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  1. One last chance! In the two mock-ups attached to this post I am printing out each block of text a total of 9 times. In my humble opinion this is as close as we can get to a true outline. 9 times may sound excessive but I recall very complex in-game digital screens with tons of text and graphics in Doom 3 and I assume my approach cannot hinder performance in any way. I can be wrong, though. Download a pk4 and place it in your TDM root folder. Do not use quicksaves/loads, start a new mission when switching pk4. Delete the pk4 once you are done with testing. Some missions to give this a go: Seeking Lady Leicester: Intro Braeden Church: Beginning The Black Mage: Intro + Beginning A New Job: Intro + whole mission Here is a comparison in extreme situations (better to experience it in-game because of image compression): Outlined white [z_Subs_212_NoBG_Yellow_v5.pk4]: Outlined yellow [z_Subs_212_NoBG_Yellow_v5.pk4]: And also attached the original, improved version [z_Subs_212_YesBG_Geep_v4.pk4]: z_Subs_212_NoBG_Yellow_v5.pk4 z_Subs_212_NoBG_White_v5.pk4 z_Subs_212_YesBG_Geep_v4.pk4
  2. 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.
  3. So true. In that regard, gui code has been available for a few months to create a narrower backing field for barks (i.e., speech verbosity) than for story text. This code has not been included in the beta to date. Perhaps it will take users in addition to me to favor and push for it! If you want to try it, put this code in your FM's "guis" folder as over-ride file "tdm_subtitles_message.gui":
  4. Yeah, a last completed date would be something the game would have to implement (and write it out to missions.tdminfo). Apart from that, there's no reliable way for AngelLoader to know it. Beta 12 Fixed: the first "refresh from disk" trigger from TDM would be ignored, due to spurious refreshes being queued on startup and then never run, thus not having the refresh level value reset. In the Settings window, if a setting was changed that required a view refresh (game paths etc.), the filters would lose their state after the refresh. Dark Mod FM scans now show a progress box with a cancel button, because it's theoretically possible for the server data download to take some unboundedly large amount of time (highly unlikely, but covering the edge cases). Title filter searches now also search TDM "archive" names, same as for the other games. The DarkLoader Import window will now disable the Import Saves checkbox if no backup path has been specified, and shows a link to go to the Settings window where you can specify a backup path.
  5. I created a simple installer script, that uses a popular method to install TDM as non steam game to steamdeck: Just run several commands, by running a desktop-shortcut. (this creates a folder in the homefolder, downloads the official installer zip package, unzip it and runs the TDM installer unattended) go to desktop mode Download the attached file from this post, to the desktop and run it. hit execute button and wait. After the process, you wil find the TDM folder in de home folder Add the file "thedarkmod.x64" from that folder, as a nonsteam game to the steam library tdminstall.desktop
  6. 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
  7. RE Glitches with the Stone (aka Stone Print) font. Probably the minor artifacts with this font - mentioned in the bugtracker - are due to the fact that this file is missing from the distribution: tdm_fonts01\fonts\english\stone\fontimage_12.dat <== MISSING which I surmise causes the 24pt font to be used instead and scaled down. There is some reason to believe the missing file was present at one time, because the corresponding .dds file is present: tdm_fonts01\dds\fonts\english\stone\stone_0_12.dds And the russian paths have both the .dat and .dds files (2 of the latter in the case of russian) for this font. (I think trying to copy the russian version of .dat to the english branch would fail big time.) If someone with access to an archive of very early TDM full distributions can check to see if it is available, that would be great. That would be the best way to go, because that file may contain hand-tweaks to the font spacing. Otherwise, it could be regenerated from the .ttf file and tweaked, a somewhat fraught endeavor (at least if I were to attempt it).
  8. That sort of tone doesn't fly in our forums.
  9. Here's another instance found in "The Painter's Wife" at viewpos: 688.45 -205.07 -127.75 57.2 -124.4 0.0 The following video compares 2.11 and 2.12-r10451: The new optimizations are a good thing as they allow mappers to build more, so I think they should be kept. Also, I've heard that some missions are currently being built with the assumption that the optimizations will be available. Without knowing much about this, would two code paths be doable: one for old missions and one for new missions? Perhaps DarkRadiant can add a flag by default for the new optimizations when making a new mission? If that doesn't seem like a good strategy, what other solutions can be tried?
  10. Nice. FWIW, I saw Black Parade crediting textures.com in their credits.avi. Not sure whether they've read the license, but Thief doesn't even use zip packages for content, just for storage. The whole stuff gets extracted during installation into a dedicated folder and it's fully accessible.
  11. 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.
  12. 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.
  13. tdm_show_viewpos cvar and screenshot_viewpos command: https://forums.thedarkmod.com/index.php?/topic/22310-212-viewpos-on-player-hud-and-screenshots/
  14. Btw. there's a subtitles folder, but the only subtitle is linked to a non existing sound file. Maybe that's ok, just mentioning.
  15. Store the attached files in your darkmod folder. Activate old vs new speeds via "exec OldMantleSpeeds.cfg" or "exec NewMantleSpeeds.cfg", respectively. I am surprised to find that pm_mantle_pullFast was actually decreased by 50 ms. I did not catch that during Code-Review. Why was this done? Now the regular pull and the fast pull are almost identical. NewMantleSpeeds.cfg OldMantleSpeeds.cfg
  16. I had a look at the C++ code, here's what I found (I'm no expert). There is code that attempts to deal with AI being blocked when on a path. Specifically, MovementSubsystem::CheckBlocked has this line: if (traveledPrev < 0.1) // movement is very close to zero traveledPrev is the distance travelled during the previous cycle. If this check is true, the system thinks that the AI might be blocked, and it starts processing movement a bit differently. With most AI, their walking speed is such that this check only happens when they bump into something. But the spider_child walks so slowly that sometimes this check happens even when isn't blocked. I think that's what is happening here - normal walking by the spider results in the movement subsystem thinking that the spider is blocked, so it has the spider back up and try a different path. So the spider looks like it is doing an animal patrol. The walking speed of an AI is determined by its walking animation. To test my theory, I made a custom spider_child that uses the ai_spider's animation, and sure enough, it followed the corner paths correctly (because it is walking faster). The downside is, the spider_child looked weird as heck, because the animation is made for a larger spider. So this really isn't a solution. Maybe the spider_child animation needs to be modified (sped up)? Or the code needs to handle slower creatures? I don't know. This explains why your timescale change allowed the spider to follow the paths - by speeding it up, it was moving fast enough to avoid that check in the C++ code. Edit: If you set "anim_rate_walk" to 1.6 or greater on the spider_child, it seems to work fine. Give it a try.
  17. This mission includes the folder game_maps and that file. I guess that's how it's intended, that you include the files yourself instead of linking to a (not excisting) core version, although personally I think a generic map_of_icon.tga file could be used in core since it's only an inventory icon, so it doesn't have to be a smaller version of the actual map used. A lot of missions just have the same map_of_icon.tga file included in their fm: Anyway, it's not important I guess.
  18. 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?
  19. 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.
  20. 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.
  21. Mostly yes. For those subtitle sets I've released so far, the remaining steps for someone (not me) are - - optionally do a second QA pass. (I've tried to be careful and thorough, of course.) - fold them into the 2.12dev distribution. This mainly involves deciding where the subtitles for each voice should live when distributed and copying the .subs and .srt files there. It may also involve editing the .subs file to change paths accordingly. That edit is just a find/replace-all, so easy. There are additional gui presentation issues, which are (I hope) unlikely to affect the foregoing. About those issues: experimentation and discussion are on-going, and ideally may be resolved before the final 2.12 release. Also, regarding barks emitted by the player and by non-human AI... unclear to me how they should be categorized ("verbosity speech" vs "verbosity effects" vs ignore). In any event, I don't expect to get to them in a 2.12 timeframe. BTW, I'll be traveling this coming week as well as later in the month, so will be periodically unresponsive.
  22. 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
  23. 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!
  24. @datiswous, made that correction fm_test.subs --> fm_conversations.subs @stgatilov, about srt naming and file location, would you be OK with the following edit? New/changed stuff in italics: srt command is followed by paths to a sound sample and its .srt file, typically with matching filenames. An .srt file is usually placed either with its sound file or in a "subtitles" folder. The .srt file format is described e.g. [1]. The file must be in engine-native encoding (internationalization is not supported yet anyway) and have no BOM mark. It contains a sequence of text messages to show during the sound sample, each with start and end timestamps within the sample's timeline. It is recommended to use common software to create .srt files for sound samples, instead of writing them manually. This way is more flexible but more complicated, and it is only necessary for long sounds, for instance sound sample of a briefing video. It's a simple enough standard that it can be shown as an short example, demonstrating that subtitle segments can have time gaps between them. And the example can show correct TDM usage, without requiring a trip off-site and picking through features that TDM doesn't support. Specifically, the example shows how to define two lines by direct entry, rather than using unsupported message location tags (X1, Y1, etc.). And skips other unavailable SRT font markups like italics, mentioned in the wikipedia description. The example would also show the TDM-specific path treatment. The example could be inserted before the sentence "It is recommended to use common software...."
  25. Congrats on releasing your first mission! You really nailed the atmosphere, I loved the foggy surroundings. The start of the mission in particular was top-notch, great visual treat. After I climbed my way up and started to stealth through the buildings, it gave me a very solid Thief-y experience. Multiple points of entry, several paths to choose from; level design like this is what makes Thief/TDM missions so much fun to play. There were many little touches and details to help with the environmental storytelling, too. The only real downside I encountered was the lag on the outside while playing on the highest detail on my old GeForce GTX 1660 Ti.
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