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  1. If any mappers have encountered weirdness with kill objectives not working with drowning AI, I think I've found out why. I don't think it would be a particularly difficult one to fix either. I've raised this bug report: https://bugs.thedarkmod.com/view.php?id=6323 Some context here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=487316 I think this is a bug, but just raising here in case some people think otherwise.
  2. What I would want from a new Thief game: Appropriate the Darks Souls (and Metroid Prime etc) free-roaming world design formula. I.e. make the entire game a single interconnected environment, with many diversely themed areas that densely link up to each other in interesting ways. This should not be a stretch for Thief because its already the gold standard for how we design individual mansion and city missions. (It doesn't need to be gigantic though. Think how awesome Iris was.) A new city with new cultural inspirations. This is one reason I think Dishonored feels like a worthy spiritual successor despite dropping the ball somewhat on gameplay. An Arabian knights tinged Bagdad/Cairo like setting would be interesting to skulk in, or a city with shades of 19th century Hong Kong/Shanghai. A new main character who is not a Garrett reboot. If anything our new MC should be a thematic foil to good old Garrett: someone in a similar situation but for different reasons, with a different outlook and character arc. Thief 2X did this well. For instance I would be fine with the MC being a young acolyte of a new Keeper order started by Garrett after Thief 3, but don't have him/her leave to become a thief out of hubristic pride. Have them turn thief out of desperation, post some disaster or failure. Make it something they are distressed over, then over time grow to appreciate the monomythic import of being "The Thief" in the Thief-verse. New factions for a new story and MC. While Hammers, Pagans, Keepers, town guards, and crime lords, were cool and thematic for Garrett's story. Our MC should have their own friends and foes. Maybe the city ruling families are a bunch of ancient mage clans. Some are austere isolationists with ties to organized crime, others internationally minded reformers who are embracing the City's steam punk tech. Maybe instead of pagans the new city has a cults of ancestor worshiping necromancers. Maybe the new Keepers are a dysfunctional confederation of ego driven lunatics and schemers, suffering from the neglect of an absentee leader who only seems to care about balance. It's still a detective story at heart. All the good Thief games are about slowly and sometimes incidentally figuring out who is the big bad and how your sneaky skills can stop them. That should not change. Maybe incorporate some light immersive survival elements, perhaps in the mold of Pathologic, but probably less oppressive. E.g. have the MC need to steal so s/he actually has money to buy food and pay rent on someplace to sleep during the day. Otherwise hit them with penalties. I would be fine with MC getting some supernatural movement tech like the Thief 4 Swoop or Dishonored Blink, but it should be late game only (unless the player sequence breaks, which would be a super cool option).
  3. Author note: It's hard to believe it's already been a year since Act 1 came out! Well during this mission the player will be following Corbin into the Grimwood district to followup on a lead from last night (Act 1) .. the mysterious tablet! This mission is my first time including full EFX support as well as a HD briefing video file, additionally a new script has been added crafted by the talented Obsttorte which has loot flying towards the player when you pick it up. On a level design front I have tried to change things up a bit by really catering towards a number of play styles, this mission can be completely ghosted or you can use the tools at your disposal to wreak havoc on the citizens of Northdale. For the first time I have tried to create more sandbox environments which don't offer clear answers handed directly to you, so if you're having trouble figuring something out try a different method. This mission takes between 1 - 2 hours to finish depending on the difficulty you play on and how thoroughly you explore. I hope you enjoy your night in Northdale! - Goldwell Voice actors Fen Phoenix Goldwell Random_taffer Yandros Beta testers Amadeus Boiler's Hiss Cambridge Spy Chakkman Crowind Epifire Kingsal SquadaFroinx Custom Assets Andreas Rocha DrK Epifire Grayman Kingsal MalachiAD Obsttorte Sotha Springheel SquadaFroinx Purgator With special thanks to Epifire for creating a large collection of custom models, Grayman for helping out with coding, Kingsal for drawing the ingame map and Moonbo for his script revision on the briefing video. Available via in-game downloader MIRROR File Size: 417 mb EDIT: If you are having performance issues please consult this post by Nbohr1more which may address your issue http://forums.thedarkmod.com/topic/19936-fan-mission-shadows-of-northdale-act-ii-by-goldwell-20190320/page-2?do=findComment&comment=436271
    1. Tarhiel

      Tarhiel

      Awesome, congratulations!!! :o

    2. Bikerdude

      Bikerdude

      Yup, all the remianing bugs were ironed out, so it nigh on perfect now.

    3. AluminumHaste

      AluminumHaste

      version 2.1 is now uploaded to mirrors ready to download.

  4. I've completed an ASE import script for Blender 2.53 Beta. Download Just place import_ase.py into your scripts/io folder and ASE will show up under File > Import the next time you start Blender.
  5. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
  6. Hello TDM-ers. I am encountering an issue where textures seem to partially disappear. I tried searching the forums, but, I don't know what to search for. The missing textures are a worldspawn brush acting as a roof with {for now} flat iron texture. There are other worldspawn brushes right below to create an attic ceiling with roof framework board texture. These gaps appeared a few edits ago. I can't "undo" to get back before whatever edit did this. The gaps are only visible during play and are not visible during editing. Closing and reopening DR and TDM do not fix anything. Some of the brushes overlap in areas behind the play area but I have never seen an issue doing that. The attached image has the effect I am now seeing. Ideas on where to start debugging this? Very much appreciated. Clint
  7. (I apologize for the odd poll question layout. I wasn't able to add five yes-no questions, because polls are limited to three questions.) Hi everyone, I've recently been working on some patches for issues that I've read about from players on the TDM and TTLG forums — and Discord. My goal is to make it as easy as possible for players, especially new players and those who need usability/accessibility options, to find what they need in order to have a better TDM experience. I've already written the GUI and game engine code for these settings, which I've been using in my personal build. The reason for this poll and discussion is to both guide the finalization of my work and collect data to help inform the dev team. Which patches I submit depend on the outcome of this poll, discussion, and what the dev team agrees to accept. Once decided, I can coordinate with the dev team. I've attached screenshots of what the new settings menu would look like if all of the settings are accepted. Below, I have detailed each menu setting, so you can have an easier time understanding each one. Very important to keep in mind: None of these settings change TDM default behavior. They are all opt-in. If you are already happy with the behavior of 2.10, 2.11, etc. and these menu settings are accepted, nothing will change for you. Rename "Always Run" to "Run Mode" with options "None, Always, Toggle" After 2.11 was released, @i30817 requested that "toggle run" be added to the settings menu. Its cvar is already in TDM as "in_toggleRun" (same as Doom 3). I propose renaming the "Always Run" setting to "Run Mode" with options: "None", "Always", and "Toggle". None = in_alwaysRun 0; in_toggleRun 0 Always = in_alwaysRun 1; in_toggleRun 0 Toggle = in_alwaysRun 0; in_toggleRun 1 Show Blackjack Helper @Wellingtoncrab suggested that the new blackjack helper be added to the settings menu. Its cvar was added to 2.11 as "tdm_blackjack_indicate". More info: It's the new blackjack helper added to 2.11. When the game detects that the blackjack can be used for a successful hit or KO, the blackjack will rise slightly. I propose a "Yes/No" setting for this. Slider for "View: Head Bob" @ChronA requested a way to disable head bobbing, because a viewer watching him play was having severe motion sickness. Also, there was a bug in TDM that made setting the head bob in the console not stick after loading a saved game. (Even with 2.11, if a mission overrides the "tdm_player_thief.def" file and sets "pm_bobroll", "pm_bobpitch", "pm_bobup", and other cvars, it will override player preferences.) As far back as 2008, players have had trouble setting head bob. Another one from 2018. At the end of 2022, @Shadowex3 registered just to voice the need for a way to control head bob. I propose that a slider be added to adjust the amount of head bob. This would use a new "pm_headbob_mod" cvar with a value between 0.0 and 1.0 (default 1.0, no change). The "pm_headbob_mod" would be a multiplier for "pm_bobroll", "pm_bobpitch", and "pm_bobup". The advantage to this approach is that missions like Volta 2 and Hazard Pay would not need to adjust their "tdm_player_thief.def" files for head bob to work properly. And, the player can still adjust "pm_bobroll", "pm_bobpitch", and "pm_bobup" as they like. Slider for "View: Mantle Roll" This is similar to head bob for those who are sensitive to motion. Its cvar was added to 2.11 as "pm_mantle_roll_mod". A Thief player on Discord said, "2.11 will have a cvar to tune down the mantling animation at last." I propose that a slider be added for "pm_mantle_roll_mod". Auto-Search Bodies @Zaratul requested the "auto-search bodies" feature from Thief 1 & 2. Its cvar was added to 2.12 dev16783-10307 as "tdm_autosearch_bodies". I did a poll on the a Thief Discord server and roughly 20% of players there use the Thief auto-search bodies feature. I propose a menu setting for this, so that players coming from Thief 1 & 2 can easily find it.
  8. Awesome! Post is up! https://forums.thedarkmod.com/index.php?/topic/22200-beta-testing-the-house-of-delisle/#comment-487365 Thanks!
  9. I wondered if the new movie maker mode could be useful to make movies for TDM. Import assets in Godot Create movie Place movie in tdm This is just an idea I had, I'm not saying it is better than doing it TDM, but an interesting consideration.
  10. I'd like to follow up on an earlier post, that keeps with the simple approach of retaining a fixed subtitle fieldwidth. Regarding about how one might test that a subtitle fieldwidth is "just right" for a given subtitle-line character limit (e.g., 42/line), font, and font scale, here's what I would suggest. Using dummy sound files, create a set of about 100 "worst likely case" subtitles that are exactly the length of the character limit. These are directly derived from the corpus of existing "story" and "speech" subtitles. Turn this set into 100 sound shaders for another version of my testSubtitles... program (with the desired fieldwidth, font, and font scale under test), and step through them. What you are looking to achieve is NO auto-wrap from the first to second line. If you get auto-wrap, then adjust the font scale and/or fieldwidth and iterate until good. This gives assurance about "worst likely cases", not "worst possible case", e.g, 42 W's in a row. Details: Suppose you have a function that takes a subtitle string and a font, and returns the "draw length" of that string in internal scale-independent font units, that is, pre-scaling/rendering. It's just a summation of lookups into the appropriate static character-width table (assuming kerning is not an issue). Because we will be using the calculated value just to rank the strings for "worse-ness", the "font unit" is arbitrary. [ @stgatilov, maybe you could provide me with such a function in C++? Then I could do what follows. ] OK, so that is embedded into a program that is turned loose on the existing subtitles, to: look for 2-line subtitles (in inline or srt form) where the lines together exceed the character limit convert those to a single string by replacing the linebreak with a space truncate them to the character limit calculate the "draw length" of each export the strings and their draw lengths into a csv (along with a field indicating the source) Do that for each available subtitle source (FM or stock barks), and import all the .csv files as sets of rows in a spreadsheet. Then sort the rows by draw length and deduplicate (ignoring source). Take the 100 "worst likely case" rows, export them, and turn them (using techniques already developed) into sound shaders for the testSubtitles... program. So, a bit of work, but you get assurance that you've optimized things to minimize future problems.
  11. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

  12. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

  13. I've been using the FBX to LWO converter on my current project. I only noticed it because it was in Greebo's Github account and I happened to need it at the time. It's pretty straightforward to use: https://github.com/codereader/FbxToLwo I didn't know it was integrated into DR . I guess that's the File -> Import/Convert Model option?
  14. But how do you import them in DR? Without DR support this feature is currently useless, or am I wrong?
  15. No later than Tuesday, I'll be releasing the following - - A spreadsheet with all The Lord subtitles. The spreadsheet calculates metrics, that help decide which subtitles benefit from extension and what those extensions individually should be. Plenty of examples there. - A companion Word doc explaining the spreadsheet and the workflow generally. The spreadsheet is relatively complicated and so benefits from a column-by-column explanation. - The testSubtitlesLord FM with the resulting polished subtitles embedded in it. This FM is slightly different than its Thug predecessor; the Word doc has the differences. To come in March/April - - My personal Style Guide for these barks - A cleaned-up C++ program to gather sound clip durations to import into the spreadsheet. (Current version works but is a bit too smelly to release.) - Possibly the spreadsheet in template form - And another AI character's utterances.
  16. id Studio did a poor job in defining its categorization of variable nomenclature, so in subsequent documentation and discussions there are divergent views (or just slop). In my series, I had to choose something, and went with what I thought would be clearest for the GUI programmer: Properties, which are either Registers (like true variables) Non-registers (like tags) User Variables (also true variables) I see that your view is more along these lines (which perhaps reflects C++ internals?): Flags (like my non-registers) Properties, which are either Built-in (like my registers) Custom (like user Variables) Also, elsewhere, you refer to "registers" as temporaries. I am willing to consider that there could be temporary registers during expression evaluation, but by my interpretation those would be in addition to named property registers. I'm not sure where to go next with this particular aspect, but at least can state it.
  17. Another C++ program now functional, "soundDurationsCSV.exe", that fetches sound file names from a directory and gets their durations in seconds, to millisecond resolution. The result is output to a .csv file, for import into Excel. Durations will be used to calculate WPM and CPS reading rates for subtitles. Details: This Windows-specific console program relies on separately-installed ffprobe (bundled with ffmpeg) to get each duration. The program builds a batch file that calls ffprobe repeatedly, for each sound file. Then quietly executes the batch file, and finally reformats the results into a .csv The program needs further polishing, but good enough for the moment to start working on Lord subtitles next.
  18. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
  19. I just built a tiny command-line program, "buildSubtitleShaders.exe", to expedite creation of the specialized sound shaders needed by my testSubtitles.... You point the program at a directory of .oggs, and its spits out the completed .sndshd file. Basically, it does what datiswous (and similarly, me) did in Excel earlier, as shown above. I've used it to now generate The Lord sound shaders. Details - This was a rather trivial VS 2020/C++ 17 console program. The only minor complexity was in programmatically truncating the directory path down to what TDM wants, namely, a path starting with "sound/..." There's some sanity-checking to make sure the path provided (either implicitly or explicitly) is of TDM-compliant-form. This runs under Win11; because of file path issues, it might need to be tweaked to work right under Linux. To use with stock tdm-distributed sounds, you would point it at an unzipped .pk4 directory of interest, and generate the needed file. At run (i.e., testing) time, because of the truncated directory path, it works fine against the usual zipped .pk4, like every other sound shader. At some point I'll probably post source to github. Going on now to try to build a similar program to gather sound file durations, for import into Excel as a csv file. Will be trickier.
  20. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
  21. Regarding Excel, I likewise used its integer incrementing feature. My spreadsheet was more complicated - ultimately multiple worksheets. That's because I was using it to include the draft subtitles, from which were auto-calculated character and word counts, as well as CPS and WPM, which were then color-coded against specific thresholds Those latter calculation required the sound file durations. I originally used Windows Powershell to gather those, but Windows only exposes duration to the nearest second, which proved inadequate. I then installed the Windows version of ffmpeg. That includes ffprobe, which reports duration in seconds to 2 digits after the decimal point. Regrettably, the output format from ffprobe is a problem, and Powershell was a big fight for several reasons (among them I'm a Powershell novice). The results were usable but barely. So I'm not going to write up my method as the hodge-podge it currently is. Maybe one or more specialized C++ or C# formatting programs would be the way to go next for me. Sadly, the extraction and import of first-draft subtitles from the existing wiki AI vocal scripts will probably continue to be a manual process. Because the .ogg file names have changed from when the old vocal scripts were written, so auto-matching can't easily be done. (This is a problem FM subtitle authors don't have.)
  22. Keep in mind also that mission size, and complexity have increased dramatically since the beginning. For a lot of veteran mappers, it can take over a year to get a map made and released. The last dozen missions have for the most part been pretty massive, with new textures, sounds, scripts, models etc. We seem to be long past the point of people loading up the tools, and banging out a mission in a few weeks that's very barebones. We still do see some of those, but I noticed in the beta mapper forums and on Discord, that mappers seem to make these maps, but don't release them, and instead use the knowledge gained to make something even better. Could just be bias on my part scrolling through the forums and discord server though.
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