fun mapping!
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