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  1. 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:
  2. 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.
  3. 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.
  4. Bumping this thread. Similar circumstances; I set key bindings in the game, play for a bit, then quit. When I come back, they're all mixed up in some layout that I've never seen. Here's the diff of the keybinds, before and after starting the game again: # diff DarkmodKeybinds.cfg DarkmodKeybinds\ \(copy\).cfg 5,7d4 < bind "APOSTROPHE" "_impulse44" < bind "w" "_impulse45" < bind "v" "_forward" 18,19c15,16 < bind "SEMICOLON" "_impulse0" < bind "]" "_impulse47" --- > bind "SEMICOLON" "inventory_use '#str_02396'" > bind "]" "_impulse49" 21,30c18,28 < bind "=" "_impulse49" < bind "j" "inventory_hotkey '#str_02397'" < bind "e" "_impulse23" < bind "." "_back" < bind "u" "inventory_cycle_group '#str_02392'" < bind "d" "inventory_hotkey '#str_02397'" < bind "c" "_impulse30" < bind "h" "_impulse23" < bind "t" "_impulse24" < bind "n" "inventory_use '#str_02395'" --- > bind "=" "_impulse47" > bind "x" "_impulse52" > bind "j" "_impulse23" > bind "e" "_back" > bind "." "_forward" > bind "u" "_moveRight" > bind "i" "_impulse30" > bind "d" "_impulse23" > bind "c" "inventory_hotkey '#str_02397'" > bind "h" "inventory_hotkey '#str_02397'" > bind "n" "_impulse46" 32d29 < bind "b" "_impulse46" 34,39c31,40 < bind "l" "_impulse46" < bind "'" "inventory_cycle_group '#str_02389'" < bind "p" "_moveLeft" < bind "g" "_moveRight" < bind "q" "_impulse52" < bind "f" "_impulse24" --- > bind "l" "inventory_use '#str_02395'" > bind "'" "_impulse44" > bind "p" "_impulse46" > bind "o" "_moveLeft" > bind "y" "_impulse24" > bind "k" "_impulse24" > bind "," "_impulse45" > bind "q" "inventory_cycle_group '#str_02389'" > bind "f" "inventory_cycle_group '#str_02392'" > bind ";" "_impulse0" And the qconsole.log: log file 'qconsole.log' opened on Mon Dec 21 14:36:08 2020 execing DarkmodKeybinds.cfg Couldn't exec autoexec.cfg - file does not exist. I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1274 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. ----- Initializing OpenAL ----- Setup OpenAL device and context OpenAL: found device 'ALSA Default' OpenAL: found device 'HDA Intel PCH, ALC257 Analog (CARD=PCH,DEV=0)' OpenAL: found device 'HDA NVidia, HDMI 0 (CARD=NVidia,DEV=3)' OpenAL: found device 'HDA NVidia, HDMI 1 (CARD=NVidia,DEV=7)' OpenAL: found device 'HDA NVidia, HDMI 2 (CARD=NVidia,DEV=8)' OpenAL: found device 'HDA NVidia, HDMI 3 (CARD=NVidia,DEV=9)' OpenAL: found device 'HDA NVidia, HDMI 4 (CARD=NVidia,DEV=10)' OpenAL: found device 'HDA NVidia, HDMI 5 (CARD=NVidia,DEV=11)' OpenAL: using 'OpenAL Soft' OpenAL: HRTF is available OpenAL vendor: OpenAL Community OpenAL renderer: OpenAL Soft OpenAL version: 1.1 ALSOFT 1.19.1 OpenAL: found EFX extension OpenAL: HRTF is enabled (reason: 1 = ALC_HRTF_ENABLED_SOFT) OpenAL: found 256 hardware voices ----- Initializing OpenGL ----- Setup X display connection Using screen 0 of 0x6553020 display Initializing OpenGL display Using XFree86-VidModeExtension Version 2.2 Free86-VidModeExtension Activated at 1920x1080 Chosen visual: 0x024 ...creating GL context: core-fc ...initializing QGL ------- Input Initialization ------- XKB extension: compile time 0x1:0x0, runtime 0x1:0x0: OK XKB extension present on server ( 0x1:0x0 ) ------------------------------------ OpenGL vendor: NVIDIA Corporation OpenGL renderer: GeForce GTX 1660 Ti/PCIe/SSE2 OpenGL version: 3.1.0 NVIDIA 455.38 core Checking required OpenGL features... v - using GL_VERSION_3_1 v - using GL_EXT_texture_compression_s3tc v - using GLX_VERSION_1_4 Checking optional OpenGL extensions... Max texture units: 32 Max active textures: 192 Max geometry output vertices: 1024 Max geometry output components: 1024 Max vertex attribs: 16 v - using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 v - using GL_ARB_vertex_program v - using GL_ARB_fragment_program v - using GL_ARB_stencil_texturing v - using GL_EXT_depth_bounds_test v - using GL_ARB_geometry_shader4 v - using GL_ARB_timer_query v - using GL_KHR_debug v - using GL_ARB_sync v - using GL_ARB_draw_elements_base_vertex v - using GL_ARB_texture_swizzle v - using GL_ARB_buffer_storage ----- R_ReloadARBPrograms ----- glprogs/bumpyEnvironment.vfp 3 glprogs/bumpyEnvironment.vfp 4 glprogs/environment.vfp 1 glprogs/environment.vfp 2 glprogs/soft_particle.vfp 5 glprogs/soft_particle.vfp 6 ------------------------------- ---------- R_ReloadGLSLPrograms_f ----------- Linking GLSL program cubeMap ... Linking GLSL program bumpyEnvironment ... Linking GLSL program depthAlpha ... Linking GLSL program fog ... Linking GLSL program oldStage ... Linking GLSL program blend ... Linking GLSL program stencilshadow ... Linking GLSL program shadowMapA ... Linking GLSL program shadowMapN ... Linking GLSL program ambientInteraction ... Linking GLSL program interactionStencil ... Linking GLSL program interactionShadowMaps ... Linking GLSL program interactionMultiLight ... Linking GLSL program frob ... Linking GLSL program soft_particle ... Linking GLSL program tonemap ... --------------------------------- New buffer size: 12288 kb New buffer size: 12288 kb Font fonts/english/stone in size 12 not found, using size 24 instead. --------- Initializing Game ---------- The Dark Mod 2.08/64, linux-x86_64, code revision 8771 Build date: Jun 17 2020 WARNING:file def/tdm_ai_undead_zombie.def, line 1084: entityDef 'atdm:ai_undead_zombie_alt_animations' previously defined at def/tdm_ai_undead_zombie.def:292 WARNING:file def/tdm_shopitems.def, line 342: entityDef 'atdm:map_of' previously defined at def/custom.def:1 WARNING:file def/tdm_shopitems.def, line 353: entityDef 'ShopItem_map_of' previously defined at def/custom.def:12 WARNING:file materials/tdm_epi_shader_2.mtr, line 485: material 'wizard_cloth_001' previously defined at materials/tdm_epi_shader_2.mtr:389 WARNING:file materials/tdm_water.mtr, line 1189: material 'textures/particles/ripple_1' previously defined at materials/tdm_particles_ripple.mtr:1 Initializing event system ...841 event definitions Initializing class hierarchy ...172 classes, 1668544 bytes for event callbacks Initializing scripts Compiled 'p': 181.9 ms ---------- Compile stats ---------- Memory usage: Strings: 48, 8152 bytes Statements: 20776, 831040 bytes Functions: 1278, 171392 bytes Variables: 95532 bytes Mem used: 2135448 bytes Static data: 4014424 bytes Allocated: 5150480 bytes Thread size: 7912 bytes Maximum object size: 884 Largest object type name: weapon_arrow ...6 aas types game initialized. -------------------------------------- Parsing material files Found 0 new mission packages. Found 5 mods in the FM folder. Parsed 5 mission declarations. No 'tdm_mapsequence.txt' file found for the current mod: nowandthen -------- Initializing Session -------- WARNING:file /opt/lima/Games/darkmod/fms/nowandthen/nowandthen.pk4/guis/mainmenu_custom_defs.gui, line 432: redefinition of 'MM_INGAME_MENU_SOUND_CMD' Font fonts/english/mason_glow in size 12 not found, using size 48 instead. Font fonts/english/mason_glow in size 24 not found, using size 48 instead. Font fonts/english/mason in size 12 not found, using size 48 instead. Font fonts/english/mason in size 24 not found, using size 48 instead. WARNING:Couldn't load image: guis/assets/briefing4 WARNING:Couldn't load image: guis/assets/briefing5 WARNING:Couldn't load image: guis/assets/briefing6 WARNING:Couldn't load sound 'sound' using default session initialized -------------------------------------- --- Common Initialization Complete --- ------------- Warnings --------------- during The Dark Mod initialization... WARNING:Couldn't load image: guis/assets/briefing4 WARNING:Couldn't load image: guis/assets/briefing5 WARNING:Couldn't load image: guis/assets/briefing6 WARNING:Couldn't load sound 'sound' using default WARNING:file /opt/lima/Games/darkmod/fms/nowandthen/nowandthen.pk4/guis/mainmenu_custom_defs.gui, line 432: redefinition of 'MM_INGAME_MENU_SOUND_CMD' WARNING:file def/tdm_ai_undead_zombie.def, line 1084: entityDef 'atdm:ai_undead_zombie_alt_animations' previously defined at def/tdm_ai_undead_zombie.def:292 WARNING:file def/tdm_shopitems.def, line 342: entityDef 'atdm:map_of' previously defined at def/custom.def:1 WARNING:file def/tdm_shopitems.def, line 353: entityDef 'ShopItem_map_of' previously defined at def/custom.def:12 WARNING:file materials/tdm_epi_shader_2.mtr, line 485: material 'wizard_cloth_001' previously defined at materials/tdm_epi_shader_2.mtr:389 WARNING:file materials/tdm_water.mtr, line 1189: material 'textures/particles/ripple_1' previously defined at materials/tdm_particles_ripple.mtr:1 WARNING:file skins/tdm_epi_skins.skin, line 86: skin 'steam_engine_003_off' previously defined at skins/steam_engine_003.skin:1 WARNING:file skins/tdm_epi_skins.skin, line 97: skin 'steam_engine_003_on' previously defined at skins/steam_engine_003.skin:18 WARNING:file skins/tdm_furniture_seating.skin, line 15: skin 'wchair1_red' previously defined at skins/nowandthen.skin:116 WARNING:file skins/tdm_models_architecture_modules.skin, line 310: skin 'ornate_wood' previously defined at skins/nowandthen.skin:1 WARNING:file sound/tdm_ai_maiden.sndshd, line 1709: sound 'tdm_ai_maiden_request_help' previously defined at sound/tdm_ai_maiden.sndshd:1561 WARNING:file sound/tdm_ambient_ambience02.sndshd, line 284: sound 'orb_interval_bells' previously defined at sound/orb_ambient.sndshd:1 WARNING:file sound/tdm_ambient_ambience02.sndshd, line 295: sound 'orb_distant_repose' previously defined at sound/orb_ambient.sndshd:10 17 warnings pid: 74760 Async thread started Couldn't exec autocommands.cfg - file does not exist. Linking GLSL program cubeMap ... Linking GLSL program bumpyEnvironment ... Linking GLSL program depthAlpha ... Linking GLSL program fog ... Linking GLSL program oldStage ... Linking GLSL program blend ... Linking GLSL program stencilshadow ... Linking GLSL program shadowMapA ... Linking GLSL program shadowMapN ... Linking GLSL program ambientInteraction ... Linking GLSL program interactionStencil ... Linking GLSL program interactionShadowMaps ... Linking GLSL program interactionMultiLight ... Linking GLSL program frob ... Linking GLSL program soft_particle ... Linking GLSL program tonemap ... Shutting down sound hardware idRenderSystem::Shutdown() ...shutting down QGL I18NLocal: Shutdown. ------------ Game Shutdown ----------- ModelGenerator memory: No LOD entries. Shutdown event system --------------------------------------
  5. OK, so this is bothersome. Take any of the books or scrolls GUIs and the DarkRadiant readables editor will either show that they can fit text that is a line over or under what actually shows in-game. As an example, "guis/readables/books/book_hand_jd_hand.gui" will fit, in the preview, an extra line at the bottom that won't show up when I test inside the map. Now what I've noticed is that the GUIs in the preview and those in-game have a different aspect ratio. I play on a 16:10 resolution. Is it that the GUIs get stretched rather than centered, could that be the cause? So, in the end, is it really a problem on DR's side or on TDM's? This kind of mismatch is dangerous because you can type out text lines in-editor and have them get cut short for players even if you see them yourself (provided resolution stretching really is the issue). Imagine it's some mission critical information that's in the readable and you have yourself a soft-lock.
  6. 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)
  7. 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
  8. Well, that was interesting. I did as suggested, and ran `testmap stealth` without first loading bcd itself ... and got the attached screen: I've had to compress the screenshot in gimp (reduced JPEG quality to 10) to upload it, but it's a pretty truthful representation of what I'm seeing. Here's the corresponding log: ]testmap stealth ---- dmap ---- --- LoadDMapFile --- loading fms/bcd/bcd_stealth.pk4/maps/stealth WARNING:Couldn't load map file: 'fms/bcd/bcd_stealth.pk4/maps/stealth' ------------- Warnings --------------- during running dmap... WARNING:Couldn't load map file: 'fms/bcd/bcd_stealth.pk4/maps/stealth' 1 warnings reloading guis/msg.gui. reloading guis/mainmenu.gui. --------- Map Initialization --------- Map: stealth idRenderWorldLocal::InitFromMap: maps/stealth.proc not found TODO: Sys_SetClipboardData ERROR:Couldn't load maps/stealth -------------------------------------- WARNING:idSession: triggering mainmenu watchdog
  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. 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.
  11. 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
  12. We will look at some of this stuff, but SPOILER tags, please!!!
  13. The debrief has it's own gui. Can the subtitles be included for that gui? For example by adding this? //stgatilov #2454: display subtitles #define SUBTITLES_NAMEPREFIX BriefingVideo #include "guis/tdm_subtitles_common.gui" Actually, maybe I should first test if the subtitles don't show up.. Is there a way to cheat a mission ending, so I don't have to play the whole mission?
  14. 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!
  15. This may make sense in that the performance impact of the volumetric effect can scale with how much of the effect is filling the screen. We shipped with a “performance mode” but had to setup the entities by hand to do it (so it’s not perfect). If you change the LOD detail settings to “Low” or “Lowest” this will disable certain lights, particles and such that can be very heavy to render. You can try these settings and see if you notice an improvement. If not sending us some pictures of heavy areas (with spoiler tags please) will be helpful with tuning these “performance modes” in subsequent patches. Thanks for playing!
  16. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  17. I'm afraid it is not a proper fix: it will only help for "default" messages. There are ton of missions which use "atdm:gui_message" with custom "gui" set, you fix will do nothing for them. For instance: // entity 1769 { "classname" "atdm:gui_message" "name" "message_citywatch_gate1" "angle" "-90.000000" "delay" "0" "force" "1" "gui" "guis/volta_sign_small.gui" "lines" "2" "origin" "345.751 1089.88 213" "show" "1" "text" "Finnley Murray" } Just ask almost any mapper around. Here is e.g. a list of missions which all probably suffer from the problem: "gui" "guis/tdm_message_no_art.gui" hazard/hazard.pk4 -> maps/hazard_night.map northdale2/northdale2.pk4 -> maps/m2.map sirt/sirt.pk4 -> maps/sirt.map ac1/ac1.pk4 -> maps/ac1.map painterswife/painterswife.pk4 -> maps/city.map ac2/ac2.pk4 -> maps/ac2_autosave.map itb/itb.pk4 -> maps/itb.map nobleaffairs/nobleaffairs.pk4 -> maps/noble_affairs.map northdale1/northdale1.pk4 -> maps/m1.map ws1_north/ws1_north.pk4 -> maps/ws1_north.map away0/away0.pk4 -> maps/away0.map ac2/ac2.pk4 -> maps/ac2.map ws5_commerce/ws5_commerce.pk4 -> maps/ws5_commerce.map snowed_inn/snowed_inn.pk4 -> maps/snowed_inn.map airpocket/airpocket.pk4 -> maps/airpocket.map And that is just one particular value of "gui" spawnarg on messages, there are many others.
  18. It appears as gui duplication caused by the standard def "atdm:gui_message". At the same time, it calls a script function "tdm_gui_message::showMessage" and triggers redraw of "guis/tdm_message.gui" linked via its "gui" property. The glitch seems to go away when I comment out line 59 in tdm_message.def // "gui" "guis/tdm_message.gui" @nbohr1more @stgatilov who can advise on this?
  19. I worked on this today, but I haven't been able to track down the problem yet. I found that the previous message or info about the previous message is not cleared from memory completely. Interesting results happen if: Trigger message. Wait for message to fade out. Save game. Edit "tdm_message.gui" and change "rect" to something else, such as "100,100,206,160". Load game. Trigger next message. (The previous message parchment will blink for a single frame at the previous "tdm_message.gui" "rect" value. The next message parchment will fade in at the current "rect" value.) (See attached screenshot.) It seems the messages are not being removed from memory after fade out. @duzenko @Obsttorte Any ideas? Are scripts completely controlling this feature? If not, where in the game code is it handled? The following shows the code change made to "guis/tdm_message.gui" for this example to expose part of the issue. // A GUI for showing little messages to the player, used f.i. by the training map: windowDef parchment { - rect 0,-10,206,160 + rect 100,100,206,160 nocursor 1 background "guis/assets/mainmenu/oldparchment_backdrop3" matcolor 0,0,0,0
  20. I am pleased to announce the release of our new fan mission, The Hare in the Snare: Part 1 Mission type: City Missions + Inn/Tavern Description: People are being abducted off the streets and a Watch Captain requires the services of a thief to help him find out why. Download link (v1.0.2-release): https://drive.google.com/file/d/1HYvM_u56wDB16uIlb7qgS_q3P24V69MO/view?usp=sharing Credits: Mapping and original characters: @Frost_Salamander Story, readables, custom models, voices and cinematics: @Kerry000 Menu title track produced and mixed by @JackFarmer with selected gigagooga sound samples Beta testers: @Cambridge Spy @Zerg Rush @Amadeus @Acolytesix @Lzocast @wesp5 @nbohr1more @Kerry000 @ate0ate @Wellingtoncrab @prjames Additional thanks: @Dragofer, @nbohr1moreand @peter_spyfor technical help @Springheel for the modules and tutorials @kingsalfor allowing @Kerry000to abuse his manbeast everyone else on Discord and the TDM forums who offered assistance Requirements and notes: This mission requires TDM 2.09. Earlier versions will probably work but you might see one or two missing models. You may experience some FPS drops in some areas with lower-end hardware. Mid-range and above should be fine. If you have issues, I highly recommend you use shadow maps instead of stencil (settings -> advanced -> shadows implementation). It makes a big difference. For 'Hard' and 'Expert' the light gem sensitivity has been increased by '1' (meaning easier for AI to detect you). Screenshots:
  21. I'd like to better understand what you want. The design of dragging bodies is to hold frob (key down) to drag and release frob (key up) to let go. That way it's impossible to walk away while unintentionally dragging a body. Plus, it's quick to grab and move several body limbs in rapid succession. This is thought to provide a better experience, especially for new players. Towards the beginning of this thread, I created a "tdm_frobhold_drag_body_behavior" cvar. https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/&do=findComment&comment=487580 "tdm_frobhold_drag_body_behavior", default:"1" Which drag body behavior? 1 --- on frob key up, drop body (limb). 0 --- on second frob, drop body (limb), TDM v2.11 (and prior) behavior. That cvar was removed shortly afterwards, because it was said that it wasn't needed. With that cvar set to 0, a second frob would be required to let go of the body. Is that the behavior that you want? If so, I can add that cvar back. Also, I saw elsewhere that you want the ability to revert back to the old way. If you mean that all of the controls match TDM 2.11, that can be done with "tdm_frobhold_delay 0" and there will be a menu setting to disable it as well.
  22. After a long time and a lot of delays, I'm extremely happy and relieved to announce the release date for my first map; Lords & Legacy, on Friday the 30th of August, 2013! Lords & Legacy v.2.1 Resume: Screenshots: http://imgur.com/a/Lj8UJ#0 Notes: Build time: 2013/03/30 - 2013/08/30 To install, simply put the .pk4 file in your fm folder and install from the in-game mission menu. It is a large mission with optional objectives, so make sure to save often. The ropes in the beginning have a 'slick' surface, to simulate being 'slack lines'. They are difficult, but once you get a hang of the slide they can be fun. A couple of the large areas can be a bit rough on performance, and can be improved by adjusting the LOD slider in video options. A few of visportals open only when you get close. This is to keep the frames smooth inside the respective building, due to early inexperienced design. If you find any bugs which affect the gameplay experience, then you're very welcome to post them here, but please use the spoiler tags. Big thanks to 'Obsttorte', 'Springheel', 'Greyman', 'Bikerdude', 'Sotha' and rest of 'The Dark Mod Team'for all the help, guides and tricks. Also thanks to the other TDM users who provided fantastic support and feedback during the build. Thank you for beta-testing: 'Bikerdude', 'TylerVocal', 'Simplen00b', 'nbohr1more', 'Briareos H.' Special thanks to: 'Danus', 'Dsx' & 'Stanleh' for testing, help and support. v.2.0.1 changelog: Bugs: -The "Master Thief" challenge was impossible to do for a while, due to incorrect values. Fixed. -Getting seen by "The Killer" now also fails the "Ghost" challenge. -The 3 cardplaying guards no longer float mid air, as their chairs are now nailed to the floor. -Fixed the sound of the furnace continuing after the flames were extinguished. -Fixed weird glittering on the power cables around the map. -Fixed some moonlight popping in and out. -Fixed openable windows in Commons, clipping into the frame. -Fixed a book dropping through a desk. -Fixed visportals closing too close in Lancel's Tower, slight hit on performance though. -Added more monsterclip to Service Tower and Robert's Tower's entrance. -Improved a few vis_portals with func_portals. -Replaced curbs in Slums and Commons with some more detailed versions and changed textures. And a lot more little unecessary tweaks. Gameplay: -Added new challenge: (Jack White) - Do not knock-out anyone. -Reduced the amount of starting gear, depending on difficulty. -Added cubemaps to most windows on the map. -Redid most func_statics in Commmons Quarter to reduce tris and increase performance. Draw count is still somewhat high. -Removed all transparent windows as they didn't have actual gameplay value, just a performance drain in exchange for glitchy visuals. -Lancel's safe can no longer be picked. Find the key! -Added a couple minor cosmetic details in the sewers. -Moved a coinpurse from a wealthy commoner's sleeping butt to his nightside table. Also adjusted his furniture so thieves can better move around. -Changed sounds for several doors across the map. Once again, a big thanks to 'Bikerdude' for taking the time help out and locate room for improvement! v.2.0 changelog: Bugs: -Fixed various textures and surfaces and a few minor tweaks. -Tweaked some sounds to be in line with TDM 2.0 changes. -Fixed 2 certain AIs being too sensitive rather than drunk. (Thanks to AluminumHaste!) -Tweaked LOD on some objects, to prevent windows "popping" in and out. Gameplay: -Added more monsterclip to the towers, so the AI can now run up and down stairs. Only the stairs in the small tower has issues still. -Added more monsterclip in the city so the guards can follow you up all stairs. -Added a few minor details. -Windows in the city now dims sound, resulting in less aggro from guards and more convincing soundscape. -Reduced 'draw calls' in all the large areas, increasing performance. The map is still heavy at certain areas. Another big thanks to 'Bikerdude' and 'Greyman', for taking time out of their own schedules to help optimize the map's draw count and other significant adjustements! v.1.0.3 changelog: Bugs: -Fixed 4 black chairs in one of the towers -Fixed a floating painting -Fixed several clipping objects v.1.0.2 changelog: Bugs: -Fixed zfighting in the library's bookshelves -Fixed a black window in one of the towers -Fixed several typos in readables Gameplay: v.1.0.1 changelog: Bugs: -Fixed an issue with the main objectives not being in "sync". -Fixed console spam from a script Gameplay: -Adjusted required loot for each difficulty from "3000, 4000 and 5000" to "2500, 3500 and 4500".
  23. Not to be a nag, but I was thinking about the columns problem. If you go to the view source tab in the wiki article: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&action=edit The raw table data is accessible directly: |- !align=left|{{TDM-FM|written|Written in Stone}} |Bikerdude, Amadeus, Dragofer |{{Forumlink|https://forums.thedarkmod.com/index.php?/topic/21265-written-in-stone-beta-210-only-20220128/}} |2022-01-28 |338 |Yes |Yes |CCC 22, Elixir |City Missions |Undead, Horror Themes |- Each pipe character represents one of the columns.
  24. Mission "Dragon's Claw" by @Bikerdude. First of all, this one overrides mainmenu_background.gui to show custom background. Second, it overrides mainmenu_utils.gui so that if Esc is pressed while briefing video is being played, the menu switches to difficulty selection instead of briefing. Interestingly, this FM does not have briefing video, so this change has no effect. I have removed both overrided .gui files, then added the following to mainmenu_custom_defs.gui: //stgatilov #5323: override background in main menu #define MM_BACKGROUNDS_META_ALLSIMPLE BackgroundCustomDragonClaw Then added background layer in mainmenu_background_custom.gui: windowDef BackgroundCustomDragonClaw { rect 0, 0, 640, 480 background "guis/assets/dragon_claw_background" BACKGROUND_DEFAULT_BEHAVIOR(BackgroundCustomDragonClaw) } Initially I tried to reference "guis/assets/mainmenu/background_empty" for material/texture, but as the result this custom background crept into credits screen, which is undesired. It turned out that guis/assets/mainmenu/background_empty is the core background image, which is overridden here. So I had to rename file dds/guis/assets/mainmenu/background_empty.dds to dds/guis/assets/mainmenu/dragon_claw_background.dds. Now everything looks as expected in new TDM. In 2.09, everything is good also, except that main menu shows default background.
  25. Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/
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