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  1. 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
  2. I didn't know this either, I will see if I can add that to the main menu tips somehow... P.S.: I found a suitable line where the tip is given to trigger mines with an arrow. But I can't get the menu tips to display at all! I thought they would just appear randomly on the left side, but in 2.12 I don't see them. I don't see an option to turn them on either...
  3. Hello! Tracking down information on software and plug-ins that work with D3 / TDM can be a tough. So I have created a thread here where people can post what software/ plug-ins/ tutorials or other references they've had success or failure with in TDM. 3DS MAX 2013 64bit .ase - Default .ASE model exporter works. However you have to open the .ase file in text edit and manual change the *BITMAP line on each material to read something like: "//base/textures/common/collision" which allows the engine to read the correct material path. md5.mesh / animation - Beserker's md5 exporter/importers for 3dsmax. http://www.katsbits.com/tools, Importing and exporting works. The model must be textured, UV'd, with a skin modifier attached to the bones to export. PM me (Kingsal) for help with this. Imported models using the script will not be weighted appropriately, so this is not recommended if you are simply trying to edit existing tdm content. (Use blender instead) MAYA 2011 32bit md5.mesh - So far I've not had any luck with Maya 2011. I am using Greebo's MayaImportx86 for Maya 2011. I've got the importer working however I get a "Unexpected Internal Failure(kFailure)" and the import fails. This could be due to something finicky in Maya that I am not doing correctly. Will keep trying.. Blender 2.7 about - Blender is commonly used and pretty well supported on the forums/ wiki. Various versions may work as well - https://www.blender.org/download/ md5.mesh / animation Blender MD5 importer/exporter (io_scene_md5.zip): https://sourceforge.net/projects/blenderbitsbobs/files/ Sotha's guide Blender Male/ Female rigs by Arcturus - Here Edit by Dragofer: more links found in this post.
  4. Sorry for being cryptic, that didn't work very well. It's the lockpicks. Yeah but what if the player has the setting off? Mappers can display tips already although I am not sure how intuitive or easy implementing messages is.
  5. Just wanted to point it out, as you said that it's not encouraging you to disable your adblocker. When Youtube decides to block adblockers, there's nothing to encourage or discourage you anymore. The site simply won't display content if you have your adblocker enabled.
  6. There's a group of players who have meticulously tested and adjusted ghosting rules for The Dark Mod. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Why alienate an established group of dedicated players?
  7. Hi guys, Due to the Corona virus I'm stuck in Sweden awhile longer. So I finally got Thief2 to work on my mom's machine today, but I end up with a display error. The top half has a bunch of red lines (see attachment), but the game is playable, it's not crashing, but I can't play with all those red lines. Any ideas on how to fix this? It's probably simple, but I have no clue. Thanks for any help
  8. Ambient atmospheres are in my opinion one of the best parts of the Dark Mod experience, not just for getting a mission to have the right feel but also for inspiration and to have them playing in the background when creating maps. The more the merrier, so here's a thread to collect all the links to ambient music and environmental sounds that could have a spot in TDM's setting. Ambients from the TDM forums Gast's Eerie Lullabies Magnanimous Merry's Miscellanea Orbweaver's Dark Ambients Spadey's Ambients Radioteque's Ambients Kyyrma's Composing Ambient Tracks for Dummies - Kyyrma shows how ambient soundtracks can be made from a set of sounds. Also contains some of his finished ambients. Request for more interior sounds - this thread is a very productive community session where members came up with a large and good selection of new ambients. Uncle Peti's Sound Den Dragofer's Ambients - post #6 in this thread SeriousToni's Ambients - posts #8, 12, 15 and 19 in this thread Ambients from the TTLG forums Custom resources list Gigagooga's Ambients 1 - possibly the largest pack of ambient musics and nature sounds, all of them high quality. Gigagooga's Ambients 2 - this pack puts more weight on shorter swells/hits/pads to be layered on top of a subtle ambient. Gigagooga's Ambients 3 Yandros' ambient loop Sephy's Ambients - a large collection of ambient pieces, including many shorter ones which will be valuable for anyone wanting to try a layered ambience approach like in the Thief OMs and Full Moon Fever. Internet databases www.freesound.org - some of the better composers in my opinion are ERH and BrandonNyte. www.purple-planet.com - a large selection of all kinds of ambient and musical soundtracks to be used freely. www.darkwinter.com - an internet label that publishes a lot of dark ambient music under a Creative Commons license. www.endlessascent.com - sister website of Darkwinter for non-dark ambients. Youtube Asatru Dark - also has very nice reference images for outdoor stone memorials, statue arrangements etc. #4 Void by Raffaele du Marteau & #6 Dreaming of Nowhere by Raffaele du Marteau - possibly the most forlorn pieces I've found on the internet. Alacazam - a prolific Creative Commons ambients composer . Cryo Chamber - for-profit label for dark ambient music with a large selection on offer. Going by their Youtube comments they're fine with people using their soundtracks for games etc., although you'd probably need to buy the soundtracks first. Dark Ambient Mixed Session - as much ambient as something to have in the background while mapping.
  9. Regarding a slider for the "Hold Frob to Use" setting, my main concern is that players would have trouble knowing what it represents and what a good value would be for them. Sliders are pretty good for things that require fine tuning to a small degree, such as mouse sensitivity or head bob. But the hold-frob delay doesn't seem to require that level of precision. For a while, I played with a display that showed how long I pressed frob. I very rarely went over 350 while trying to be slow on purpose. I was usually at 80-180. Sometimes I'd make a mistake and hit 230-280. With hold-frob delay, three values -- 200, 300, 400 -- are likely enough to cover most players. A delay of 300 by default, 200 for those who want it more responsive, and 400 for those who want it slower. Given that, how about using presets with descriptive names in the tooltip and UI options? Quick, Normal, Slow: the delay before performing an alternate interaction when holding down the (frob/interact) key. Disabled: Original TDM behavior. With hidden delay values: Quick - 200 Normal - 300 Slow - 400 This will save the player from having to overthink it. If they are having trouble, they can choose the slower one. If they are frustrated by it being slow, they can choose the faster one.
  10. 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
  11. DarkRadiant 3.8.0 is ready for download. What's new: Feature: Support new frob-related material keywords Improvement: Mission selection list in Game setup is not alphabetically sorted Improvement: Better distinction between inherited and regular spawnargs Improvement: Silence sound shader button Improvement: Add Reload Definitions button to Model Chooser Fixed: Model Selector widgets are cut off and flicker constantly on Linux Fixed: DarkRadiant will not start without Dark Mod plugins Fixed: GenericEntityNode not calculating the direction correctly with "editor_rotatable" Fixed: RenderableArrow not drawing the tip correctly for arbitrary rotations Fixed: Light Inspector crashes on Linux Fixed: Models glitch out when filtering then showing them Fixed: Skin Editor: models not centered well in preview Fixed: "Copy Resource Path" includes top level folders Fixed: Skin Editor: internal test skins are shown if Material Editor was open previously Fixed: Changing Game/Project doesn't update loaded assets correctly Fixed: Model Chooser: initially hidden materials aren't revealed when enabling them Fixed: Choosing AI entity class 'atdm:townsfolk_commoner_update' causes crash Fixed: Sporadic assertion failure on shutdown due to LocalBitmapArtProvider destruction Fixed: Prefab Selector spams infinite error dialogs on Linux Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.8.0 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!
  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. Here it is: calcStringWidth.exe - Oct. 11, 2023 Release. Calculates the display width of a input string, for 4 candidate subtitle fonts Carleton and Stone, uncompressed and compressed.
  17. Utility program "calcStringWidth" calculates the display width of a single-line input string, in TDM logical pixels, when shown (e.g., as a subtitle) with TDM fonts Carleton and Stone with a 0.25 scale factor, and either uncompressed (as designed for a 4:3 screen) or width-compressed by 0.75 (for a 16:9 screen) calcStringWidth.exe - Windows executable calcStringWidth.cpp - C++ Source code Invoked in the console with: calcStringWidth -s <quoted input string> -o <output file> [default is stdout]
  18. 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.
  19. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  20. 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
  21. yes but this requires that you make a copy of the original .def file where the text entity is defined, that I personally don't know where in TDM (in Doom 3 is in misc.def) and make a def folder for your own mission where you put the .def file copy (your copy will override the original def file, when your mission is played). see the new "text" default var entityDef text { "editor_color" "1 1 0" "editor_mins" "-4 -4 -4" "editor_maxs" "4 4 4" "editor_showangle" "1" "editor_rotatable" "1" "editor_usage" "Used to display debug text in a level" "editor_var text" "text to print" "editor_bool force" "if set to 1 prints always otherwise only in developer mode" "editor_bool playerOriented" "if set to 1 text always faces the player" "editor_var scale" "text scale" "scale" "0.25" "text" "default text shown for all text entites" "spawnclass" "idTextEntity" }
  22. Oh no, we are gonna get stuck in a time loop! Yes, I believe that true alphabetical sorting was the original design. Some players complained that there were too many missions starting with "The" or "A" so finding the desired mission was tedious. The titles were changed to "Mission, The" or "Mission, A" and that worked but was clunky. Finally the design compromise was to sort them without the A or The prefix but display them naturally. I agree that true alpha sorting looks more tidy and am not sure why anyone entertained the "complaint" in the first place.
  23. Question: Is it possible to create a gui and in it display different sections of an xdata file but in different places? I can't really directly find this info in the wiki.
  24. https://en.wikipedia.org/wiki/Raspberry_Pi https://www.raspberrypi.org/products/raspberry-pi-4-model-b/ https://www.raspberrypi.org/products/raspberry-pi-4-model-b/specifications/ https://www.tomshardware.com/reviews/raspberry-pi-4-b,6193.html https://www.anandtech.com/show/14581/raspberry-pi-4-launched-quad-cortex-a72-project-board-for-35-dollars https://www.raspberrypi.org/magpi-issues/MagPi83.pdf Major improvements across the "board". The quad-core Cortex-A72 with other improvements is anywhere from 25% to 300% faster than the A53 used in the Raspberry Pi 3 . No eMMC but an SSD could be used with one of the two new USB 3 ports (booting from USB or Ethernet not supported at launch, should be ready within weeks). There are three RAM options: 1 GB ($35), 2 GB ($45), 4 GB ($55). The RAM is now LPDDR4 instead of LPDDR2. The 2 GB option is a bit unnecessary IMO and seems to be the least popular, as it's the model least likely to be sold out online (as far as I can tell). Ethernet speed can actually hit close to 1 Gbps (943 Mbps), up from 237 Mbps. There is Bluetooth 5.0 support but I haven't seen any testing related to that (I would love to use it for longer range audio transmission to BT 5.0 headphones). RasPi 3 cases are incompatible due to some port shuffling. There are now two micro-HDMI ports instead of one full size HDMI, so you probably need a new cable. The device can output to two 4K displays at 30 FPS, or one 4K display at 60 FPS (presumably two 1080p displays @ 60+ FPS, and so on). Although the new GPU has 4K@60Hz H.265 decode support, actually streaming 4K and even lower resolutions on Raspbian had issues in testing, that will hopefully be resolved with updates soon. LibreELEC developers have been working with the Pi Foundation for months to support the Pi 4, and have an alpha version out. Power draw and heat are up. You'll probably want a FLIRC case or something that can provide cooling. Power is now provided using a USB Type-C cable. Due to a screw up by the Raspberry Pi Foundation, some USB-C cables don't work. But the ones that do work should be the cheapest. Can it run TDM? The CPU and GPU are much better and the potentially quadrupled RAM could be a big help. The 4 GB version can be a legitimate desktop replacement for many users, albeit with some quirks.
  25. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
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