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  1. True, but, 1. this thread is called "Western stealth FPS with Stephen Russell", and, 2. nothing you said changes anything for me. The gameplay still doesn't look like something I'd enjoy. And, if you really think this forum is cynical, then you don't visit forums much. Actually, the majority of the users are are pretty mature, unlike in other forums.
  2. We didn't make the holidays (such a busy time of year) so here's a New Year's gift, an unusual little mission. Window of Opportunity Recover an item for a regretful trader out in a wilderness setting, and discover more! Available within the in-game mission downloader or: Download: http://www.thedarkmo...ndetails/?id=79 Alternative: https://drive.google...WTMzQXZtMVFBSG8 Some unorthodox gameplay on regular/ghost difficulties. (Arachnophobes might prefer short mode...) Please expect to need your lantern in regular and ghost modes! Short ("easy") mode is a smaller map, so if you are looking for areas others reference below, or 100% of the loot, you'll need to play on another mode. I wanted to create my first mission before I became influenced by too many others' ideas, and limited myself to what has been done before. As such, this mission is not set in a city/town, and has some features that are likely to be provocative. There's a section some really like, which others don't, either way I kept it short to not last too long. That being said, I hope you do find it fun! :-) Special thanks to those who provided valuable testing and feedback: Goldwell, Kyyrma, plotzzz, 161803398874989, PPoe & Bikerdude (who also contributed a sound). (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] If you are having trouble finding the main objective, here's what to pay attention to in the mission for hints: There is a spot it's possible to get stuck on the ground in the corner by the cliff/rockfall where there's a rope laying on the ground, please take care if you poke around there!
  3. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

  4. 1. Instead of Hide Lightgem I would say Show Lightgem and default it to yes. 2. Currently the last changed setting stays highlighted. I would set it to only highlight when hovered. 3. Instead of having both Enabled/Disabled and Yes/No, maybe choose one and stick to that in the whole settings section? Hold-Frob Interact Short delay Open doors on unlock Disabled Auto-search bodies Enabled Pickup messages Enabled Higlight held objects Enabled Lightgem Enabled Bow: Attached aimer Disabled Blacjack helper Enabled Frob helper Fade in Head Bob 1 Mantle roll 1.0 Possibly make the setting text color red Disabled / green Enabled ? I think the term Mantle roll makes no sense. It's not like you're rolling while mantling.
  5. Beta 11 Fix finished-on state auto-update was unreliable Slighty improve scanner title/author detect Tags are now named some whatever regular-version-looking thing to force GitHub to put the newest at the top
  6. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  7. 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
  8. 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/
  9. If the "mission fails as soon as stealth score turns non-zero," that would not be good for ghost players. They might need to find out "how" they failed and experiment to avoid alerting guards. They might need to take those score points as a "bust". They might need to take those score points to complete an objective. Then, mission authors would need to encode exceptions into their missions, which would be a lot of work (if they decide to do it at all). However, part of what makes ghosting challenging and fun is when mission authors do not create their missions with ghosting in mind. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Writing code for these rules would be a huge undertaking. Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Creating an official mode could alienate these dedicated ghost players, because it would clash with what is considered ghosting in the community. Including the Stealth Stat Tool mod in the official release would be more useful. Or, making the audible alert states of guards quick and easy to recognize could help as well. For these reasons, I don't agree with an official "Ghost" mode. If the dev team were to do it, we should consult with @Klatremus so we get it 100% correct or not pursue it at all. (This ghosting bit should probably be in its own thread.)
  10. You are correct in that is a partially unfair example in that dishonored 1/2 use a lot of “modern” gui conventions like text elements, progress bars, etc for a lot of it’s interactions and telegraphs pretty clearly to the player what context sensitive action will result on frob. There is a delay on some interactions, including picking up bodies, but this is to prevent unintended inputs, not to enable something like multiple control layers. The primary function of using frob on the body is to “pick it up” ie shoulder it. No idea why this is material to an an argument that this should be the result of frobbing a body? No one is even suggesting removing this kind of manipulation from the game. The examples I can think of this kind of drag mechanic: the modern deus ex and hitman games, both of which are interactions exclusive to bodies and don’t feature shouldering as a mechanics at all, and the fine grain physics manipulation modes you see in Bethesda games starting with Oblivion, which requires long pressing the interact key on a physics object to allow you to move it around. Incorrect: TDM does not have the ability to move “anything” as physics object and all of those games have physics systems which include objects the player can move around. Also not material as to why a fine grain limb manipulation and dragging mode should be the primary function of the frob key. No one is advocating removing the feature from the game, and you can get the exact behavior you seem to want by disabling the hold commands in the main menu.
  11. With TDM 2.06 mappers and players can use OpenAL EFX system, which is basically an open-source software replacement for systems like EAX, which, at the time, was available only for dedicated hardware by Creative. This allows us to set reverb definitions for rooms, and in my opinion, it's a game-changer for TDM FMs. If you ever played old Thief games with EAX-enabled hardware, you know what I mean. Otherwise, try playing Kingsal's Volta and the Stone with EFX On and Off to see the difference. It's a new life for game environments. The EAX reference page in the Wiki can be quite intimidating though, there are many values to tinker with. I have some basic sound recording experience, but I'm not an audio guy. The purpose of this thread is to create clear guidelines for other non-audio guys. If you're an audio guy, these values will be familiar to you, because you can find similar parameters in Reverb plugins, e.g. for Adobe Audition. (Btw. feel free to correct me whenever I'm wrong about something.) First off, your map has to use location system. EFX system needs location names, and it will define reverb per location. It also needs location separators touching visportals to make proper transition between reverb for different locations. Create 'efxs' folder in your project root folder, create a text file map_name.efx, and open it. Now, first thing EFX system needs is a version number, so every .efx file needs start with Version 1 (I don't think any other number works). So, a typical .efx file with room definitions looks like this: Version 1 reverb "location1_name_here" { values here } reverb "location2_name_here" { values here }etc. And that's it. It seems like you don't need to include every parameter you see in the Wiki reference. Some variables don't do much or hardly do anything. Even if you delete something, the system will use the default value. You can have an empty set like above, and you won't break anything. You can also change the order of parameters, e.g. if you have your own workflow. Even then, making efx presets for all your locations manually can be really time-consuming. I bet a lot of mappers will want to make this as fast as possible, so they can move to more important things. That's where default presets come in handy. I prepared a set of general-purpose presets you can use in your locations. I tested them both on headphones and speakers, and they tend to sound quieter on speakers. If you think a preset is too quiet or too loud for your location, just put a "room" parameter in your definition, to change the volume. -1500 is the default value, and the volume range is from -5000 to 0 where 100 equals 1 db. Also, feel free to modify these presets as you wish: // Castle courtyard "environment diffusion" 0.6 "room hf" -1500 "room lf" -2000 "decay time" 2.13 "decay hf ratio" 0.61 "decay lf ratio" 0.23 "reflections" -500 "reflections delay" 0.16 "reverb delay" 0.36 "echo depth" 0.37 // Castle bathroom "environment size" 1.5 "environment diffusion" 0.75 "decay time" 1.8 "decay hf ratio" .5 "decay lf ratio" 2 "room hf" -4000 "reverb" 500 // Sewer pipe "environment diffusion" 0.8 "room hf" -1500 "room lf" 0 "decay time" 2.81 "decay hf ratio" 0.14 "reflections" 0 "reflections delay" 0.014 "reverb" 600 "reverb delay" 0.021 // Cave "environment size" 1.3 "environment diffusion" 0.75 "room hf" -200 "decay time" 3.5 "decay hf ratio" 1.5 "reflections" 400 "reflections delay" 0.015 "reverb" 1000 "reverb delay" 0.022 // Forest "room hf" -2000 "decay hf ratio" 0.54 "reflections" -1500 "reflections delay" 0.162 "reverb" -4300 "reverb delay" 0.088 "echo depth" 1 // Short stone corridor "environment diffusion" 0.6 "room hf" -400 "decay time" 1.2 "decay hf ratio" 0.75 "reflections" 400 "reflections delay" 0.004 "reverb" 1000 "reverb delay" 0.003 "echo time" 0.06 "hf reference" 5168.6 "lf reference" 139.5 // Small stone room "room hf" -400 "decay time" 1.15 "decay hf ratio" 0.75 "reflections" 0 "reflections delay" 0.006 "reverb" 600 "reverb delay" 0.005 "echo time" 0.06 "hf reference" 5168.6 "lf reference" 139.5 // Medium stone room "room hf" -400 "decay time" 1.5 "decay hf ratio" 0.75 "reflections" -1000 "reverb" 800 "echo time" 0.12 "hf reference" 5168.6 "lf reference" 139.5 // Large stone room "room hf" -400 "decay time" 2.2 "decay hf ratio" 0.75 "reflections" -2800 "reverb" 750 "reverb delay" 0.03 "hf reference" 5168.6 "lf reference" 139.5 // Short wood corridor "environment diffusion" 0.6 "room hf" -600 "room lf" -1600 "decay time" 1.75 "decay hf ratio" 0.5 "decay lf ratio" 0.87 "reflections" -650 "reflections delay" 0.012 "reverb" 200 "reverb delay" 0.024 "hf reference" 4705 "lf reference" 99.6 // Small wood room "room hf" -1200 "room lf" -800 "decay time" 0.79 "decay hf ratio" 0.32 "decay lf ratio" 0.87 "reflections" -500 "reflections delay" 0.032 "reverb" 0 "reverb delay" 0.029 "hf reference" 4705 "lf reference" 99.6 // Medium wood room "room hf" -1000 "room lf" -650 "decay time" 1.47 "decay hf ratio" 0.42 "decay lf ratio" 0.82 "reflections" -650 "reflections delay" 0.049 "reverb" 0 "reverb delay" 0.029 "hf reference" 4705 "lf reference" 99.6 // Large wood room "room hf" -600 "room lf" -650 "decay time" 2.65 "decay hf ratio" 0.33 "decay lf ratio" 0.82 "reflections" -650 "reflections delay" 0.066 "reverb" -400 "reverb delay" 0.049 "hf reference" 4705 "lf reference" 99.6 // Cathedral "environment diffusion" 0.87 "room hf" -1800 "room lf" -2400 "decay time" 9.48 "decay hf ratio" 0.19 "decay lf ratio" 0.1 "reflections" -500 "reflections delay" 0.09 "reverb" 0 "reverb delay" 0.042 "echo depth" 0.12 "hf reference" 2854.4 "lf reference" 20 // City streets "environment diffusion" 0.78 "room hf" -600 "room lf" -750 "decay time" 1.79 "decay hf ratio" 1.12 "decay lf ratio" 0.91 "reflections" -750 "reflections delay" 0.046 "reverb" -1000 "reverb delay" 0.028 "echo depth" 0.2 // City - abandoned "environment diffusion" 0.69 "room hf" -200 "room lf" -100 "decay time" 3.28 "decay hf ratio" 1.17 "decay lf ratio" 0.91 "reflections" -1200 "reflections delay" 0.044 "reverb" -1800 "reverb delay" 0.024 "echo depth" 0.2 "air absorption hf" -3.2 // Museum "room hf" -1800 "room lf" -1800 "decay time" 3.28 "decay hf ratio" 1.4 "decay lf ratio" 0.5 "reflections delay" 0.039 "reverb delay" 0.0034 "echo time" 0.13 "echo depth" 0.17 "hf reference" 2854.4 "lf reference" 107.5 (...) Now, if you're more interested in how the system works and how you can adjust values to get what you want, take a look at these values. Main values "room" Value Range: -10000 to 0 (-100 to 0 db) Master volume (gain) for both early reflections and reverb. Default value sits around -1500. Lower values actually decrease natural sound reverb. "reverb" Value Range: -10000 to 2000 (-100 to 20 db) Reverb gain parameter. Default value is 0. Higher values feel like you're in a medium or small room with reflective surfaces. Lower values actually decrease natural reverb of the sounds. "reflections" Value Range: -10000 to 0 (-100 to 0 db) Early reflections gain. The louder and less delayed these are, the more it feels like you're closer to the wall (inside a small empty room). "decay time" Value range: 0.1 to 20 (0.1 to 20 seconds) Time for the reverb to decay. Helps determine the size of a room. Average small rooms will have a reverb decay around 0.35 sec. A cathedral or a cavern will have 4-6 sec. Default value is 1.49. (...) Values for fine-tuning "reverb delay" Value range: 0.0 to 0.1 (0-100 ms) Creates delayed reverb effect. Default value is 0.011. "reflections delay" Value range: 0.0 to 0.3 (0-300 ms) Delays early reflections. Default value is 0.007. (...) Example workflow: 1. Use "reverb" to define how dead or live the room is. Add some delay with "reverb delay" if needed. 2. If the room is large (think cavern, canyon, or cathedral), use "decay time" to define bigger space. 3. Use "room" if you want to make "reverb" or "decay time" sound louder or quieter than the default (-1500). 4. Use "reflections" to tweak early sound reflections. (...) Notes / tips: 1. For volume / db parameters, don't bother with testing very low values. In real life, good self-noise characteristics for microphones and recorders is around -60 db. That means most people won't hear that noise. So, whenever you have ranges from -10000 to 0 or 2000, using values below -6000 probably won't do much. 2. If possible, use closed headphones for testing and tweaking, and then see how it holds up on your PC speakers. (...) As you see, this is work in progress, I will update this post with new information and useful things we come up with.
  12. 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.
  13. 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.
  14. Must say: I like the new hold-to-frob system. A bit confusing at first but far more intuitive and welcoming once you learn it. When I noticed normal frobbing keeps picking up bodies instead of dragging them I thought the FM overrode the behavior with a script, then I remembered this change being mentioned. However I believe I also found a bug that was surely introduced by it: You can now pick up and mantle the bodies of dead mice. Picking them up normally like a physical object makes sense, but now you mantle them with both hands and can't use anything else as if carrying a human AI's body... pretty sure the player could just put a dead mouse in their pocket it's not that large and heavy On my map I just placed an atdm:env_ragdoll_rat somewhere and happened to frob it: With the new default (normal delay) it triggered the mantling I'm describing on single click.
  15. 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".
  16. 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...
  17. 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:
  18. I dom't use it, i found it here with the filter set to OpenSource. the TOS and PP isn't excluding for an OpenSource app, if they use ads mean that they also need to pay an server for this online service. OpenSource is not synonymous with free either, perhaps after the beta phase it is no longer free, so perhaps you can take advantage of the fact that it is still free to create a series of textures that can be used or search another one in Futuretools. AI generated textures and assets, by definition, don't have any copyright, so you can use them as you want. https://www.futuretools.io/?pricing-model=free|open-source&tags-n5zn=gaming
  19. 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.
  20. It is possible that this is a setting that needs to be activated to work: https://mantisbt.org/forums/viewtopic.php?t=23221
  21. Mandrasola is a small sized map in which aspiring thief Thomas Porter steals some herbal products from a smuggler. The mission was created by me, Sotha and I wish to thank Bikerdude, BrokenArts and Ocn for playtesting and voice acting. Thanks goes naturally to everyone contributing and making TDM possible. This mission occurs chronologically before the Knighton's Manor, making it the first mission in the Thomas Porter series. Events in chronological order are: Mandrasola, The Knighton's Manor, The Beleaguered Fence, The Glenham Tower and The Transaction. The winter came early and suddenly this year. Weeks of strong blizzards and extremely harsh cold weather hit Bridgeport hard. With the seas completely frozen, a rare occurence indeed, most of the City harbor commerce has stopped completely. Vessels are stuck in the ice and no ship can leave or enter the City, resulting in the availability imported goods declining and their prices skyrocketing. One of these imported items is Mandrasola, a rare herbal product, which is imported overseas from the far southern continents. Mandrasola has its uses in alchemical cures and poisons, but mostly this substance is used for its narcotic qualities by commoners and even the nobility. The problem with Mandrasola is that excessive use is extremely addicting and the withdrawal effects are most grievious. Many are utterly incapable of stopping using Mandrasola and are transformed into quivering human ruins if they do no get their daily dose. And now this expensive and rare substance is running out from the whole City. Me and my fence, Lark Butternose, would love to grab this monopoly to ourselves: selling the last few doses in the City would probably be worth a fortune. According to Lark's sources, there remains only one smuggling lord who still has Mandrasola in stock. The problem is that this individual maintains an exclusive clandestine operation and only supplies a few nobles. Despite our best information gathering efforts we couldn't learn who the smuggler is and where he or she operates. Luckily we have an alternate plan. While searching for Mandrasola related information, we learned that a noblewoman called Lady Ludmilla is addicted to the substance and has paid high prices for small amounts of it. We also know that she has visited frequently someone in the Tanner's Ward waterfront, and since she goes to the area personally we believe she is visiting the smuggler. The plan is simple: I must monitor Ludmilla's most likely entryway to the Waterfront and then follow her to the smugglers hideout. I'd better be very careful around Ludmilla. She must not realise I'm following her or she probably won't lead me to her dealer. Hurting her is also out of the question. After she leads me to the smuggler's hideout, I can take my time to break in carefully and steal all the Mandrasola I can find. While I'm there it wouldn't be a bad idea to grab some loose valuables as well. I've now waited in the blistering cold for a few hours already. Looks like there are a few city watch patrols in the area to complicate matters... I think I heard a womans voice beyond the north gate. That must be lady Ludmilla, I haven't seen many ladies in these parts. I'd better get ready.. Links: Use the ingame downloader to get it. WARNING! Someone always fails to use spoiler tags. I do not recommend reading any further until you've played the mission.
  22. 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.
  23. Well, my idea does not work. In reality, the penis gets created/recreated/reattached many times: anim urinate models/md5/chars/guards/proguard/animation_urinate.md5anim { prevent_idle_override frame 1 call overrideLegs frame 30 attach atdm:penis_s penis hand_l frame 30 sound snd_rustle frame 55 reattach penis LeftHips_Dummy frame 70 destroy penis frame 70 attach atdm:penis_urinating_s penis_urinating LeftHips_Dummy frame 70 sound urinate frame 340 destroy penis_urinating frame 340 attach atdm:penis_s penis LeftHips_Dummy frame 375 reattach penis hand_l frame 425 destroy penis frame 425 sound snd_rustle } As you see, the penis is already destroyed at the end of animation. And then there are two more ways to delete it: "attach" command looks at "remove_delay" spawnarg, and if it's positive, then schedules removal of the attachment penis also has "tdm_suicide" script attached, which also checks the same "remove_delay" spawnarg and deleted the same entity after this delay from script thread. So, why do we have 3 ways to destroy the penis?
  24. 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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