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  1. tdm_show_viewpos cvar and screenshot_viewpos command: https://forums.thedarkmod.com/index.php?/topic/22310-212-viewpos-on-player-hud-and-screenshots/
  2. There probably was something like that in the distant past but not anymore. New messages replace old messages instantly. I did notice this long ago and I agree the timing is so on the edge that the final implementation is at times more irritating than useful. Fortunately this can be easily changed: guis\tdm_inv.gui (time increased by 600ms in this example) windowDef InventoryPickUpMessage { rect 0,420-(20*(S5-1)+32*(S4-1)+14*(S3-1)),640,20*S5 textalign 1 // center text "gui::InventoryPickUpMessageText" font "fonts/carleton" forecolor 1,1,1,0.6 visible 1 textscale 0.25*S5 onTime 0 { set "gui::HasInventoryPickUpMessage" "1"; transition "forecolor" "1 1 1 0" "1 1 1 0.6" 50; } // onTime 700 { onTime 1300 { transition "forecolor" "1 1 1 0.6" "1 1 1 0" 500; } // onTime 1200 { onTime 1800 { // Signal that we are done here set "gui::HasInventoryPickUpMessage" "0"; set "InventoryPickUpMessage::visible" "0"; } }
  3. It might be possible, but the thing to realise is that for readables the text that is displayed in the readable's gui is set by the script tdm_readables.script. This, amongst other things. extracts each page from the xdata item and sets the corresponding items in the gui. The briefing text is similar but in this case the xdata item is read by the C++ code which then sets the BriefingText item. In other words, guis know nothing about xdata.
  4. 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.
  5. What all this tells me is that the training mission needs a serious overhaul. In places it ought to use GUIs rather than static books to give instructions. For example, in the area where you KO the patrolling Builder so you can learn to stash bodies, blackjacking him should trigger a GUI message then and there saying something like, "Highlight and frob the Builder to drag him around, or press ENTER to shoulder him"
  6. 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.
  7. 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!
  8. 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
  9. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
  10. A Problem Arises I've paused subtitling of the Lady02 vocal set, because of a problem with the voice clips described here: https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/&do=findComment&comment=490151 While a way forward is being determined, I'll work on a different vocal set. Maybe manbeast, for which Kingsal just provided me the voice script.
  11. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  12. So about the newspaper GUIs: How do I fix them? (I'm talking about these four warnings for each newspaper in the map: WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgeport01.gui: a transition does not have a valid destination var leftPageCurl::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgeport01.gui: a transition does not have a valid destination var rightPageCurl::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgeport01.gui: a transition does not have a valid destination var leftPageCurl::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgeport01.gui: a transition does not have a valid destination var rightPageCurl::matcolor ) I figure they're packed in some .pk4 file, which I don't know how to unpack, but I figure that instead of doing that, smart languages will usually let you replace a piece of scripting by writing a script outside the packed file, which will replace just that part. ...but since I can't look at the newspaper GUI scripts, I don't know what to write. ...and I don't know why this "bug" has been around for at least four years either. Come on, devs, just add the vars...
  13. After some further research, it really seems to be caused by the inbuilt trigger behaviour for any entity that has a "gui" spawnarg. I created a random func_static, gave it a valid "gui" spawnarg and triggered it twice which resulted in flashing a blank parchment for a frame (after some reloading). So it's unlikely the fault is with the scriptobject.. The question is: does any entity in any map rely on this inbuilt "gui" behaviour? If no we can just remove TriggerGUIs from idEntity::Activate. Do we have a way to extract all entities from all released maps that have a "gui" spawnarg? Edit: extracted all existing "gui" spawnargs from released maps, removed duplicates and removed those that contain words like "message", "map", "text" etc. in order to look for potential non-message GUIs. I looked up the remaining 32 entries in their respective maps to check what kind of entities they're given to with the following results: Turns out that quite a few of these entities (i.e. the func_statics) rely on TriggerCall being part of the base idEntity::Activate method in order to call up their GUIs. So it's not some forgotten legacy code we can remove. We could add a custom spawnarg to the entityDef for atdm:gui_message to disable this behaviour for them - no FM overrides this entityDef, btw, so it'll apply to all FMs - but it won't fix other entities that call GUIs and don't have this spawnarg.
  14. FONT NOTE: Starting with this test FM, to improve readability, the Carleton subtitle is compressed in width to 75% of its size in previous test FMs. The backing field is similarly reduced in width. These are implemented in the FM's custom-override guis/tdm_subtitles_common.gui. If desired, you may copy that file to previous test FMs to propagate the change. The subtitles for The Lady (aka Noblewoman) vocal set are now available: testSubtitlesLady.pk4 The wiki's "Vocal script: Lady" suggests these traits: As usual, the testing FM serves as the vehicle to provide these subtitles for eventual incorporation into TDM. Statistics In file fm_root.subs there are 243 "inline" subtitles, including: 37 with an explicit linebreak, intending 2 lines 206 without 17 of the inlines have explicit duration extensions, as follows: 11 from 0.25 to 0.49, for 17 cps presentation rate 6 capped at 0.50 seconds, for 17-20 cps none with more than 0.50 seconds There are 2 SRTs, each with 2 messages that respectively indicate start and end of singing/humming. No duration extension was needed, and none of the 4 messages contained a linebreak. In all, in this vocal set captioning, there are 245 voice clips with subtitles, showing 247 messages. Corresponding Excel File LadySubtitles.xlsx This is based on Version 5 of the Excel Template for TDM bark subtitles, which was also featured in the preceding work for Average Jack, The Pro, The Maiden, The Grumbler, and The Mature Builder.
  15. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  16. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  17. I loved it. Awesome game. I faceplanted at the people who asked for quest markers in the Steam forums there... Herr, lass Hirn regnen. The game is so great, and so true to the original, because it doesn't hold your hand. When is the new breed of gamers gonna learn.
  18. 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.
  19. I think the overlay system was designed to work with the player entity (HUD, effects, etc.), hence the name. It was implemented on the generic entity level, so it replaced the older system for all the entities. That's what I could figure out in the little time; it has been ages since I've touched that code and if I recall correctly, I didn't implement it myself, maybe it's been Ishtvan. I think, yes, since the "gui", "gui2", "gui3" spawnargs are processed before any script or game code has a chance to load any additional GUIs and reserve these [1..3] handles. A workaround to not hardcoding the handle might be 1) use the script loop you wrote to find out what handle it has been assigned or 2) load the GUI by the script itself using me.setGui("guis/test.gui") and store the handle somewhere (either a script object field or the "me" func_static entity). I know how you feel, weird GUI syntax is weird. I remember having my own fill of figuring out the GUI quirks back when we didn't have any sources to check. The GUI parser also chokes if no onTime block is present after the "float vis" declaration (without semicolon), claims about running into "unexpected end of file". It seems almost everybody hates working with GUIs, but after you've sunk in you'll find can do a lot and there are some really powerful features in there. The logging only works for the main menu GUI, which I assume is where you got that part from. The main menu GUI has special support in the C++ code, in idGameLocal::HandleMainMenuCommand or something like that. IIRC this method was the only place I could connect to the main menu GUI and implement things like the Mission Download GUI (in the days of closed source). set cmd "log" was one of the crucial things I needed for debugging stuff. You can look at the main menu to learn, but some things cannot be applied to regular player or entity GUIs, especially the set "cmd" trickery.
  20. Horror themed fan mission - exploration of seemingly deserted keep in the middle of swamps. Spiders, undead, darkness. ----------------------------------------------------------------------------------------------------------------------------- This is the story about the fate of my family. My uncle, Ralph Mac Roberts, is the baron of a keep nestled deep within the Rahenaen marshes. It was once an important outpost tasked with guarding one of the few Builder roads that cross the marsh, but after the Inventor`s Guild built a system of nearby dams that flooded the whole land, the road closed and there was no longer anything to watch over anymore. The keep itself needed reinforcement against the raising water level and the trade routes become almost impassable, not only for the carriages but for lone couriers as well. There hadn`t been any messages coming from the keep for over a year and my father was about to assemble a caravan so he could go on an expedition to the keep himself. However, in the middle of the night before he was set to leave, a carrier pigeon landed on his windowsill. My father received the letter and read the apologies from my uncle and his family, excusing their long absence. As a way to make reparations for their extended silence, my uncle invited me to the keep to stay there for a fortnight or so. My uncle had instructed me to leave my horse three leagues away from the keep by the nearest charcoal burning hut and hike the remainder of the road on foot, as the trek through the marsh is treacherous for horses. The weather will be awful this time of year, but my father insists that I should go anyways to ensure that our relatives are okay. These plains become dreadfully deserted - to the point where you more expect to meet the dead than the living. And by the way - I think I`m lost. ----------------------------------------------------------------------------------------------------------------------------- Download link: https://1drv.ms/u/s!Aj1DVS465udZgVkXteBbr6cUxdPH Thanks: to the TDM team for great tools, and all the contributors for their assets, to betatesters: Amadeus, Bienie, Boiler's_hiss, Dragofer, Filizitas, Judith, nbohr1more, s.urfer, again to Amadeus for proofreading and text tweaks, and to all the players for their time! Few screenshots: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=434716 http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=429558 http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing/?p=434507 Enjoy! Walk-through !major spoilers! Finding a way across the marsh area: Getting inside: Bed objective: Light sources: Maps: Enemies: Room objective: Hut objective: Sealed objective: Gold: Key: Bodies:
  21. Edit: This mission has been updated to fix this. Thanks @nbohr1more! Yes, see the following post. Use a ZIP utility to extract the def/tdm_shopitems.def file from tdm_defs01.pk4. Copy that file to darkmod/fms/fever_<verson>/def/tdm_shopitems.def. Edit that file. Replace this line: "inv_icon" "guis/assets/game_maps/map_of" With this line: "inv_icon" "guis/assets/game_maps/map_of_icon.tga" Note: Because this is a def file, you'll need to restart the mission to see the changes. A saved game will have the previous def values.
  22. 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!
  23. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  24. Good work! I enjoy short missions because things are nice and focused - you get in, you get out. Also I tend to do better with the loot amounts and I was able to get all the loot without too much trouble, which is rare for me. If I were to make a suggestion though - I found the intro briefing sequence a bit distracting because it was so obvious the narration was pitch-shifted to make a deeper voice. If you felt the original voice wasn't deep enough for your needs, I would either get someone on the forums to record it for you or just leave as is. That's my only real complaint and it's not even about the mission itself, so pretty good first start!
  25. 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)
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