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  1. I'm now considering the .xcf files as being in effect the source texture for the game fonts, at least those that have been bitmap edited in GIMP. So that's an argument for putting them in the TDM assets repo. But, in any event, they do need to be backed up somewhere official.
  2. Taffers, Time ago @Obsttorte and I worked on an AutoHotKey script that allows to control the player speed with the mouse wheel. In a further attempt to reduce the amount of critical keys this game demands I also created back then a script that allows the Left Alt Key to act as a lean modifier: Left Alt + W = Lean forward Left Alt + A = Lean left Left Alt + D = Lean right I never got around publishing the script because it isn't as good as it needs to be but I think we can debate regardless whether such a Lean Modifier Key would be welcomed in the core game or not. The most interesting aspect in my opinion is that we can claim back important keys such as Q and E and use them for other purposes. ---------------------------------------------------------------------- Here below is the script in case anyone wants to give it a try (you must be familiar with AutoHotKey). The required key bindings for the script to work are: Move forward [W], Strafe Left [A], Strafe Right [D] Lean Forward [Numpad8], Lean Left [Numpad4], Lean Right [Numpad6] You can of course change the script to your liking.... #IfWinActive ahk_exe TheDarkModx64.exe ; run only when TDM is in focus <!w:: while (GetKeyState("LAlt", "P") && GetKeyState("w", "P")) { Send {Blind}{Numpad8 down} } Send {Numpad8 up} return <!a:: while (GetKeyState("LAlt", "P") && GetKeyState("a", "P")) { Send {Blind}{Numpad4 down} } Send {Numpad4 up} return <!d:: while (GetKeyState("LAlt", "P") && GetKeyState("d", "P")) { Send {Blind}{Numpad6 down} } Send {Numpad6 up} return Cheers!
  3. Found a few more tweaks that supposedly improve the game: To improve the quality of the game you can modify the BaseEngine.ini file located in \Steam\steamapps\common\Thief\Engine\Config changing the values written below: [MemoryPools] FLightPrimitiveInteractionInitialBlockSize=1024 FModShadowPrimitiveInteractionInitialBlockSize=1024 [SystemSettings] ... DepthOfField=False ... AllowImageReflections=True AllowImageReflectionShadowing=True SkeletalMeshLODBias=-1 ParticleLODBias=-1 ... MaxAnisotropy=16 ... MaxShadowResolution=2048 ... ResX=1920 ResY=1080 //or whatever res you will be using in gameplay ... bEnableBranchingPCFShadows=True ... bEnableForegroundSelfShadowing=True I also disabled bloom via ini and looks much better.
  4. Do you see an error/warning in the console? You could upload it so someone could take a look. Just an idea.
  5. This is the continuation of my first post above. Weeks ago i got a string of bad days. My main PC(elitedesk 800 g3) suffered a SSD failure and i noticed my thinkpad charger have an exposed wire. So i decided to dust off my old lenovo ideapad(ideacrap) yesterday. The spec is i3 6th generation, 4 gigs of RAM, 2.5" 500GB spinning drive and it's equipped with Intel HD & Nvidia GT 920MX. It runs Ubuntu mate 20.04 with Nvidia proprietary driver version 470 installed on it. I tried running TDM 2.12 on it and i got a somewhat 'playable' framerate at 25-33 FPS. I could hear this poor thing groaning when running TDM. It got hot quickly around 25-30 minutes into game.
  6. I'm at the beginning of a new area, where bandits fights each other. Near the end, I imagine, but I'm not going to bother finishing it. The thing is tedious. It's very obvious your focus was on telling a story. The issue is that's not my thing, and I also think this is not the right game for it. You're trying to make it do things it was never designed to, so it feels clunky. I think the game shines best in a smaller map with some backstory and little touches in the mission, like notes one character leaves for another. Here, it feels like I'm being pulled along from place to place, having to go back where enemies have artificially respawned, with locked doors everywhere, JUST to further the story, not to give me an interesting challenge. And in terms of story, it's the same thing we see all the time: Pagans are the poor, downtrodden, nice people, and the Builders, are the heartless monsters. Yawn. I don't get how the gargoyle switch works in that guy's office, even after having read your explanation. I don't even understand what the situation is supposed to be. The gargoyle looks like it's locked inside a glass case, and therefore you want to get that glass case open. The note says the gargoyle switch is behind the downstairs desk. Downstairs from this note, there is no desk. And the note calls it the "gargoyle switch", which implies it's a switch for the gargoyle, not that the gargoyle itself is a switch. It's confusing for no good reason. Random notes: Boring name, as others have mentioned. A cursive font in letters is annoying to read. Loud music and sound effects are not fun, it just hurts the player's ears. The map is a screenshot. That ruins immersion. The light issues have been covered. For me, it never felt like I was in shadows, as opposed to other missions. Almost everything looks pretty brightly lit. I saw someone mentioning rope arrows are pointless, and I agree. You asked how that player could have made it past something without using one; well, I haven't used it either. You can just mantle. Of course, that's not an issue in itself. There's not reason to cry "I'm getting review bombed" when people are just giving their opinion.
  7. I havent tried in 2.11 yet but I will. Just an update on this. For now I think I fixed it by: - Addressing most of the warning in the log above. Outside common errors like some missing textures and such that are part of the core. - Made sure to give my parallel lights "parallelSky " "1" spawnarg. - Deleted my .aas files and rebuilt them - Dmapped the entire thing Right now I am not getting the load error . It's a very hard problem to nail down because the console isn't giving a specific script name that it's getting hung up on (if that is even the issue similar to Amadeus's problem) AND I am actively working on the mission, creating new errors, fixing other broken things. ect. Its definitely something I fear will pop back up in beta testing though
  8. So, that's how it was explained to me. Even though it seems counter intuitive, using Direct X maps has worked for me. I was recently trying to import a bunch of textures from Polyhaven.com (they offer both OpenGL and directX normalmaps) and I used the OpenGL version at first, but when I put it in-game there was an inverted green channel. I then used the directX version and the normalmap worked just fine I'm happy to be corrected on any of this though. Maybe Polyhaven does something different with their normals, or I'm doing something wrong
  9. 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.
  10. Ah, pity I wasn't reading the forums back in February. I'm fond of that game, along with Bugbear's other early title, Rally Trophy. I was never too good at FlatOut, but it was always a hoot to play.
  11. Yes, I would like to find out what the issue is even if the ultimate decision is to use a different library in future. So far I have established that this line in Game.cpp is apparently working (no exception is thrown): // Import the game file into the registry GlobalRegistry().import(fullPath, "", Registry::treeStandard); but this (and any subsequent attempt to getKeyValue) then fails: // Get the engine path _enginePath = getKeyValue(enginePath); I can only think of two hypotheses: It's a timing issue or race condition: the import call is returning but something in libxml2 has not "finalised" the tree so it isn't ready to do XPath queries yet. I don't think there is any asynchronous or threaded code in the libxml2 API but who knows. There's something different about how XPath queries need to be formatted after merging. E.g. perhaps "//game" no longer works, and it has to have some other prefix. Further debugging is therefore needed. Edit: OK, there's definitely something weird going on with encodings. Adding a Registry::dump call into the Game constructor gives me output like this: output error : string is not in UTF-8 output error : string is not in UTF-8 eCrosshairs" ="mU" ���mU="SHIFT"/>< ="ToggleGrid" ="(&#xB3;R"/>< ="ToggleView" ="U" ���mU="SHIFT+CONTROL"/>< ="NextView" ="" ���mU="CONTROL"/>< ="ZoomIn" ="Delete"/>< ="ZoomOut" ="Insert"/>< ="CenterXYViews" ="" ���mU="CONTROL+SHIFT"/>< ="CenterXYView" ="" ���mU="CONTROL+ALT"/>< ="ToggleCubicClip" ="" ���mU="SHIFT"/>< ="ToggleCamera" ="U" ���mU="SHIFT+CONTROL"/>< ="TogTexLock" ="" ���mU="SHIFT"/>< ="DragVertices" ="U"/>< ="DragEdges" =""/>< ="DragFaces" =""/>< ="ToggleSelectionFocus" ="" ���mU="CONTROL"/>< ="ThickenPatchDialog" ="" ���mU="CONTROL"/>< ="ToggleShowAllLightRadii" ="" ���mU="CONTROL+SHIFT+ALT"/>< ="ToggleClipper" ="mU"/>< ="MouseTranslate" =""/>< ="MouseRotate" =""/>< ="MouseDrag" =""/>< ="NewOrthoView" ="" ���mU="CONTROL+ALT"/>< ="SetGrid0.125" ="" ���mU=""/>< ="SetGrid0.25" ="" ���mU=""/>< ="SetGrid0.5" ="" ���mU=""/>< ="SetGrid1" ="" ���mU=""/>< ="SetGrid2" ="U" ���mU=""/>< ="SetGrid4" ="" ���mU=""/>< ="SetGrid8" ="" ���mU=""/>< ="SetGrid16" ="" ���mU=""/>< ="SetGrid32" ="" ���mU=""/>< ="SetGrid64" ="" ���mU=""/>< ="SetGrid128" ="" ���mU=""/>< ="SetGrid256" ="" ���mU=""/>< ="ToggleTextureTool" ="" ���mU="CONTROL+ALT"/>< ="ToggleMainControl_TextureTool" ="" ���mU="CONTROL+ALT+SHIFT"/>< ="NormaliseTexture" ="" ���mU=""/>< ="TexToolGridUp" ="plus" ���mU="SHIFT"/>< ="TexToolGridDown" ="minus" ���mU="SHIFT"/>< ="TexToolMergeItems" ="" ���mU="Y&#x11D;mU"/>< ="GroupCycleBackward" ="ISO_Left_Tab" ���mU="SHIFT"/>< ="GroupCycleForward" ="" ���mU=""/>< ="RevertToWorldspawn" ="" ���mU="SHIFT"/>< ="SavePosition1" ="" ���mU="CONTROL+ALT"/>< ="SavePosition10" ="(&#xB3;R" ���mU="CONTROL+ALT"/>< ="SavePosition2" ="U" ���mU="CONTROL+ALT"/>< ="SavePosition3" ="" ���mU="CONTROL+ALT"/>< ="SavePosition4" ="" ���mU="CONTROL+ALT"/>< ="SavePosition5" ="" ���mU="CONTROL+ALT"/>< ="SavePosition6" ="" ���mU="CONTROL+ALT"/>< ="SavePosition7" ="" ���mU="CONTROL+ALT"/>< ="SavePosition8" ="" ���mU="CONTROL+ALT"/>< ="SavePosition9" ="" ���mU="CONTROL+ALT"/>< ="LoadPosition1" ="" ���mU="Y&#x11D;mU"/>< ="LoadPosition10" ="(&#xB3;R" ���mU="Y&#x11D;mU"/>< ="LoadPosition2" ="U" ���mU="Y&#x11D;mU"/>< ="LoadPosition3" ="" ���mU="Y&#x11D;mU"/>< ="LoadPosition4" ="" ���mU="Y&#x11D;mU"/>< ="LoadPosition5" ="" ���mU="Y&#x11D;mU"/>< ="LoadPosition6" ="" ���mU="Y&#x11D;mU"/>< ="LoadPosition7" ="" ���mU="Y&#x11D;mU"/>< ="LoadPosition8" ="" ���mU="Y&#x11D;mU"/>< ="LoadPosition9" ="" ���mU="Y&#x11D;mU"/>< ="ToggleOrthoBackgroundPanel" ="U" ���mU="Y&#x11D;mU"/>< ="ToggleRotationPivot" ="" ���mU="CONTROL"/>< ="ToggleAasVisualisationPanel" ="" ���mU="CONTROL+SHIFT"/>< ="GroupSelected" ="" ���mU="CONTROL+SHIFT"/>< ="UngroupSelected" ="" ���mU="CONTROL+SHIFT"/></mU><> Whereas with xmlParseFile there are no weird characters and the output just looks like properly formatted XML. I wonder if we have some nonstandard characters in our XML files for some reason.
  12. I'm returning to continue my work, and this silly problem eludes me. Thanks for your help!
  13. Thief 4 has been confirmed for shit. Its now up to TDM to be the real Thief successor. I'm so fucking depressed after seeing these videos. My favorite activity has been taken over by retarded fratboys and feminists. All challenge is gone. Stealth is fucking dead, takedowns, getting fucking XP for shooting someone in the head, incredibly simplified ui and light gem for idiots, AI is shit and takes eternity to spot you. So fucking bad. This game is garbage, and I'm so sad to see Looking Glass's memory dishonored (see what I did there) with this abomination. Oh and its unmoddable, confirmed by devs. I bet it has dishonoreds problem in that all the toys and tools and xp upgrades and whatever the fuck are all aimed at killing people, which is useless in a stealth game. This isn't a stealth game, its a killing game made for retard cod fanboys who just HAVE to see things die. This isn't Thief. The fucking gold you steal isn't even used for anything. Theres no store where you buy equipment, you are just given a set of shit at the start of each 'mission'. I'm so disappointed I'm at a loss for words.
  14. yes, I can see what I need to do but can't accomplish it. I can't drop the item from inventory, it can't be used on plates or anything in the area... updated to 2.12 and got it to work. might have also been user error
  15. Well, I actually found that initial folder in the HiRes SVN repo. This is different from the TDM assets repo as it has a bunch of source files for textures, fonts, etc, but they aren't really game-ready assets. This is where I found the tga image files for the fonts I thought you were looking for. I haven't uploaded Tels folder yet, but I was thinking of uploading them in the HiRes SVN repo, just for the sake of backing it up
  16. Well, I disagree. I play this game for the features it offers, not the features some mission author thinks he has to change to his personal favor. And, frankly, some of the more current missions offer too much of that "I think this works better" feature change. For example, the sounds some missions introduce add nothing over the original sounds, but are rather worse in my opinion.
  17. Again, that's not the point, The point is that the game is all over the place, if every mission feels and plays different. If you want that, hey. But, in my opinion, that's a big mistake.
  18. Well that doesn't mean that everyone is d'accord with all the gameplay choices he made in these missions, does it? All I can say is that I never got the impression here or elsewhere that there are issues with the weapon behavior in TDM. Maybe apart from the blackjacking, which has been a controversial topic in the past. I can only repeat myself in arguing that the big problem is the uniformity of essential gameplay elements. The game just doesn't feel coherent, if every FM author changes important gameplay dynamics, and it makes it difficult and frustrating, not just for beginners.
  19. I hope you didn't forget the (controversial) discussion about his implementation of a Resident Evil style save room in Hazard Pay. Or the change to the arrows, which one head shot zombies. These changes are anything but commonly accepted and wanted. Rather something he implemented, because he thought it was a good idea. Which is fair enough, but, it unfortunately leads to the lack of uniformity that I was talking about, when every FM author thinks he has to reinvent the wheel. Especially new players can't get used to how the game, weapons and enemies behave, if the behavior is different in every FM.
  20. If you did not delete the contents of the directory where you installed TDM with tdm_installer, all the log files should be there. Their filenames are suffixed with data&time, so they can only be removed manually. If you find them, you can just share all of them, I'll find the error in the logs.
  21. Is that a crash to desktop without error?
  22. Uploaded with ImageShack.us Infiltrate a keep and steal information. Took me a while to finnish this one, motivation comes and goes! I would like to thank nbohr1more and Pranqster for helping me test the mission and help sort out any problems. Bikerdude for fixing a lighting error. nbohr1more also made the awesome font for the preview att the missions section! And last but no least The Dark Mod team for making all of this possible! All your hard work is much appreciated! Errors and other dissapointing stuff No map Sitting ai will sometimes sit midair if alerted Sleeping ai might also sleep midair if alerted. Crouching on the balcony with your light on may/will cause fps to drop. No title on loading screen (Prefer it that way) Tell me if you spot anymore and i will update. Enjoy http://www.thedarkmo...ndetails/?id=56 http://www.gamefront...ftheo__2__2.pk4 http://www.4shared.c...theo__2__2.html /Theo
  23. You might get some results if you set "seta logfile" "2" in your darkmod.cfg, then look at the resulting file in your project folder. I have experienced a very similar issue on a very large map, which I haven't solved yet. If I try to quick load, I don't get a crash, but the map doesn't load and I get an error:
  24. Well, I don't know about adding new difficulties, that seems like a lot of work. A hack way of getting the same effect, and which I use, is to create a simple .cfg file with the required changes and then execute it in-game (e.g. a text file called brutal.cfg then, in-game "exec brutal"). You could redefine the modifiers for, say, the hardcore difficulty, which are usually tdm_ai_hearing_hardcore "1.5" & tdm_ai_vision_hardcore "1.005" to something higher, although I don't know if they are capped or how to interpret those values. There are other cvars that might be useful, but I have never tried them. tdm_ai_sndvol seems useful. You'd have to test the changes in-game, probably in the Sound & Blackjacking map. For this, there are some very useful commands to see the sound direction, propagation, and values, but I can't remember them right now. There's an important caveat here, and why messing around with this stuff should be done at your own risk. I have found that some cvars go back to their default values as soon as you load or die, while others seem to stick around. Modifiers to the player's height (like pm_normalviewheight), revert to default if you load, but modifiers to the player's speed (pm_walkspeed) don't. And I know this because I have a .cfg file named halfling.cfg, and you can imagine what it does. To avoid this, I have a "default" cfg to restore the game to the normal values if (or when) something goes wrong (it's basically a copy of the Darkmod.cfg, but with a different name, and I only use it for this purpose.)
  25. ok so after getting myself a rtx 3070 im left with a bit of a wonder about all the fud on the net. elitist users claim the 3070 cant do 4k (debunked it handles 4k just fine but you need to lower the texture resolution in some titles to not overshoot the frankly rather low amount of vram -> 8 gb). some back and forth on the 2080ti some claim that the 3070 is faster while others claim the 2080ti is. (from my own experience the 2080ti is a bit faster in 4k while the 3070 is a bit faster in lower resolutions). if you play exclusively in 4k go for the 2080ti -> reason it has more vram 11gb vs 8gb this might not sound like a huge deal but the extra 3gb helps a lot with ultra high texture resolutions. debunked (claims that the 3070 uses newer dlss features, it does not. the 2080ti supports the exact same dlss features that the 3070 does, it even supports dlss 3 minus the framegen feature. some claims the 3070 uses newer tensor cores which are faster, well is they are i dont see it... the 2080 ti has 4 times the amount of tensor cores compared to the 3070 while the 3070 has around 1000 more cuda cores hmm ???). the real reason i think the 3070 got so popular is that it delivered close to the same performance of the insanely overpriced 2080ti, i cant fault people for that choice but i would like some realism in the comparison and not something based on just the price. the 2080ti was a highend card back when it was new while the 3070 is a mid range card at half the price of the 2080ti with at least comparable performance but lacks enough vram to play all titles at 4k with everything cranked to the max. playing hzd forbidden west on the 3070 atm in 4k with everything on max except texture resolution which i have on high and i get > 80 fps with the framegen mod and around 45 fps without it (dlss is flaky in this game though), the 2080ti in the same game in 4k gets around 100 fps with the framegen mod and 55 fps without it with texture resolution at the highest setting).
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