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Changelog of 2.13 development: beta213-05 (rev 17312-10946) * Removed back menuLastGameFrame feature because of random texture popup (post). * Console font minor tweak to avoid artifact under P. * Minor fix for Catalan language. beta213-04 (rev 17306-10940) * Fixed bug with compass + X-ray glasses combination. * Fixed two buttons displayed in menu objectives during game (post). * Added new smoking animation. * Added menuLastGameFrame image to show game footage in in-game main menu (6608). * Changed install/uninstall mission to select/deselect in main menu. * Fixed editor images for HD carpets (6607). * More fixes for Catalan language. beta213-03 (rev 17294-10935) * Fixed crash in WS3 due to script name collision in invisibility potion. * Added praying animation. * Fixed heat-haze shaders with nontrivial Render Scale. * Restored back tonemapping in the menus. * Allow settings hotkeys for gasmine, slowfall, invisibility, made strings translatable. * Fixed double-cursor in game console on 1920x1080 (post). * Applied noise reduction to new vocals for drunk "jack" AI. * Added support for Catalan language. * Fixed UV maps on stove models (6312). beta213-02 (rev 17281-10932) * Fixed HOM-like artifacts in AT1 Lucy and trash frames on TDM start on Linux (post, post). * Disabled tonemap compression curve and reverted settings to 2.12 defaults (post). * Added menu options to disable volumetric lights and parallax mapping. * Fixed varioius issues with largesquare01 materials (6579). * Fixed several issues in the new parallax materials (6604). * Deleted plain_redgreen_design_HD material which references non-existent textures (6601). * Some main menu buttons during game start replaced with generic "Next" (post). * Climbing sounds now depend on material (4991). * Added shaded_lamp_with_grill model (6589). * New fabric_ornate and fabric_fleur materials. beta213-01 (rev 17262-10927) * Improving the fonts continued (thread). * Fixed unwanted mine deployment when player eats the last bit of food in hands (6598). * Removed old hack to fix for scripted savegame crash (4967). * Added a model ext_timber01_window01_empty.lwo (6600). * Fixed missing skin for atdm:ai_revenant_spirit (6595). dev17251-10920 * Added slowfall potion. * Added invisibility potion. * New tonemap settings are now default (post). * Added Texture Quality settings in the main menu. * Added pipes_industrial_modular models. * Minor adjustments to colored versions of gen3 environment maps. * Default value of inv_count is back at 1 to fix issues with inventory counts. * Fixed rare crash on loading collision models (post). * Refactored heatHaze shaders. dev17234-10914 * Added many new high-res materials, half of them with parallax mapping. * Implemented optional HDR compression in tonemapping + other improvements (post). * Implemented interactionSeparator syntax in materials (post). * Added new entityDef: atdm:radio. * Added colored versions of gen3 environment cubemaps for metallic materials. * Added new environment cubemaps: sparkles, studio, blurry. * Added coat_commoner_hanging and coat_inventor_hanging models. * Added mantle_clock_ticking sound. * Improved lightgem calculations while leaning (post). * Fixed regression with double-sided materials (5862). * New sorting of inventory grid items (6592). * Reduced font size of mission list, which allows to see more missions and longer names (post). * Added scrollbar to "notes" of a mission in the main menu. * Optimization: don't render interaction groups with black diffuse & specular. * Improved "scepter" material (thread). * Fixed normal map of ornament_relief_mold_eaglelshield (6585). * More tweaks to starry2 materials. * Made material noshadows: moon_full_shaded, shooting_star, moon_glow. * Added "inv_count" "1" spawnarg to atdm:playertool. * Gas mine now costs 125 instead of 75. * Added min/max builtin functions to game scripts. * Added script events about gravity, health, in-air movement. * Added script events setUserBy, setFrobActionScript. dev17171-10894 * Added entityDef archery_target01 with hit detection, it is now used in Training Mission. * Fixed missing steam_pipe02_straight in Training Mission. * Hiding mouse cursor during briefing in official missions (6576). * Cleaned up the code for extracting interaction groups in material. * Parallax mapping: supported "translate", self-shadows are disabled properly (6571). * Fixed meshes generator_big, generator_small, generator2, warehouse_front_doorframe (6581). * Fixed material on model stove_open02 (6580). * Fixed decals on ext_timber01_window01 (5782). * Improved largesquare01 materials with bumpmap and specular (6579). * Added skybox materials clouds3 and clouds_4_small + prefabs. dev17152-10890 * Major update of Training Mission, including vine arrows (4352). * Added TDM version + engine revision in lower-left corner of main menu. * Experimental implementation of parallax mapping (6571). * Fixed frob interaction with candle holder that's initially extinguished (6577). * Better icons for scrollbar thumb in menu, fixed author search (6339 6570 6449). * Fixed hiding mouse cursor during video briefing/debriefing (6576). * Fixed map immobilization not applied if opening map with inv use key. * Forbid adding missions to download when download is in progress (6368). * Skip disabled bump stages in environment mapping (6572). * Disabled texture compression for light images: falloff and IBL cubemaps. * Minor change in shadow map acne / blur radius computation (6571). * Added banner01_edgar and banner01_viktor banners, along with long versions. * Fixed UV map for longbanner_ragged model (6573). * Added missing jack/drunk_idle13.ogg sample (6507). * Fixed handle_curved02_latch prefab, deleted pull_handle (6286). * Replaced normal map of cobblestone_blue_black with high-res version (6574). * More detailed editor images of some materials (6575). * Added small_dresser_openable prefab. * Added banner_sword + tdm_bannerlong_sword materials. * Increased size of secret message overlay GUI. dev17121-10869 * Massive improvements in mission select & download menus, added search (6339 6570 6449). * Improvements and fixes for "builder priest" animated mesh. * Improvements of idle01 animation. * Improved newspaper01 model (6568). * Added gas mine to "map start pack" prefabs (6559). * Fixed text alignment in save/load menus. * Minor CI/build fixes. dev17104-10844 * Enabled the new system for tracking light value by default (6546). * New light value tracking integration covers ropes and doors + optimized shadow rays (6546). * Added atdm:playertools_gasmine (6559). * Workaround for compiler bug which broke particle collisions with texture layout (post). * Fixed r_showTris: color, values 2 and 3 (6560). * Minor improvements to drunk vocals (6507). * More tweaks to sculpted/girard_relief_pho. dev17095-10833 * Major improvements in drunk AIs: setting "drunk" spawnarg is enough now; new sounds, animation improvements, greetings, etc. (6507). Fixed drunk women AI (5047). * Incorporated stone font updates by Geep (thread). * New footstep sounds for ice and broken glass (6551). * Fixed light culling bug on elongated models with non-identity rotation (6557). * Added new system for tracking light value of entities (6546). It is disabled yet. * Technical change in loading of particle collisions (6546). * Now AI follower settings can be set as spawnargs, added prefab (6552). * Added proper dmap error message if map file contains an entity before worldspawn. * Fixed water_medium_running sound (5384). * Fixed window/metal_irregularpanes_moonlit material. * Fixed wood/boards/rough_boards_scratched (4157). * Fixed wall/ship_wheel model (6549). * Fixed gaps in awning_cloth_01_large model (6550). * Added weather particles with static collisions enabled (6545). * Added a pack of new factory_machines models (6537). * Added fabric/cloth_baize materials (red and purple). * Added window/diamond_pattern01_moonlit_bright material (6133). * Added AO and specular maps to sculpted/girard_relief material. * Added musicbox sound, added prefabs for it and for victrola. * Added wood/panels/mary_panel model. * DarkRadiant now knows about parallelSky param (6496). dev17056-10800 * Supported "efx_preset" spawnarg on location entities (6273, thread). * Fixed rendering of volumetric light and particles in X-ray views (6538). * Fixed rendering of particles in mirrors (6538). * Improved volume estimation for subtitles, very quiet subtitles are hidden (6491). * Fixed bug in idClip::Translation of non-centered models. * Third-party integration greatly reworked for better integration with conan (6253). * Stone/subtitle font improvements by Geep. * Fixed sleeping sounds for drunk AIs (6539), and other sounds for them too (6507). * Fixed missing shadow on endtable_001 model (6288). * Added girard_relief material. Known issues: * Shadows of Northdale Act 1 does not start (6509). (mission has been updated) dev17044-10746 * Supported mission overrides for cvars which are tied to gameplay state (5453). * Fixed crash on start with 32-bit Windows build. * Rebuilt all third-party libraries with conan 2 system (6253). * Reverted improvements of capped FPS to fix video/audio desync (5575). dev17042-10732 * Restored ability to create cvars dynamically, fixing bow in missions (5600). * Fixed issue where .cfg files were saved every frame (5600). * Added sys.getcvarf script event for getting float value of cvar (6530). * Extracted most of constants from weapon scripts into cvars (6530). dev17035-10724 * Support passing information between game and briefing/debriefing GUI via persistent info. Also changed start map & location selection, added on_mission_complete script callback (6509 thread). * New bumpmapped environment mapping is now default (6354). * New behavior of zero sound spawnarg is now default (6346). * Added sound for "charge post" model (6527). * Major refactoring of cvars system to simplify future changes (5600). Known issues: * Bow does not shoot in some missions: thread (only in this dev build) dev17026-10712 * Nested subviews (mirrors, remotes, sky, etc.) now work properly (6434). * Added GUI debriefing state on mission success (6509 thread). * Sound argument override with zero now works properly under cvar (6346 thread). * Environment mapping is same on bumpy and non-bumpy surfaces under cvar (6354 thread). * Default console font size reduced to 5, added lower bound depending on resolution. * Added high-quality versions of panel_carved_rectangles (6515). * Added proper normal map for stainglass_saint_03 (6521). * Fixed DestroyDelay warning when closing objectives. * Fixed the only remaining non-threadsafe cvar (5600). * Minor optimization of depth shader. * Added cm_allocator debug cvar (6505). * Fixed r_lockView when compass is enabled. dev17008-10685 * Enabled shadow features specific to maps implementation (poll). * Auto-detect number of parallel threads to use in jobs system (6503). * Improved parallel images loading, parallelized sounds loading, optimized EAS (6503). * Major improvements in mission loading progress bar (6503). * Core missions are now stored uncompressed in assets SVN (6498). * Deleted a lot of old rendering code under useNewRenderPasses + some cleanup (6271). dev16996-10665 * Environment mapping supports texcoord transforms on bumpmap (6500). * Fully disabled shadows on translucent objects (6490). * Fixed dmap making almost axis-aligned visportals buggy (6480). * com_maxFps no longer quantizes by milliseconds on Windows 8+. * Now Uncapped FPS and Vsync are ON by default. * Supported Vsync control on Linux. * Added set of prototype materials (thread). * Fixes to Stone font to remove stray pixels (post). * Loot candlestick no longer toggle the candle when taken. * Optimized volumetric lights and shadows in the new Training Mission (4352). * Fixed frob_light_holder_toggle_light on entities with both skin_lit and skin_unlit. * Now combination lock supports non-door entities by activating them. * Added low-poly version of hedge model (6481). * Added tiling version of distant_cityscape_01 texture (6487). * Added missing editor image for geometric02_red_end_HD (6492). * Added building_facades/city_district decal material. * Fixed rendering with "r_useScissor 0" (6349). * Added r_lockView debug rendering cvar (thread). * Fixed regression in polygon trace model (5887). * Added a set of lampion light entityDefs.
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Help Wanted: Beta Testers -- "The Terrible Old Man"
nbohr1more replied to Ansome's topic in Fan Missions
Welcome to the forums Ansome! And congrats on making it to beta phase! -
"...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!
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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
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This is an intereting discussion. So, could one of the mods please move this to a separate thread as to not derail the beta testing thread. As a developer, you spend about 80% of your time just reading code. So, optimizing for readability is very important. The more information you can gather just by reading without cluttering up the code (by needless comments) the better. Hungarian notation helps immensely to quickly prase the displayed code in your brain. Yes, your IDE will show the desired information as well, but a mechanical interaction with the code is required to show it (mouse over or similar). Also, often you are tasked to do code review on webpages that don't offer these nice crossreferencing features of your IDE. Some things are objectively bad, 'though, so the respective rules preventing those things should universally be followed. For instance, much legacy code is nested extremely because at some point in time, it must have been a rule that you only have one return-point in your function (probably a c-residual). Such code is exhausting to read ("what was the else-if-condition some 1000 lines ago leading to this else-case again?") and very likely contains tons of code duplication. Today, we have the rule to only use little nesting and short if-else-clauses, to make the code easy to read and debug. If I come accross such a nested legacy function, I refactor the shit out of that function while trying to understand it, just so the next person after me doesn't have to deal with that horrible mess again.
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I tried to debug this. It turns out that "global variables" includes all immediate values (including string literals which take 128 bytes each) and all global function declarations (4 byte per function, including even engine events). I see 119240 bytes before starting Iris, and 124924 bytes after starting it. On Bakery Job, I see 109680 before starting game, 109700 bytes after starting it. So It seems that core game takes about 110K, but Iris itself takes only about 10K, and the limit is at 196K. Does not sound like a big problem for missions. With addons, you have to compile all of them at once, and perhaps there is a lot of code, so you reach the limit. Ok, let's double MAX_GLOBALS for 2.12.
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Here's my first FM. A small and easy mission, inspired by Thief's Den and The Bakery Job, where you must find and steal a cook's recipe book in order to save a friend from going out of business. Download (version 4): Mediafire (sk_cooks.pk4) TDM Website's Mission Page The in-game mission downloader Thanks to: The people who helped me get this far, both in the forums and on Discord. The beta testers: MirceaKitsune, Mat99, Baal, wesp5, Cambridge Spy, jaxa, grodenglaive, Acolytesix ( Per the author in the beta testing thread. ) Skaruts has given permission to the TDM Team to add Subtitles or Localization Strings to this mission. (No EFX Reverb.) If anyone from the Community or TDM team wishes to create these we will gladly test them and update the mission database.
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Fan Mission: The Accountant 2: New In Town by Goldwell (2016/05/09)
Daft Mugi replied to Goldwell's topic in Fan Missions
With TDM 2.12, after the credits finished, the "Mission Complete" screen did not display. I found that the screen was black and I could hear my footsteps when I tried to move around. I think the reason for the mission not completing successfully was that the "Do not kill or harm allies" objective was never marked as "1 = STATE_COMPLETE" instead it was left as "0 = STATE_INCOMPLETE". Note, I didn't use noclip throughout the mission. Same as: https://forums.thedarkmod.com/index.php?/topic/18054-fan-mission-the-accountant-2-new-in-town-by-goldwell-20160509/&do=findComment&comment=458491 -
How about using TDM automation framework (and maybe pcem/qemu)? More info see: https://forums.thedarkmod.com/index.php?/topic/19828-automation-features-and-discussion/
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Is there something wrong with the forums lately, or is it my browser? I've been having trouble formatting posts, and just now I couldn't format anything at all.
I'm using Vivaldi.
Usually I have to: select text, click bold, nothing happens, select again, click bold, then it works.
Same for other stuff, like creating spoilers, bullet points, links. Nothing works the first time.
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I have no problem. I use Firefox. @Zerg Rush also uses Vivaldi. Have you tried without extensions, or in another browser?
(btw. bold, italic and underline have shortcut keys: Ctrl B, Ctrl I and Ctrl U, you could try that)
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To cater to both audiences. I mentioned LibreGameWiki as one example. nbohr1more mentioned other uses. Explicitly allowing reuse and spread will help TDM reach a wider audience and would hopefully attract more volunteers. More volunteers which can help improve both TDM versions. There are several benefits for a project of being in the Debian repo. One is that TDM Debian-users can report defects on any package directly to Debian (no need to register on separate forums). Debian may then fix the issue themselves (in their "TDM-libre" package) and will offer the patch upstream to TDM, who can then choose to accept or reject the patch. I envision "TDM-libre" to have the same capability of downloading any mission as regular TDM. The only difference is that "TDM-libre" would come packaged with the regular engine (which is GPL+BSD) and an included mission that has libre media/gamedata. When I play TDM by myself, I want the unlimited-play and can accept commercial restrictions. But if I were to promote it somewhere, or charge for a stream when playing online, or make a video, I would want a version without commercial restrictions (and can temporarily accept limited-play) to make sure I don't violate anyone's copyright. Perhaps. That's what I'm trying to find out.
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I suggest you use the term "I", to make clear that it is something YOU want, and that you speak for yourself. But, as wesp5 mentioned, I don't really know what this is about, at all. And, I'm also wondering about all the newly registered people lately, who just arrived at this forum, and already want to revolutionize this mod. This is a thing I noticed 2 or 3 years ago, and which hasn't been present in the 15 years I play this mod and frequent these forums now. Really seems like a common thing these days, to not knock on the door, but kick it in, and stomp right in.
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When talking about a possible libre version of TDM (https://forums.thedarkmod.com/index.php?/topic/22346-libre-version-of-tdm/) it seems we believe all media/gamedata included in TDM is licensed CC-BY-NC-SA. I am not familiar with how the process of adding new media/gamedata works today; I have seen files uploaded to the bugtracker which developers then commit to SVN, but I don't know if there are other ways. It may be a good idea to implement a process that when new components (media/gamedata included in TDM) are added, the contributor is asked to be explicit about the license (a choice which may defaults to their previous preference, for usability). It won't fix the past, but it may help in the future. This will make it easy for contributors to add future data under a more permissive license if they choose. Libre media can be added and its license can be tracked, rather than assumed to be CC-BY-NC-SA. I suggest looking at how Wikimedia Commons has implemented this: the contributor state the source and license at the time the data is uploaded. This can be done either by providing urls or by saying "It's my work and I choose this licsense". The first step could be to add a way to keep track of each filepath in SVN, author, license, sources. Start by setting the value for each file's license to "(default/legacy CC-BY-NC-SA)". Possible implementations for a user interface for new additions are: * Use our own wiki, which runs Mediawiki (same as Wikimedia Commons). I see several benefits of this, but we also need a way to accept uploads of batches, not just single files. * Look at how other open source projects have solved this. There may be more appropriate solutions available. ... but I'll leave the implementation open. Suggestions are very welcome! If the author of each file already in SVN can be tracked, then it may be possible that the author is willing to give a blanket permission for all their past files in one statement, and all their files in SVN can be updated in one commit. A productive contributor willing to release some of their work under a more permissive license could make a big change. If Dark Radiant would support letting mappers search media/gamedata by license (does it already?), it would make it easier for mappers to create a completely libre mission, which would help facilitate a TDM-libre release. If I understand things correctly. This post does not address all details and it may contain misunderstandings or assumptions, but it's a start. Also relevant: * Is there a compiled and maintained list of recommended or deprecated resources for mappers to use? * https://forums.thedarkmod.com/index.php?/topic/20311-external-art-assets-licensing/
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TDM has tons of textures from "free" texture resources that do not allow redistribution and cannot be incorporated into a commercial project. Someone would need to create a huge replacement pack of textures that do not break the look of existing missions and do not infringe on the copyrighted textures. Also, many artists who contributed to this project do not want 3rd party entities to use their work in commercial projects. They intended the models, textures, sounds, animations to be exclusively used for Darkmod content. You would either have to replace ALL assets or contact every contributor and ask them to re-license their assets. Many contributors are no longer active with the project and haven't visited the forums in years so it would be no easy feat. I cannot speak to Debian policy but I think that they treat installers that add non-free content the same as non-free content itself. One could argue that Steam is such an installer but I guess Debian would counter that there are a few fully Libre games on Steam. I think Debian, Ubuntu, or Linux Mint need to consider a repo that allows for games (etc) that include non-libre content but intentionally offer this content for free to the community with no stipulations other than "don't try to sell it as a product".
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This post differentiates between "gratis" ("at no monetary cost") and "libre" ("with little or no restriction") per https://en.wikipedia.org/wiki/Gratis_versus_libre * A libre version of TDM could: ** Qualify TDM for an article on the LibreGameWiki *** TDM is currently listed as rejected https://libregamewiki.org/Libregamewiki:Rejected_games_list because "Media is non-commercial (under CC-BY-NC-SA 3.0). The engine is free though (modified Doom 3) (2013-10-19)" ** Qualify for software repositories like Debian *** TDM is currently listed as unsuitable https://wiki.debian.org/Games/Unsuitable#The_Dark_Mod because 1) "The gamedata is very large (2.3 GB)", and 2) "The license of the gamedata (otherwise it must go into non-free with the engine into contrib)" and links to https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/LICENSE.txt Questions: 1) tdm_installer.linux64 is 4.2 MB (unzipped), which is far from the 2.3 GB which is said to be too large. Yes, the user can use it to download data that is non-libre, but so can any web browser too. If the installer itself is completely libre, does anyone know the reason why it cannot be accepted into the Debian repository? 2) If adding the installer to the repository is not a viable solution, would it be possible to package the engine with a small and beginner friendly mission built only from libre media/gamedata into a "TDM-libre" release, and add user friendly functionality to download the 2.3 GB media/gamedata using "TDM-libre" (similar to mission downloading)? 3) Would such a "TDM-libre" release be acceptable for the Debian repository? 4) Would such a "TDM-libre" release be acceptable for LibreGameWiki? 5) Would the work be worth it? * Pros: Exposure in channels covering libre software (e.g. the LibreGameWiki). Distribution in channels allowing only libre software (e.g. the Debian repository). * Cons: The work required for the modifictions and release of "TDM-libre". Possible maintenance of "TDM-libre". I'm thinking that the wider reach may attract more volunteers to work on TDM, which may eventually make up for this work and hopefully be net positive. 6) Are there any TDM missions that are libre already today? If not, would anyone be willing to work on one to fulfill this? I'll contribute in any way I can. 7) I found the following related topics on the forum: * https://forums.thedarkmod.com/index.php?/topic/16226-graphical-installers-for-tdm/ (installing only the updater) * https://forums.thedarkmod.com/index.php?/topic/16640-problems-i-had-with-tdm-installation-on-linux-w-solutions/ (problems with installation on Linux) * https://forums.thedarkmod.com/index.php?/topic/17743-building-tdm-on-debian-8-steamos-tdm-203/ (Building TDM on Debian 8 / SteamOS) * https://forums.thedarkmod.com/index.php?/topic/18592-debian-packaging/ (Dark Radiant) ... but if there are other related previous discussions, I'd appreciate any links to them. Any thoughts or comments?
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The gamepad implementation allows for a great degree of flexibility to personalize settings, aside from a few minor issues that I mentioned here: https://forums.thedarkmod.com/index.php?/topic/22337-gamepad-bindings/ I would say that playing TDM with a gamepad works very well, especially considering that it was implemented as experimental and hasn't been changed since then. If I could, I'd go back to 2021-you and congratulate you on buying that gamepad. I notice that your DarkmodPadbinds.cfg looks very different from mine...
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It seems like more and more "thief" and "thief players" is becoming a short hand to dismiss community members earnest desire to improve the game - which happens to be a barely legally distinct "thief style" game which was made by thief fans for thief fans and is "designed to simulate the stealth gameplay of Thief". Who is the predominant player base of the game supposed to be beyond fans of the thief games? Is there some better avenue to find feedback for the game beyond this forum? FOSS and linux forums? I have seen maybe half a dozen posts from that segment. I am a thief fan, I play thief fms, my association with those games is what drives me to play and make things for this game. Are we supposed to pretend the original games are not a huge reason why most of us are here at all? TL;DR version:
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Thanks! 1) Doing LONG_PRESS PAD_A (what I, for lack of knowledge, call "jump-mantle" or "_jumpmantle") differs from doing PRESS PAD_A ("_jump"). "_jumpmantle" differs from "_mantle", so they must be mapped to different button-calls. "_jumpmantle" differs from "_jump", so they must also be mapped to different button-calls. This appears to be the case, but it is not evident (or changeable) in DarkmodPadbinds.cfg. "_jumpmantle" seems to be hard coded to always connect to the same button as "_jump" but with a long press. It is as if bindPadButton PRESS PAD_A "_jump" is not actually just binding PRESS PAD_A to "_jump", but rather interpreted as "link PAD_A (regardless of button press time) to behave exactly like keyboard SPACE for short and long presses". I would have expected the default DarkmodPadbinds.cfg to explicitly read: bindPadButton PRESS PAD_A "_jump" bindPadButton LONG_PRESS PAD_A "_jumpmantle" bindPadButton PRESS PAD_B "_crouch" bindPadButton LONG_PRESS PAD_B "_mantle" ... but neither LONG_PRESS PAD_A or "_jumpmantle" is listed in the file. If there are actions "_jump" and "_mantle", I suppose there must also be an action "_jumpmantle" since it is possible for the player to do all those movements: * "_mantle" does the movements "crouch on the high surface, then stand up" * "_jumpmantle" idoes the movements "jump slightly forward, then land standing on the high surface" * "_jump" idoes the movements "jump up, then land exactly where you started" If the actions "_jump" and "_moveup" are not synonymous, then perhaps the action "_moveup" is what i call "_jumpmantle"? 2) Thanks for the link! It was useful in more than one way. I'll link to that page from https://wiki.thedarkmod.com/index.php?title=Bindings_and_User_Settings#Gamepad_Default_Bindings if I can get an account on the wiki, which proved more difficult than i thought (https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/). However, it does not answer my question how to find out the name ("<button>") used for a button on my gamepad. Basically, I would need to press the button on my gamepad and some program could tell me "That button is called 'PAD_A'". In my case, I have a gamepad "Logitech F310" (https://commons.wikimedia.org/wiki/File:Logitech_F310_Gamepad.jpg) which has a "Logitech button" (see image) that I want to use. I was hoping to find out the "button name" for that button and then edit DarkmodPadbinds.cfg to map it to a function. 3) ... but if that button has an "unusual name" that TDM does not recognize, then it may perhaps not work. E.g. if that button is called "PAD_LOGITECH" and TDM cannot recognize that name, then I cannot map anything to it via DarkmodPadbinds.cfg. Using QJoyPad I can map any keyboard key to it instead, as a workaround, but I cannot map MODIFIER to it (since MODIFIER cannot be set to a keyboard key). If current implementation is still called "experimental", then I must say it works very well; @cabalistic: kudos for that! I may not have continued playing TDM had it not worked with a gamepad.
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It is possible that this is a setting that needs to be activated to work: https://mantisbt.org/forums/viewtopic.php?t=23221
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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.
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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.
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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/
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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.
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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
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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