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  1. Yeah, there's the last played date, but there's no (reliable) way to know if you actually completed the game on that date. What I mean by "no reliable way" is that the following would have to occur for the last completed date to be accurate: AngelLoader is running. You're playing an FM (say, Iris) on a difficulty you have not completed yet (say, Expert). You complete the FM, the game marks it as "completed on Expert" and writes that out to missions.tdminfo. AngelLoader detects the change to missions.tdminfo, reads it, and compares to its internal list. It sees that Iris' finished states differ between the internal database and missions.tdminfo: the latter has Expert marked, whereas the internal database only has Normal marked (or nothing, or whatever). It adds the Expert finished state to the internal database for Iris, and updates the UI. Because it catches every modification of this file and updates its internal database every time, it knows the difference in finished states occured on the most recent write. Thus, it could timestamp this and there's your last completed date. Unreliabilities: If AngelLoader were not running when the game writes the value out, then you have no guarantee of time anymore. Not only were you not there to catch the change event, but the file's last-write-time doesn't save you either: the file could have been modified any number of times (updating any number of FMs' entries) since the time of the updating of the actual FM you completed, and individual entries are not marked with the time of their finished state change. So if multiple FMs were finished between AngelLoader runs? Even if you went with the file timestamp, that's still only one. If you finished two FMs between AL runs, any information whatsoever about the time of completion of the first one is completely lost. Same if the game simply wrote over the file with unchanged data, that would lose your correct file timestamp too. If you finished an FM on a difficulty you have finished before, then the game will simply write out the same value resulting in no change to the FM entry in missions.tdminfo. AngelLoader will still detect the file modification and will still read and compare the file, but now no differences will be found, so it's impossible for it to know whether any FM's finished state has been changed, and thus it can't know whether you finished it that run or not, and can't datestamp it. The last finished dates of any FMs you completed before you set up AngelLoader are unknowable, period. It might be the last played date but it just as well might not be. We'd end up with a mishmash of correct data and guesses that may just as well be wrong as right. If you can't trust the data then I'm not convinced it's that useful.
  2. With dev build TDM 2.10/64 #9406 I get the warning: during compiling AAS... WARNING:brush 0 on entity 1114636288 is unbounded. That warning makes no sense to me. The brushes and entities near the coordinate location haven't been touched in ages. Of course there is no such entity and I've had different entity numbers 1.1 billion, 1.2 billion, ... I don't get that warning with stable build TDM 2.09/64 #9108 eta: After only vaguely isolating the problem area, I reverted to 2.09 and problem solved, or at least the appearance of a solution. However with thinking cap on I doubt that this is a problem with the dev build. Much more likely it's my map, which is a disgraceful clutter of stuff dating from too long ago, when I didn't have a clue, up to today when I'm getting the hang of it. I've decided to rebuild the map geometry, streamline it and set up portals properly. Use the 2.10 build. eta2: Had to delete the sealing brushes, sky and floor, plus the static floor meshes, over the entire affected area. Then slice up the replacement brushes to rid the WIP of neverending "chopwinding bla bla bla" errors. But it's done, v 2.10 dmap gives no errors. I fear I breached a protocol by posting this topic here, for which I apologize.
  3. Hi, I would like to write an article about TDM for a small German game blog and also use some technical details. How can I contact the correct staff member for information about the game? I would like to inform you about the history of TDM, the programming languages used or technical details about 3D modeling, shading or sound integration. Whatever you want to tell me. The project is too interesting to just write about the gameplay with a few screenshots. I would like to give our readers some correct information - and it's best to ask the experts here! Thanks very much, Harald
  4. Since it's a one-off problem, only for the first ambient at game start, then the way you fixed it is really the right way, because the system-level alternative would be whole a little subsystem (a specialized fidelay and mandatory _z soundshader) just to handle the first 0.1 seconds of game start, and then the old system for all the maps already out there, which is a bit much. And I think it's not even that common because many ambients start quietly to begin with. That said, there might be an easy bit of code that could make sure the fade in always works for the first ambient that doesn't mess with anything else in the system, like a hardcoded initial 0.1 sec. delay only for it, and that may be worth doing. But it'd need experimenting and testing to make sure it works as intended and doesn't have unintended consequences. Anyway, it's good we have this documented for now as the way to fix the problem for other people in the future that run into it searching for a fix. In fact it'd be good to put in the wiki to make sure the fix doesn't get lost.
  5. I don’t really see why the best solution for the game should be some approximation of reality, nor do I think the old lean is more successful in this regard. You are not controlling your actual head or torso, you are controlling a video game camera. The slide lean is a more comfortable and meaningful camera position and if you are getting granular with the tap lean it actually gives you more control over how much of your body is actually exposed. With the angle tilt it can be hit or miss to gauge where you need to be in the game world relative to a corner in order to successful lean around it, especially when crouching. This leads to “lean, nudge position, lean” which I think is also not very realistic vs the real world where we have things like full body awareness and necks which allows us to rotate our “cameras” with a lot more flexibility. I find this also improved with the new lean. The result was for me, in conjunction with the new frob behavior, was a game that feels more predictable and responsive to play. This is imo the “main reason to love the change”, not that I perceived the game to be easier (I did not on my recent play through of A Bridge Too Far). In general my opinion is that making the game artificially cumbersome in pursuit of “realism” or less responsive to players inputs is a better way to make an experience more frustrating than it is a way to make it more challenging/rewarding.
  6. dev17008-10685 is available. Speaking of the new parallelization, it would be great to check that the new version does not get slower than the older ones The only different there is number of threads used in jobs system. Previously it was always 2 threads, now it is (NumberOfPhysicalCores - 1). However, detection of physical cores number might be buggy --- the numbers are reported near the beginning of game console.
  7. I can confirm that book_hand_jd_hand.gui is not represented correctly in the Readable Editor. There were a handful of fonts I tried that had very small discrepancies between the editor and in-game version, but jd_hand gave me the most trouble when adding readables to my FM.
  8. Hi there! Glad to see forum is active I just saw in Gameranx video info about darkmod and as thief series fan I start to think that I might do something even by my own. Im 3D artist with photogrammetry specialization (I work for Indie studio almost a year now ) so I thought it might be refreshing and interesting portfolio piece. Problem is, I watching right now second video of tutorial and there is information about lagy levels if you not use portals. My background is photogrammetry and HP modeling in zbrush so Ideally I would sculpt and decimate models with nice textures (2k or 4k), buuut; that might be not an option as far as I see. Game engines are topic that I not explore at all, because use of decimated photogrammetry assets is not a problem in UE. So, in summary, what polycount and texture size limitations we have per model. Let say custom item like candle. 2k poly and 512 texture or it must be under 200 poly or something ? Cheers and huge thanks to everybody who started and keep that project alive Cant wait to find some free time and play something new so close to Thief 3 game.
  9. Public release v1.7.6 (with Dark Mod support) is out. Improvements since the final beta 14 are: Fixed a few remaining bugs with zip/pk4 support. Game Versions window now properly displays TDM version. Import window no longer has a vestigial off-screen TDM field (because TDM doesn't need or support importing). Web search option is now disabled if an unknown/unsupported FM is selected. If an FM with an unknown or unsupported game type is selected, the messages in the tab area now no longer refer to Thief 3 ("Mod management is not supported for Thief: Deadly Shadows"). The full changelog can be viewed at the release link. The de facto official AngelLoader thread is here: https://www.ttlg.com/forums/showthread.php?t=149706 Bug reports, feature requests etc. are usually posted there. I'll continue following this thread though. Thanks everyone and enjoy!
  10. revelator

    solus

    So heres is the beast up and running the app in the screen is KDE Connect SMS in case you were wondering. Only problem so far is one i had with several distros... the wifi driver for the broadcom BCM4360 is inherently unstable at times and does not even get close to the speeds it is capable of on windows 1.3gb vs 135mb yuck it also has a habit of random disconnects when moving a lot of data so not really a good wifi card to pair with it, sadly it is built in to my mainboard and i dont have a spare atm. as for gaming the titles you can see in the screenshot all run quite fine with some performance deprecation due to being windows games but i have to say proton has come a long way allready. older games are actually more irritating to get running sometimes, timeshift outright crashes and i have had no luck getting it to run yet, wheel of time runs but required some tinkering because the gog version uses a ddraw wrapper for the quicktime video codec so i had to make some alterations with lutris environment variables to get it running. eg. go into runner options DLL Overrides add a new key containing ddraw in field one and n,b in field two. this tell wine that the game uses its own ddraw.dll and to not touch. lutris strangely also set the game executable to the quicktime player so i had to correct that .
  11. Trying to play "The adventures of Thomas: Lucy's quest" This consistently crash when witnessing the "entertainment". What I tried: 1. Disabling SMT by "echo off > /sys/devices/system/cpu/smt/control" 2. Disabling all (except one) CPU's by issuing "echo 0 > /sys/devices/system/cpu/cpuN/online" Results: Neither of this changed anything- the same pthread_join() error and dump as above.
  12. 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
  13. Oh no, that's not how the Steam Deck works. On a computer, each key is programmed to do only one thing.In any game, when you press "F", the system will understand that the "F" key was pressed. But on the Steam Deck, I have to assign functions to each key myself. For example, I can make the "A" button act as "space" and the left trigger as "right-click". That's why I'm saying that opening the console on the Steam Deck is difficult. Even though it has a lot of buttons, I have to temporarily program three keys for functions that are not really used.
  14. It would probably be the best to ask someone from textures.com on that. I couldn't, in all good conscience, call pk4 a package, in the same sense it's used in context of popular game engines, so I ended up not using those audio tracks. Also: That can be a can of worms of all sorts. Does it mean the mission can't be hosted on TDM's servers, or textures and materials can't be used in other TDM FMs? That license is rather specific to 3d models, not video game mods / levels. Maybe that's the most common use case they deal with. Yes, there is. The GPL license is mandatory for game code. You can share your assets under any license you want, copyright included. If you want your assets to make their way to the core mod though, you'll need to share them under CC0 license or similar.
  15. You are right. It should simply not load and give an error about the version change and what you can do. Also the installer should give a warning message about the saves.
  16. 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!
  17. Very good exposition @nbohr1more. You play a significant role in this game and you never disappoint.
  18. How to reproduce: 1. Delete "tdm_fonts01.pk4" 2. Run the game in a terminal. Result: signal caught: Segmentation fault About to exit with code 0 Also these errors are printed to stdout, where it should be stderr. This is relevant because if the game crashes it cannot properly report that to a parent process. Such parent is needed, for example, for running the game with a single installation for all users on an Unix system.
  19. Try the following: set the npcs' reaction to noise higher via the console by entering tdm_ai_sndvol 2 or 3. i recommend to use not higher than 3, cause if the value is too high, the npcs will hear you from much further away, which could brake the game. with this setting you need to move slowly more often and running around like a beheaded chick is no more. it somehow works for me. maybe u want it harder, then make the movement a bit slower with these settings. e.g: pm_mantle_fastMediumObstacleHeight 0 pm_fastLowObstacles 0 pm_creepmod 0.75 pm_runmod 2.00 pm_walkspeed 60 pm_mantle_push_msecs 1200 pm_mantle_hang_msecs 1125 pm_mantle_pushNonCrouched_msecs 825 hf
  20. Hi i cant load my save games after the update to version 1.2. there is no error message, after starting the init the bar stays at 0, nothing happens at all. i have to quit with ctrl-F4 i can make new ones which do load...
  21. So, basically, what quickloading already does (and is there for). I just took a look. Loading a manually saved game is a matter of one key press (Escape key), clicking on "Load/Save game", and then double clicking on the manually saved game. Not asked too much IMO.
  22. No, too many variables involved: external app, controls configuration, game settings... We are talking Master Thievery Level here, most of the taffers will get nowhere.
  23. I had this discussion a lot with my Bloodlines Unofficial Patch and honestly, nobody really knows what an unofficial patch can or should do, because a) it's unofficial and b) many developers add or change features with their patches (just look at CP2077 2.0 or TDM itself). I kept the name because it's similar to the other patches I do and does not stray as far away from the original game as e.g. Snatcher's Mod. Also to me, being able to extinguish candle flames but not oil flames, or enemies getting magically immune just by noticing the player are bugs. If not of the pure computer gameplay kind, then certainly of the consistent world building kind ;).
  24. It occurred to me that, by now, this package goes well beyond mere bugfixes by including a range of gameplay changes (i.e. adding the ability to frob-extinguish oil candles, which isn't a bug that was patched). Maybe players would have a better idea of what this package does if it had a more fitting name, similar to how Snatcher calls his work a modpack? In other communities the term "unofficial patch" is typically associated with collections of community fixes to bugs that exist in the core game and were never addressed by the devs. Most players would therefore expect an "unofficial patch" to provide them the same experience as originally intended by the devs, but without technical problems.
  25. Oh boy. Thanks for investigating this, reading the issue description I suspected that the XPath queries might be failing, but I thought it was rather due to the libxml2 version used in newer Ubuntus. I recall now that the automated Ubuntu build on Github is not running the unit tests (couldn't get it to run and gave up at some point) - so I missed that this is breaking stuff. I searched around for existing code to find out what to pass for that encoding parameter in xmlReadFile, but I couldn't find anything useful, everybody seems to pass NULL as argument, which I ended up doing too. I'm all for that, I was that close of doing it when I upgraded libxml2 for Windows. As long as it's supporting XPath and XML Tree manipulations, I'd go for the most light-weight one, maybe even header-only. Our libxml2 usage is confined to xmlutil, so it should be possible to switch. edit: I'd vote for pugixml, it seems to be still alive and has XPath support. It's what I've been using in the TDM game code too. But still, if it's the tree manipulations that break the queries, we can either try to find out what we are doing wrong here, or move away from pushing the .game data into the registry trees - it might not be necessary after all, since most (if not all) code is relying on the GameManager interface to get do the queries. For the moment being, I can revert the change to xmlReadFile, so that my repo is functional again. Are you still investigating this? You seem to have gotten quite far already.
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