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  1. I don't recall a system for noise masking. It sounds like it'd be a good idea, but when you get into the details you realize it'd be complicated to implement. It's not only noise that that goes into it, I think. E.g., a high register can cut through even a loud but low register rumble. And it's not like the .wav file even has data on the register of what it's playing. So either you have to add meta-data (which is insane), or you have to have a system to literally check pitch on the .wav data and paramaterize it in time to know when it's going to cut through what other parameters from other sounds. For that matter, it doesn't even have the data on the loudness either, so you'd have to get that off the file too and time the peaks with the "simultaneous" moment at arbitrary places in every other sound file correctly. And then position is going to matter independently for each AI. So it's not like you can have one computation that works the same for all AI. You'd have to compute the masking level for each one, and then you get into the expense you're mentioning. I know there was a long discussion about it in the internal forums, and probably on the public subforums too, but it's been so long ago now I can't even remember the gist of them. Anyway the main issue is I don't know if you'll find a champion that wants to work on it. But if you're really curious to see how it might work, you could always try your hand at coding & implementing it. Nothing beats a good demo to test an idea in action. And there's no better way to learn how to code than a little project like that. I always encourage people to try to implement an idea they have, whether or not it may be a good idea, just because it shows the power of an open source game. We fans can try anything we want and see if it works!
  2. I'm using the version from kcghost. I just tested and I can't see any difference inside the inventory. On the stats itself it doesn't show the different loot types (still seen in the inventory), but instead gives more info on stealth score. Edit: I see Dragofer made an updated version of his script. I have to check that out. Edit2: That version works: https://forums.thedarkmod.com/applications/core/interface/file/attachment.php?id=21272&key=02755164a3bed10498683771fe9a0453
  3. I looked but didn't see this video posted in these forums. It's pretty cool.
  4. It wasn't a "sacrifice", it was a deliberate decision. People wanted the game to be as close as possible to the original, including pixelated graphics. If you ask me, the former version based on the Unity engine looked and felt better. But, hey... I guess I'm not the right person to judge that, as I never played the original, and always found that the art style of System Shock 2 is much better anyway. This also illustrates the issue with community funded games: Too many cooks spoil the broth. In game design, you need freedom, not thousands of people who want you to do this and this and that. Just take a look at the Steam forums and see how all those wimps complain again about everything. Hopeless.
  5. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
  6. What I understood is that the idea of TDM was born from that it was unclear if T3 would get a level editor at the time. Source: https://web.archive.org/web/20050218173856/http://evilavatar.com/forums/showthread.php?t=268
  7. This one is really essential: https://www.ttlg.com/forums/showthread.php?t=138607 Should work fine with the GOG version.
  8. https://www.ttlg.com/forums/showthread.php?t=152224 There is a new mapping contest over on TTLG for the Thief: Deadly Shadows 20th Anniversary and the organizers were kind enough to include The Dark Mod along with all of the Thief games as an options for making a mission to submit as an entry. The deadline is a year from yesterday and the rules are pretty open. I recommend going to the original thread for the details but I will summarize here: Rules: - The mission(s) can be for Thief 1, Thief 2, Deadly Shadows or The Dark Mod. - Collaborations are allowed. - Contestants can use any custom resource they want, though TDM cannot use the Deadly Shadows resource pack. - Contestants can submit more than one mission. - Contestants can enter anonymously. - The mission(s) can be of any size. Using prefabs is allowed but the idea is this is a new mission and starting from an abandoned map or importing large areas from other maps is not allowed. Naturally this is on the honor system as we have no way of validating. Mission themes and contents: There is no requirement from a theme or story viewpoint, however contestants might consider that many players may expect or prefer missions to be celebratory of Thief: Deadly Shadows in this respect: castles, manors, museums, ruins inhabited by Pagans and the like, with a balance of magic versus technology. This is entirely up to the authors, though, to follow or not - it is just mentioned here as an FYI and, while individual voters may of course choose to vote higher or lower based on this on their own, it will not be a criteria used explicitly in voting or scoring. Deadline: May 25th, 2024 at 23:59 Pacific Time. See the TTLG thread for details on submissions and the voting process. Provided I can make the deadline I hope to participate. It would be nice to see the entire community do something together, and expressing our complicated relationship with this divisive game seems as good a pretext as any.
  9. Thanks, Dragofer. Implementing such UI facelift is fairly easy to do with zero risk of breaking anything. Target files: game/Objectives/MissionData.cpp (source) guis/mainmenu_success.gui (pk4) strings/*.lang (pk4) - Optional? Unfortunately there is little I can do on my own (mod) since this part of the source code is structured in an awkwardly linear, uncontrolled and strict way. If there ever is an initiative to seriously discuss improvements and come up with suggestions and mock ups, count me in. Let's just make sure someone is available and willing to commit changes of MissionData.cpp. Cheers!
  10. Thanks for playing and the kind feedback re: the bugs: the brew tank is a new one - thanks for that. Will add it to the list for any future update. the bow: I think that's a TDM bug. I experienced it as well, but only the early days of developing the mission so I thought it had gone away, but I guess not: https://forums.thedarkmod.com/index.php?/topic/21345-210-crashes-may-be-bow-frontend-acceleration-related/ the keys on the guard: never did get to the bottom of that one as I could never reproduce it.
  11. Thanks! Hint for the safe code here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=485264 Actually, it's probably time I added these hints to the original post....
  12. I never realised Bill Gates was a member of these forums. Welcome to the community! I hope you enjoy The Dark Mod. Perhaps your Foundation could help pay for the server hosting or fund the development of some new features?
  13. OK this is a bit frustrating. I'm on version 2.11 (technically 2.11a) and not only is the inventory image for the "Map of Highborough" item black but the map itself is also black. Have I screwed up something here? EDIT: Did some debugging. I did a condump looking for issues and found this: ----- idImageManager::EndLevelLoad ----- WARNING:Couldn't load image: font [map entity: func_static_29] [model: models/map_specific/symbols/H.ase] [decl: font in <implicit file>] [image: font] WARNING:Couldn't load image: guis/assets/game_maps/map_of_icon [map entity: atdm_map_of_1] [decl: guis/assets/game_maps/map_of_icon in <implicit file>] [image: guis/assets/game_maps/map_of_icon] WARNING:Couldn't load image: guis/assets/game_maps/map_of [map entity: atdm_map_of_1] [decl: atdm:map_of in def/tdm_shopitems.def] [window: Desktop] [window: background_map] [decl: guis/assets/game_maps/map_of in <implicit file>] [image: guis/assets/game_maps/map_of] 0 purged from previous 194 kept from previous 2679 new loaded all images loaded in 6.8 seconds --------------------------------------- I opened the highex.pk4 file for examination. The game is trying to load the map images in guis/assets/game_maps, but it appears the PK4 has the actual location of guis\assets\game_maps\guis\assets\game_maps. There's a second level of directories added for some reason.
  14. That's because this mission overrides mainmenu_briefing.gui and it does exactly that: /*************************************************************************** * * The "Back" Button * **************************************************************************/ windowDef BriefingNewGameButton { rect POS_BRIEFING_MAIN_MENU_BUTTON matcolor 1, 1, 1, 1 background "guis/assets/mainmenu/buttons_start/back" visible 1 } windowDef BriefingNewGameButtonH onAction { set "cmd" "play sound/meta/menu/mnu_select;"; // Switch to the mod menu set "gui::targetmode" MM_STATE_MOD_SELECT; resetTime "MainMenuModeSelect" 0; } } This file was written before The Great Main Menu Refactoring, so it uses explicit state names. The correct modern approach would be to set "gui::targetmode" MM_STATE_BACKWARD, which would cause engine to look what is considered previous in builtin tables, and hopefully move to main menu. Also, this file was written before the change related to start mission / install mission. At that moment, current mission was started from mission selection screen, so this custom gui redirects to that screen instead of just main menu.
  15. I would definitely love to see something like this. It would be a great way to write a cliffhanger or lead-in to a subsequent FM, and I would have used this for A Good Neighbor were it an option at the time. Ideally, it should also allow for custom music to be played; different from the music played during the briefing And yeah, when it comes to GUIs, simplicity is always best. These suckers are complicated and I have spent way too much time lately diving into these.
  16. Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange)
  17. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
  18. 1. Do you have any non-"tdm_" pk4 files in your root TDM directory? 2. Do you have any files in "dds/guis/assets/game_maps/"?
  19. You can try my alternative footstep sounds package which addressed the things you described together with a lot of other footstep sounds both for player and AI if you want to. https://forums.thedarkmod.com/index.php?/topic/17631-new-footstep-sounds/
  20. Mods can this moved again? @Acolytesix- can you make sure you post in the beta thread instead of this one please (this one is public, the beta thread is only for logged-in forum members): https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/
  21. sure - I would only ask that you follow the thread to make sure you don't report stuff that has already been mentioned: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/
  22. heh i was thinking the same though it might just have been a glitch when writing the names are pretty similar. But for correctness it is called the dark engine and the newer version that allows us to run these beauties on win10/11 is called newdark. newdark is kinda interresting as it just suddenly popped up on a french forum some time ago by an anonymous developer with the alias le corbeau who allegedly got his hands on the original source code and started updating it for modern OS. this was the original thread i believe -> https://www.ttlg.com/forums/showthread.php?t=140085 bikerdude was on that forum to when the patch hit i noticed hehe.
  23. Okay, I had no idea, I have googled it up now and you are right, to my own surprise. Done, I´ve put some paragraphs which were previously not in spoiler tags into spoilers.
  24. Thebigh is right. The pronunciation tripped me up too, but that is apparently how Leicester is pronounced. Also @TarhielI'm glad you are loving the FM but do you mind putting spoiler tags on your post please
  25. Hum I think I see the problem. Btw If you haven't, I recommend that you read the gui documentation in TDM wiki, may give you better advice than me. I think the problem is that grayman "gui::startSelect" is handled by the engine c++ code, thought another gui file (if any), this is because gui:: vars aren't global to all guis, they are "baked" in the gui they are defined, meaning you can't just reuse them in any other gui file as is.
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