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  1. Initially wanted not to post about this, I told myself it's just another useless feature that would waste time before a release and all. But it does carry actual gameplay limitations I run into: I often have no way to tell if an enemy is dead or just knocked out. If the FM has a "don't kill anyone" objective that makes it clear, otherwise you need to pick up the body and see what the text says. In the past you could tell by their eyes: Dead AI would have them open while knocked out AI had them closed. Last time I played it seemed like even this stopped working and both cases had their eyes shut... a recent bug perhaps? In any case it's often a difficult cue to find, so I wonder if anything better would be possible. Obviously AI become ragdolls so animating any important bones is surely impossible: I'd suggest making them move slightly so it's clear they're still breathing, but this would likely send the ragdoll shaking all over the place since they probably can't handle an animation being mixed in. So here's one idea that should work great: Alongside the eyes we could have the mouth be open, which is easier to spot from a close distance. Knocked out AI have their mouth closed, dead AI have it open which is a clear cue and also looks more... well, dead. Another would be to add the snoring sound to knocked out AI... now I'm curious if in real life someone being knocked unconscious snores like when they're asleep, don't try it out of course
  2. 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.
  3. 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.
  4. 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/
  5. It isn't that difficult, but it looks a little ugly code-wise. In the latest version from @stgatilov found in this post just replace: #define SUBTITLE_BASE_Y (379 - 52 * SUBTITLE_IDX) with: EDIT - Removed because it was wrong. Check this post. Mind you! this again is a quick hack with no guarantees. Code must be properly assessed if we go for it.
  6. 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.
  7. 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
  8. In the following example (ws3), the subtitles are a bit more difficult to read: White: Yellow: Btw. your yellow pk4 still gives me white text, but the position marker circle is in yellow..
  9. @Frost_SalamanderIf it is helpful, I have express permission from Marcel of cgtextures/textures.com that packaging his assets in a .pk4 is acceptable and at the time he was fine with packaging them in TDM projects: Also you mentioned not being able to use your images for just textures - do I take it this means you can use them as textures and within materials in the context of a mod - you just can’t package and release them as only textures correct? Lastly idtech 4 is an engine old enough it’s package files (.pk4s) can be opened with any archive software (would be difficult to mod otherwise). I will include your license information in my documentation if I ever get to release, but is there any special consideration I should give to packaging assets derived from your images in older game engines which lack modern security? The main thing I hope is to just ensure you include his license and that you do not distribute the textures themselves outside of the context of the fm. There is a bit of a slippery slope in that terms on the site have changed a lot over the years. The current licensing model finally seems to state that the photo ref textures are ok to use in "Scenes" for example, but for many years it stated it was only acceptable to use them specially in models. There are many many assets in core which are from this site, which were licensed under these much older terms: https://web.archive.org/web/20100818122748/http://cgtextures.com/content.php?action=license Ultimately if something is licensed, the terms can change. So buyer beware.
  10. No worries. If you wanna try, it's not too difficult, especially with the v2 "presets". The tricky part is ensuring the location entity is inside the middle of an area and that location separators enclose the area. I've actually done this by editing the map file in a text editor and making the entities match locations of other entities like door handles for the separators and vases (etc) for the location. It's easier to do in DR if you are a DR veteran of course. https://wiki.thedarkmod.com/index.php?title=Setting_Reverb_Data_of_Rooms_(EAX)
  11. 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
  12. That sort of tone doesn't fly in our forums.
  13. I would use this massive list for any fan missions, it includes campaigns too: https://www.ttlg.com/forums/showthread.php?t=148090 There are a lot of Fan Missions for the picking, I myself go for the lesser known ones and the short variety, because sometimes they hide a gem or two. Just like jaxa, I'm a bit outdated after the temporal retirement, but I do remember some amazing campaigns like "The Black Frog". If you intend to play The Black Frog, you should play the first two of the L'Arsene series missions, it's how I did it myself. Also, yes, L'Arsene are a fantastic series. The first mission of L'Arsene is a "rough draft", author was a bit new to Thief level making, but still great either way, after the 3rd you will see how his skill increased by a massive amount.
  14. Unfortunately, TDM forum deletes the separator between the numbers. So I have to guess where one number ends and the next starts Also, user can rename screenshot manually, or push it through something that would rename it automatically. Thenwe won't see coordinates on screenshot address on forums.
  15. tdm_show_viewpos cvar and screenshot_viewpos command: https://forums.thedarkmod.com/index.php?/topic/22310-212-viewpos-on-player-hud-and-screenshots/
  16. Relax @Näkki, it's great to hear you enjoyed the game. My personal expectations were just a bit different when I read the Steam page, although the various trailers should have been a warning that stealth maybe wasn't the biggest priority of the devs. From the Steam page: "Weird west legends meet eldritch horror in BLOOD WEST, an immersive stealth FPS." Also "Blood West is a stealth FPS inspired by the genre classics such as the Thief series (whose fans will be happy to hear the voice of Stephen Russell, the actor voicing the master-thief Garrett, returning here as the protagonist), S.T.A.L.K.E.R. games, or - from the contemporary catalog - Hunt: Showdown. The gameplay rewards the careful approach: scouting the area, stalking your enemies, and striking from the shadows. Can you figure out a way to clear a fort full of ghouls and monsters without raising an alarm?" From my personal experience I think the game is predominantly Hunt: Showdown, a bit of S.T.A.L.K.E.R. and a very small portion Thief. Stealth is very unforgiving and makes it almost impossible early game when there are various enemies around, but hey maybe I just suck at it. I don't see Deus Ex in it, unless the skill leveling is the Deus Ex part for you and then I have to disagree with you, as that seems like the trait system in Hunt: Showdown. Edit: What I also understood from the Steam forums is that the original VA was dropped close before the release of the full version and replaced by Russell with no real explanation from the devs why this was done.
  17. The devs didn't title this thread, and @datiswous said they're attempting to mislead people by using Russell's name and a retro style to make it resemble Thief, which is cynical. I grew up on forums like I'm sure anyone who likes a game from '98 did. I actually left the Discord immediately after joining it because it was more off-topic doom-posting than anything relevant to the mod. I thought the forums might be better, but it's mostly just grown men yelling at clouds and telling strangers how mature they are, and a few brave souls actually developing anything. Depressing place, I'll just stick to enjoying new missions every 6 months without an account.
  18. 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.
  19. So, if I understand you, no Thief Gold FM does sound and text notifications of completed objectives? The missions in The Black Parade surely did. I'm completely confused now. I was sure that original Thief Gold had those objective complete notifications (at least the sound). Reading this thread suggests otherwise though: https://www.ttlg.com/forums/showthread.php?t=132977
  20. Congrats for the Release --- yoouuu Grazy Bastard and thanks for this hint at the beginning ! That you´ve changed the LOOT ! at first sight I thought it´s a Bug --- but I got distrusted - and checked the beta ! ooohkay - you deleted one of the most difficult --- and you added some new (for Beta-Testers ) that´s why there are 430 Saves , I realy searched every impossible Place But this new one is sooooo grazy !!! (thankfully I love to climb - and couse of your tip i searched for every wooden material ) [ for your Tip : this time i sneaked him several times ] and here is my only displeasure - invisible Platforms Completed = grrrrrr so the only chance - is to do it like intended ! (but I´ll keep the Beta - your rocks are so beautifull to climb ) And to force others !!! Supreme Ghost is possible !!! (easier than on my BetaRun) 1. The Hint 2. Things to bring back 3. Booty at end of happening Thanks I was enjoying (nearly) every minute of it
  21. A Problem Arises I've paused subtitling of the Lady02 vocal set, because of a problem with the voice clips described here: https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/&do=findComment&comment=490151 While a way forward is being determined, I'll work on a different vocal set. Maybe manbeast, for which Kingsal just provided me the voice script.
  22. Outdoor areas can lag a bit because it's difficult to effectively visportal them. Indoors it's easy- just plop a portal in every doorway and hallway corner- but outside you have much bigger areas with longer sightlines and no obvious places to divide them.
  23. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  24. Played Grounded difficulty a couple of times and could not get past the school in Bill's town. My first attempt I got stuck on first entry into the school. I couldn't sight the bow properly and I now think that was a glitch or a setting I couldn't figure out because this second attempt it worked normally. Oddly, whereas in easier levels I seem to get two uses out of each arrow, in Grounded it seems randomised and a new arrow might get 1 to 3 (more?) uses. I definitely got three uses. Anyway, this first area in the school took a lot of stealth takedowns every one of which needed a lot of trial and error because of the need to preserve ammo etc for the Bloater in the next area - and that's where I'm stuck. In lower levels, I always enter the gym with 3 nail bombs, 3 molotovs, and plenty of shotgun shells. I'd typically lob all or most of the bombs and molotovs at the Bloater right at the start and then run round like hell waiting an opportunity to blast it with the shotgun. In Grounded, despite HUGE effort to preserve resources, all I have left is 1 nail bomb, 1 molotov, and 6 shotgun shells. I also have just enough resources to make EITHER a health pack OR another molotov. That's when I discovered my health was near-zero! I gave it a lot of thought and decided I'd have to restore my health. So 1 bomb and 1 molotov. I knew this wouldn't work. Sure enough, I ran out of ammo pretty quick and died from a single hit. Has anyone ever got past this scene with 1 bomb and 1 molotov (on ANY level?) Presumably it must be possible because it seems impossible on Grounded to ever get enough resources to have more than 1 bomb (the one Bill gave me) and maybe 2 molotovs (the first one found on a corpse.) Believe me, I scrape the barrel for resources in EVERY scene and there is almost NOTHING anywhere! Every single bullet is precious. And almost no shivs so none ever to spare to open doors so how much resources did I miss that way? All I can think of is a crazy race run perfectly and never taking a hit and hoping to pick up dozens of shotgun shells from bare-fist punching of runners. This sounds near-impossible. (Although Bill did finally get off his fat arse and kill 4 infected in the final surge outside just before climbing that bus to get in the school. (I did that by racing around madly for a long time then suddenly forced to bare-fist a runner I was astonished to find it was the last one!) Maybe if I could survive by running round the gym he'd take down the Bloater? There are far more difficult battles beyond this so I doubt I'll bother.
  25. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
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