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  1. 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
  2. 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
  3. The King of Diamonds Info Summary: Your accomplice is in over their heads and needs your help. It's the end of winter and the streets are quiet. Taverns, city watch, graveyards and pipes... you might even encounter a diamond! Build time: about 6 months Type: City FM/Exploration Size: Medium Completion time: 30 mins - 3 hrs, depending on how much you're willing to explore! Download http://www77.zippyshare.com/v/Z1fZy41Q/file.html - Zippyshare https://www.dropbox.com/s/428jkpoi14544pd/kingofdiamonds.pk4?dl=1 - Dropbox Available via the In-Game Mission Downloader! Screenshots Notes This is my first TDM FM, it came about from me learning how to use the editor and all of its different features. No doubt, you may see the variance in quality between the FM's different sections. Have fun figuring out what I built first and last, hah. For the most part, I focused on exploration and interesting readables. You'll find that you can complete the main objective in about half an hour, if you know what you're doing and that's perfectly fine, but if you're not getting lost and exploring, you're missing out! Big thanks to Bikerdude for his help throughout the beta-testing phase of this FM - fixing a lot of performance hitches, putting some bells and whistles and introducing new spaces that allowed me to expand greatly on the FM's readables and objectives. Without those, and my beta testers' further suggestions, this FM would be decidedly more boring! Acknowledgements Mapping credits: Bikerdude - Re-visportalling half the map, SE Maketplace, Graveyard, Bell Tower, SW street, misc. Spooks - the rest. Readables: Spooks Voice work: Goldwell, Bikerdude, Spooks. Beta testing: Aosys, AluminumHaste, Goldwell, Oldjim, nbohr1more Lute songs from No Honor Among Thieves. Breath script from Business as Usual. Technical Info Version 1 Last Updated: 13/05/2016 This mission has a very open layout. Even though a lot of care was taken to ensure performance would be good, it's bound to fluctuate at long view-distances. If you have an average computer expect some dips to the 30s. You have my apologies for that.If you're having FPS troubles, try setting your LOD Detail menu setting to Low. Numerous objects will have their shadows disabled, which may improve performance somewhat. I also recommend typing tdm_lod_bias_changed in the console when you're in-game, just to make sure all LOD entities have been activated.This mission does not support localization out of the gate.This mission requires TDM version 2.0.3.FAQ Stuck somewhere? I've some hints for you in the FAQ section. Enjoy playing and remember to be kind to Birdie!
  4. 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.
  5. 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.)
  6. It's a bit off topic, but I post this here for now, maybe useful. To find all the places where conversations take place, to review subtitles, you can use the following procedure: Use console command listEntities Then search for atdm:conversation_info entities, check their names (actually, it's easier to just open the map file in a text editor and search for atdm_conversation_info and copy all the names of those entities) Then use command teleport [name of atdm:conversation_info entity] You might have to search the trigger that activates the conversation.
  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. Fiver, there are many ways you can contribute. Several ways are described on the forum and wiki. You pointed us to some locations in missions. Please read the forum posts & the wiki, watch some youtube editor tutorials, download and use the mission files & darkradiant to try fix/change the things you mentioned. For starters, And https://wiki.thedarkmod.com/index.php?title=DarkRadiant
  10. It has a plugin system, but if you are happy with textpad, then no reason to switch I guess. Actually it doesn't matter, you still would have to open 7zip and then probably open every file seperatly. This isn't worable in your case. But I think you should be able to open seperate files in Textpad this way, because 7zip unzips it temporarly and passes the file to the default external editor (I think), so the editor (Textpad) doesn't need to read inside the pk4 file.
  11. Thanks for the detailed answer @Geep. I thought I might ask too much, because it was getting a little over my head. Good idea, although I think if you use 7zip for example, you can select "open in external editor" or something, and it will open in the default external editor. When I'm on a Windows pc it opens it in Notepad ++ . Maybe I should check out TextPad.
  12. I did play Thief and FMs, but I don't play it any more, except for major things like Black Parade. The clunky movement and antiquated Dromed editor is what discouraged me from interacting with it over the years. I regularly play and sometimes make content for TDM, because it has much better movement model than Thief. I know that most missions don't use it well, but if you construct your geometry (gaps, ledges, distances) using power of two measurements, movement and mantling feels fast and snappy. There's no need for regression in that regard, in my opinion, there's a need for assets and missions made with the movement model in mind, to showcase its strengths properly. Even if TDM originally intended to "simulate the stealth gameplay of Thief, many things will be familiar to veteran Thief players" the actual mod history was a bit different. The team came up with a mission platform that has its own identity when it comes to mechanics. The way assets were made might have been a huge mistake, but that didn't prevent the platform from growing. Since you like anecdotal evidence, noone other Skacky once said that TDM movement model was super clunky, after playing The Painter's Wife. It was really hard to convince him that if a mapper places geometry this poorly, and isn't aware what spatial measurements play to the strengths of a movement model, no movement model will save his mission. And there is no fixing of this problem on the engine side, although it's not the first time when TDM team tries to address the asset problem with engine changes, which I suspect will ultimately lead to even more problems down the line. In game development, things like core mechanics and player tools are locked-down first, in one of the pre-production phases, because all the levels will be constructed around them. Making changes in core mechanics in a project this mature is very risky, I assume you don't plan on going through all playable spaces in all released TDM FMs to check for errors. Instead of making incremental changes in fundamental mechanics, I'd encourage you to create a fork, or some kind of major version bump candidate, like 3.0, where all things could be revamped: movement, player tools, UI, new frob mechanics, perhaps with UI contextual icons, new training map to incorporate all that, etc. Once all new elements fall into place and create something new, with a map or maps to back it up as relevant changes, it will be easier to convince existing player/author base that it was worth it. I assume the existing fanbase is already fragmented, as a result of all those heated discussions around the topic. But with multiple versions available for download, the transition to hypothetical "TDM 3.0" should be easier. It could be similar to UE2 and UE3, and you could also use this as an occasion to draw the line for backwards compatibility. I know there are old systems and variables kept in place just in order not to break existing missions. This way you could e.g. redo the LOD system, implement lights using math functions instead of textures, etc.
  13. 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.
  14. 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.
  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. 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.
  19. It is possible that this is a setting that needs to be activated to work: https://mantisbt.org/forums/viewtopic.php?t=23221
  20. While the pre-release testing of the upcoming DR 2.11 is finishing, I'd like to discuss a possible Material Editor feature. Just to get a picture of whether you guys think this is worth the effort, what it should be able to do at a bare minimum, what the UI could look like, etc. I know this request has been brought forward at least twice in the past, so maybe this feature is worth pursuing.
  21. 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.
  22. @Frost_SalamanderIt has been a good minute since i've played with particle collisions with rain, however I decided to revisit it after seeing your post and I can't seem to get it working. @stgatilov could you please confirm if this is the right flow as it doesn't seem to be working in my map: 1) Create a .prt file containing: particle rain2_heavy2024 { { count 100 material textures/particles/drop2 time 0.500 cycles 0.000 bunching 1.000 distribution rect 0.000 0.000 0.000 direction cone "0.000" orientation aimed 0.000 0.040 speed "1000.000" size "0.500" aspect "1.000" randomDistribution 0.000 fadeIn 0.200 fadeOut 0.000 color 0.040 0.040 0.040 1.000 fadeColor 0.000 0.000 0.000 1.000 offset 0.000 0.000 0.000 gravity 0.000 collisionStatic mapLayout texture 512 512 } } 2) Create a .mtr file containing: textures/darkmod/weather/rain2_heavy2024mtr { deform particle rain2_heavy2024 qer_editorimage textures/editor/rain nonsolid noshadows { //needed to emit particles blend filter map _white } } 3) Create the appropriate patch in game applying the above texture to it (with the texture fit to it and it facing down) 4) dmap missionname.map 5) runparticle missionname.map But ingame the rain just ignores the brushes and falls right through: Even using "particle_collision_static_blocker" "1" on this water entity, had no impact
  23. 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.
  24. Very interesting reading, Welli. Here is a different spin when it comes to new players. The number one selling point of TDM within its genre is content. Thanks to talented and dedicated artists such as yourself we now have around 175 self contained stories. I would say TDM crossed the barrier from medium to high selling point with the 100th release. From this point on it doesn't matter if the game offers a hundred or a thousand maps. A hundred maps is A LOT already. Want content? Look no further. Requisite fulfilled. The number two selling point is... you tell me. Free? Open Source? Multi OS? Map editor? Being maintained? Just like with any form of entertainment people will either love TDM at first sight, tolerate it and even get to like it, or simply dismiss it. No amount of small tweaks can fundamentally change TDM and certain changes may end up dividing the community. My ultimate goal here is to make this community aware of the potential of a healthy modding scene to attract artists and experts in all departments and feed hungry and demanding players. Mods can be the second selling point of TDM: thief it your way.
  25. Yeah, you can start here: https://wiki.thedarkmod.com/index.php?title=Creating_Multiple_Skins_For_A_Model You can make a custom skin for just about every model in TDM. DR also now has a skin editor which makes this process a bit easier
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