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  1. For the FM? For beta 1 it's here: https://drive.proton.me/urls/H1QBB04GA0#oBZTb1CmVFQb I've already done around 100 fixes though, so you might want to wait for beta 2 which should be ready in a couple of days hopefully. All links are in the first post of the beta thread here: https://forums.thedarkmod.com/index.php?/topic/22439-the-lieutenant-3-foreign-affairs-beta-testing/
  2. Since due to the nature of this forum, file/image sharing is used quite frequently, I thought to present some alternatives to the widely used Gdrive, which I don't like so much, especially since the last TOS change. File Sharing To share large files there are several options that also do not require registration. The first is File Hosting Online, which supports files up to 25 Gb, encrypted and also includes a Virus Scan that ensures safe use Another good option is Gofile, free to use, privacy focused and unlimited Bandwith. No refistry needed. While the files are accesed or downloaded at least one time a week, they are never deleted, otherwise inactive files are deleted after 10 days. If you prefer to use P2P, that means to share files directly from PC to other, without a hoster in the middle, there are also very good options, which permits to share files and folders without limites of type and size. The most easy to use is O&O File Direct, a small Desktop app (sadly only Windows), very easy to use 1 Open the app and drag the files/folders you like to share in its window 2 Optional adjust the days and amount of permited downloads and if you want a password 3 Share the link which apears in the app Done The only limits are, that the receptor only can download your files, when your PC is online, on the other hand this permits that you can stop the download in any moment, going offline or shutting down the PC. The other limit is, that the files to share can't be in a protected folder. Her are an Example with a list of Search Enines (Html file 423,56 Kb). While I am online, you can download it https://file.direct/f/pmjVFnjfkjFTKTt5 Videos One of the best options is Streamable (need a free account, inactive videos are deleted after 90 days in the free version) Alternatively you can use Streamja, a simple Video sharer with good privacy, free account optional (nick, mail) Images Ok, there are a lot of Image sharer, most used the known Imgur, because of this I add only one which offers some advantages over Imgur. ImgBox (free account) is a reliable platform to share and host images like Imgur, but it make it very easy to upload and post dozend of images simultaneous, selecting all the images you want and drag them on the window, offering coresponding bulk codes from the selected images to post them with one click for forums (BBcode), Html and others, fullsize or thumbnails. More since Imgur used since some time the hated webm formats for gif images, hardly accepted in most forums.
  3. The idea is that mapper can set spawnargs on map entity to override defaults from entityDef. If some entityDef is used only to dynamically spawn entity without any map entity, then it does not fit. I guess this is the case with arrow weapons, sadly. UPDATE: At some moment we discussed an option to specify "patches" to core entityDefs, but the idea never got far.
  4. Thanks for playing!!! And yeah, that is a good idea. I'll look into it and maybe see what can be done
  5. As usual this is mainly intended as a discussion and to hear opinions: It's not an expectation that the feature will happen soon or at all. Especially as this would be complicated to achieve, but if it could be done I think it may be a fun capability to consider. The idTech engine had several features that got removed since we aren't using them like multiplayer. One used to be the ability to record a demo of your matches, which makes sense in multiplayer DeathMatch games. Yet recently I started to wonder: How would it be like to have a demo capability designed for TDM? Imagine being able to record your playthroughs or share your recordings for others to watch, for when you'd like to relax watching a FM like a film instead of playing it like a game. You could fly as a detached camera, observing yourself wonder around the map and watching the things you did... or stay in 1st person and see the game play itself like in a Youtube video. The coolest thing would be the ability to see through the eyes of any NPC: Imagine being able to click on a guard in floating camera mode to embody them, seeing through their eyes as they patrol the area and at some point notice the player hiding in a corner through that guard's eyes (even if the AI didn't notice you). The biggest challenge would be a way to record store and reproduce every input from the player, with every AI decision and other entity actions just as they occurred, which includes preserving object physics to represent the exact movements of all entities: Parts of the demo system from Quake would likely need to be reimplemented, wonder how much it knows to handle on its own. Saves and loads would be another tricky one: Each demo should erase what you did after last loading to produce a seamless run... alternatively it could record that as an action and include reloading in the playback. There's probably other challenges but if it's within the realm of possibility, would anyone else use this and think it's worth thinking of?
  6. I like this very much. It goes in line with the idea that players become more creative when they can alter the world around them temporally instead of permanently. Each time is a different challenge. It will never happen globally, though. Good news is that we have Shadow Arrows.
  7. Completely disagree it was a very good idea that unfortunately came too early with idSoftware RAGE 1 because hardware was still and is not truly ready for it. Megatexture is for textures, what UE5 nanite is for geometry, it permits huge amounts of texture data in a level and even totally unique textures per each surface, no repetition unlike older methods. MT isn't simple a giant texture slapped unto a level, it is a type of virtual texturing system, the MT is a huge "texture" but it's data, is not all drawn on a level at the same time, like a normal one is, it is broken into smaller squared peace's and those peace's into even smaller ones for LOD aka mipmapping, then those peace's are streamed in, in real time has the player moves around. Again IMO It is a very cool idea and if the hardware was fast enough, to stream it fast and it was possible to compress the MT data, to very small amounts and still keep good quality, it would be a fantastic system for very unique levels. Rage 1 world may look bad at close distance, but at medium to large distances imo it looks fantastic and totally unique.
  8. Interesting idea. Not sure about my upcoming time availability to help. A couple of concerns here - - I assume the popup words uses the "Informative Texts" slot, e.g., where you might see "Acquired 80 in Jewels", so it likely wouldn't interfere with that or with already-higher subtitles. - There are indications that #str is becoming unviable in FMs; see my just-posted: https://forums.thedarkmod.com/index.php?/topic/22434-western-language-support-in-2024/
  9. I realized a fun change we could consider for the lightgem, which should also be fairly easy to implement if agreed upon. We know how aside from the amount of light shining on the player, some FM's increase the lightgem based on movement and crouching, you become more visible while walking and especially when running. I'd like to ask if anyone thinks we should additionally support a slight increase to the lightgem based on mouse movement. Explaining how the idea came to mind is the best way to illustrate why I feel it would make the experience more fun. The player often hides in a dark corner waiting for a hostile AI to pass right by as they patrol: In any real scenario you'd be holding your breath as to not make any sound or the slightest movement, even breathing would stand out slightly and could get you spotted. Thus from a perspective of realism, it feels out of place that I can zoom the mouse all over without any consequence... merely turning your head would draw a bit of attention, let alone looking behind which implies the player turning their whole body around. Meanwhile from a gameplay perspective, it could be a welcome challenge having to not move the mouse when a guard is right next to you, keeping your mouse steady similar to how you'd hold your breath as you wait till the danger passes to look away... this would feel more exciting and add a new form of tension, especially as many players complained the AI feels too easy even on the highest difficulty settings. Obviously the increase should be minuscule, possibly just 1 lightgem point: We don't want players feeling they can't look around while hiding, just not doing it too much when an enemy is right in your face. The best way seems like making it based on the movement speed: Moving the mouse very slowly could have no penalty, whereas jerking it suddenly could increase the lightgem by a few points so even in total darkness the AI sees something and may even catch you if you keep looking around rapidly while next to them. Another debate is whether this should be a spawnarg new missions have to configure, similar to some existing visibility properties and lightgem offsets. Personally I'm in favor of defaulting it to a low value, just 1 lightgem point increase if it's fixed or something like 3 if it's speed based. Alternatively we could tie it to the difficulty setting... if it's controversial maybe just implement it as a hidden cvar we can try out? Very curious what you think so let me know your thoughts, I'd definitely like to at least see the concept tested!
  10. I don't know about actually breaking lights, but I have considered the idea of using water arrows on electric lights to short circuit them temporarily, making them flicker, and go out temporarily. How much they flicker could be set by the modder, and depend on difficulty level.
  11. how about the varying size and shape of the lamp post / the pier mount? could it be used to denote whether the lamp can be destroyed or not ? i have an idea which may or may not be intuitively practicable. This might also ruin the immersiveness : Put a brand label on the lamp post. Each brand have their own visual brand identity and comes with pros and cons. For example : KarrassElektrischen lamp post product is known to have a fragile glass but the light bulb has a strong filament compared to other competitor. Builderhouseware lamp post is made with a solid and firm glass , immune to corrosive acid but the light bulb filament is weak . InventorGuild brand have the best for both worlds. For starter, use your spyglass and zoom in into the the brand label attached to the lamp post. Once you have identified the brand, start shooting the glass
  12. Thanks for those fixes! They didn't affect me and any FM's I've been working on, but I'm happy to see a solution was found and you could help those affected so quickly. I like the idea of being able to customize arrow behaviors from cvars! Most open-source FPS's (eg: Red Eclipse) offer the ability to set weapon behaviors with custom configs and create your own unique balance. While I agree it's good to not have a ton of settings, I think the weapon slots should be customizable this way... at least for now as we remain stuck with the old in-engine weapon system and can't turn the blackjack / sword / arrows into items like everything else.
  13. Flakebridge Monastery In this mission you will visit a Builder outpost to steal some valuable books. It is the first in what I hope will be a series about Selis Woderose. I would like to take the opportunity to thank my beta testers: Aprilsister, Bikerdude, Chiron, lost_soul, and prjames. As well as Fidcal for his starting map, and Melan for his texture pack. Known bugs: A small number may appear at the bottom left corner of your screen when the mission loads. Press sheath weapon to make it disappear. As already mentioned this is the first mission in a series. When you have completed it you may know what you'll be going after in the next mission. You may even know where! Enjoy! And please use spoiler tags where appropriate. A couple of screens: (thanks lowenz) http://2.bp.blogspot...0/shot00001.jpg http://3.bp.blogspot...0/shot00003.jpg
  14. DarkRadiant 3.9.0 is ready for download. What's new: Feature: Add "Show definition" button for the "inherit" spawnarg Improvement: Preserve patch tesselation fixed subdivisions when creating caps Improvement: Add Filters for Location Entities and Player Start Improvement: Support saving entity key/value pairs containing double quotes Improvement: Allow a way to easily see all properties of attached entities Fixed: "Show definition" doesn't work for inherited properties Fixed: Incorrect mouse movement in 3D / 2D views on Plasma Wayland Fixed: Objective Description flumoxed by double-quotes Fixed: Spinboxes in Background Image panel don't work correctly Fixed: Skins defined on modelDefs are ignored Fixed: Crash on activating lighting mode in the Model Chooser Fixed: Can't undo deletion of atdm_conversation_info entity via conversation editor Fixed: 2D views revert to original ortho layout each time running DR. Fixed: WX assertion failure when docking windows on top of the Properties panel on Linux Fixed: Empty rotation when cloning an entity using editor_rotatable and an angle key Fixed: Three-way merge produces duplicate primitives when a func_static is moved Fixed: Renderer crash during three-way map merge Internal: Replace libxml2 with pugixml Internal: Update wxWidgets to 3.2.4 Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.9.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep creating Fan Missions! 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!
  15. Yes. Sure, I will change it, but I do mind. In addition to changing the forum title, I have also had the name of the pk4 changed in the mission downloader and the thiefguild.com site’s named changed. It's not just some "joke". The forum post and thread are intended to be a natural extension of the mission’s story, a concept that is already SUPER derivative of almost any haunted media story or most vaguely creepy things written on the internet in the past 10 or 15 years. Given your familiarity with myhouse.wad, you also can clearly engage with something like that on some conceptual level. Just not here on our forums? We can host several unhinged racist tirades in the off-topic section but can’t handle creepypasta without including an advisory the monsters aren’t actually under the bed? (Are they though?) I am also trying to keep an open mind, but I am not really feeling your implication that using a missing person as a framing of a work of fiction is somehow disrespectful to people who are actually gone. I have no idea as even a mediocre creative person what to say to that or why I need to be responsible for making sure nobody potentially believes some creative work I am involved in, or how that is even achievable in the first place. Anyway, apologies for the bummer. That part wasn’t intentional. I am still here. I will also clarify that while I love the game, I never got the biggest house in animal crossing either. In the end Tom Nook took even my last shiny coin.
  16. This post differentiates between "gratis" ("at no monetary cost") and "libre" ("with little or no restriction") per https://en.wikipedia.org/wiki/Gratis_versus_libre * A libre version of TDM could: ** Qualify TDM for an article on the LibreGameWiki *** TDM is currently listed as rejected https://libregamewiki.org/Libregamewiki:Rejected_games_list because "Media is non-commercial (under CC-BY-NC-SA 3.0). The engine is free though (modified Doom 3) (2013-10-19)" ** Qualify for software repositories like Debian *** TDM is currently listed as unsuitable https://wiki.debian.org/Games/Unsuitable#The_Dark_Mod because 1) "The gamedata is very large (2.3 GB)", and 2) "The license of the gamedata (otherwise it must go into non-free with the engine into contrib)" and links to https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/LICENSE.txt Questions: 1) tdm_installer.linux64 is 4.2 MB (unzipped), which is far from the 2.3 GB which is said to be too large. Yes, the user can use it to download data that is non-libre, but so can any web browser too. If the installer itself is completely libre, does anyone know the reason why it cannot be accepted into the Debian repository? 2) If adding the installer to the repository is not a viable solution, would it be possible to package the engine with a small and beginner friendly mission built only from libre media/gamedata into a "TDM-libre" release, and add user friendly functionality to download the 2.3 GB media/gamedata using "TDM-libre" (similar to mission downloading)? 3) Would such a "TDM-libre" release be acceptable for the Debian repository? 4) Would such a "TDM-libre" release be acceptable for LibreGameWiki? 5) Would the work be worth it? * Pros: Exposure in channels covering libre software (e.g. the LibreGameWiki). Distribution in channels allowing only libre software (e.g. the Debian repository). * Cons: The work required for the modifictions and release of "TDM-libre". Possible maintenance of "TDM-libre". I'm thinking that the wider reach may attract more volunteers to work on TDM, which may eventually make up for this work and hopefully be net positive. 6) Are there any TDM missions that are libre already today? If not, would anyone be willing to work on one to fulfill this? I'll contribute in any way I can. 7) I found the following related topics on the forum: * https://forums.thedarkmod.com/index.php?/topic/16226-graphical-installers-for-tdm/ (installing only the updater) * https://forums.thedarkmod.com/index.php?/topic/16640-problems-i-had-with-tdm-installation-on-linux-w-solutions/ (problems with installation on Linux) * https://forums.thedarkmod.com/index.php?/topic/17743-building-tdm-on-debian-8-steamos-tdm-203/ (Building TDM on Debian 8 / SteamOS) * https://forums.thedarkmod.com/index.php?/topic/18592-debian-packaging/ (Dark Radiant) ... but if there are other related previous discussions, I'd appreciate any links to them. Any thoughts or comments?
  17. I think you just gave me an idea for the next April Fool's FM
  18. Gosh you're right. As a result it only managed to snag spot #10 in terms of highest user rated TDM missions on thiefguild. Kingsal could make a mission where you crawl around like a baby in moon gravity and I might be right there with you saying it was a bad idea. It'd still be his mission so his choice.
  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. In post https://forums.thedarkmod.com/index.php?/profile/254-orbweaver/&status=3994&type=status @nbohr1more found out what the Fixup Map functionality is for. But what does it actually do? Does it search for def references (to core?) that don't excist anymore and then link them to defs with the same name elswhere? Also I would recommend to change the name into something better understood what it is for. Fixup map could mean anything. And it should be documented in the wiki.
  21. To summarize bullet points: https://github.com/fholger/thedarkmodvr/wiki/Gamepad-support https://bugs.thedarkmod.com/view.php?id=5400 Also an idea is having vibration while lockpicking: http://www.thief-thecircle.com/thief3/saamspreview.asp "Now, what are the differences in the controls between the Xbox and PC versions of TDS? For starters, lock-picking on the Xbox enables the force-feedback on the controller, so you feel different levels of “rumble” as you get closer or farther away from a successful pick. It does make lock-picking easier, especially when you’re in a hurry (while a guard is coming your way!) but you can always turn the rumble off if you’re a purist in playing everything to the hardest level possible."
  22. Currently mappers can't edit the objective screen gui. 1. But let's say you create a mission where you don't want any difference in difficulty, or set it in a different way, then I think you should be able to remove the 3 difficulty selections from the objective/dificulty screen. (Edit: Not possible yet, but objectives could be set in mission briefing and then difficulty selection screen can be skipped, See below.) 2. Also, maybe you don't want to list the objectives on an objective screen before mission start. Maybe you want to have a mission briefing, start the mission and after that give the objectives somewhere during the mission. Or maybe you want players to select difficulty inside the mission in some way. In this case there's no need for the objectives screen and you might as well skip this screen. (Edit: Already possible with #define ENABLE_MAINMENU_DIFF_SELECT 0 in mainmenu_custom_defs.gui )
  23. Because the default script doesn’t feel as smooth as Kingsal’s tweaked one. I believe the main advantage is as Amadeus mentioned a 3 second bow draw time vs 6 seconds which feels a lot better. I’m not completely married to the idea of this but if you’re able to integrate the ability for us to customize this without replacing the core files that would be appreciated.
  24. Probably something like: $player1.setImmobilization("missionspecific", IM_ATTACK); ... $player1.setImmobilization("missionspecific", 0); No idea whether it works or not --- maybe it blocks using weapons, maybe also wielding them.
  25. Innovation is good: someone has a new idea (or need) and executes it to the best of his/her knowledge and ability. When we start borrowing and adopting other people's innovations we are no longer innovating but creating a trend, for better or worse. Stgatilov is touching the tip of this, still small, but growing by the mission iceberg.
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