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  1. Played through the training mission with it, it is ok, not great. Does nothing as far as making the controls more intuitive - things like requiring a double click to drop a body doesn’t make much sense to me at all. “Consistent” does not mean it feels intuitive or natural. It really does not feel that natural imo to be double clicking the right mouse button in general - can’t think of many examples of this. Maybe I need to work on my core middle finger strength as it actually felt a bit fatigued putting this through the paces (probably not representative of typical use in game). Registration seemed mostly good - sometimes I would double click to drop a body or extinguish a candle but still be holding it - I am guessing that is the result of just accidentally registering a third input. Since candles are still picked up on double click, this is maybe a little better but not ideal solution for ghosters who don’t like to pick up or move objects at all - doesn’t describe me but I know from the missions I have worked on there are at lots players who have adopted this play style. All in all “long press” clicked (get it) for me personally as far as how it feels to use. I guess in the end they both are ways to make certain clunky and unintuitive actions in the game faster for existing players.
  2. I would use this massive list for any fan missions, it includes campaigns too: https://www.ttlg.com/forums/showthread.php?t=148090 There are a lot of Fan Missions for the picking, I myself go for the lesser known ones and the short variety, because sometimes they hide a gem or two. Just like jaxa, I'm a bit outdated after the temporal retirement, but I do remember some amazing campaigns like "The Black Frog". If you intend to play The Black Frog, you should play the first two of the L'Arsene series missions, it's how I did it myself. Also, yes, L'Arsene are a fantastic series. The first mission of L'Arsene is a "rough draft", author was a bit new to Thief level making, but still great either way, after the 3rd you will see how his skill increased by a massive amount.
  3. Unfortunately, TDM forum deletes the separator between the numbers. So I have to guess where one number ends and the next starts Also, user can rename screenshot manually, or push it through something that would rename it automatically. Thenwe won't see coordinates on screenshot address on forums.
  4. tdm_show_viewpos cvar and screenshot_viewpos command: https://forums.thedarkmod.com/index.php?/topic/22310-212-viewpos-on-player-hud-and-screenshots/
  5. 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!
  6. Again anyone who has ever used a controller is used to holding buttons to get different input and it is already supported by the TDM controller config. So I guess I am just used to doing this already from playing the game from time to time on a steam deck. If indicating the state change to players is an issue then maybe the existing frob helper could be change size/shape/color or something when a “long press” is achieved. That way players who do need the indicator can turn it off via the existing frob helper settings.
  7. It’s incredibly common in controller mapping - to the point even the game’s current controller implementation supports it. Not sure if switching this to a double click is additive or subtractive. What is getting lost is the primary interaction with a body imo is actually to shoulder it - not drag it. Obfuscating this behind a second input is clunky and confusing to new players. What is “intuitive” is a matter of perspective, but the current patched method of the initial click shouldering a body makes a lot more sense to me and actually addresses some of the complaints from new players as laid out in the initial post. There is a method via the delay cvar for experienced players who prefer the old system to restore it, so I am uncertain what the down side is really?
  8. 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.
  9. 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
  10. I think personally I prefer this to requiring another input to stop dragging - at least in the usual loop of shouldering a body to move it roughly where it needs to go and then using manipulate to tuck it in. The click and release made it very quick to move individual limbs. But yeah like lots of these types of things a "toggle" mode should be an option
  11. Unlike Thief, The Dark Mod allows you to interact with things like doors/switches when you are shouldering a body. So there needs to be an input to do this, so I see why this is preserved. Playing the patch I do agree my thief muscle memory kicked in almost immediately and I kept expecting frob to the drop the body. Not sure what a good solution is in this case. Dropping a body is the primary action when shouldering it, so maybe it should be inverted (frob drops body, "use-item" allows world interaction when carrying body) Not sure if this will also be confusing.
  12. I don't really see a reason this would be an issue in SLL. It be nice to see the feature in a dev build so more players (like me) can test it. Sort of like how we did testing with the frob highlight. I also don't see a reason why there would be a compatibility issue either. Leveraging this sort of short press/long press for different commands on the same input already exists for gamepads in the TDM controller config. As daft says in his post if the delay CVAR is set to 0, then there is no delay for the additional command and the original behavior for all the interactions is restored. But again it’d be nice to try it.
  13. 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
  14. 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!
  15. 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.
  16. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  17. I bought HDMI switcher. Only to learn that my monitor has no HDMI input.

    1. Show previous comments  1 more
    2. duzenko

      duzenko

      If you have multiple inputs on the monitor that should do it

    3. Anderson

      Anderson

      Usually HDMI/USB cables work. There are also HDMI to USB transferable controllers as well as inputs so that you can insert your microphone/speakers if only your USB works, especially on old PC's.

    4. stgatilov

      stgatilov

      Installed RX550, connected via DisplayPort. After a bit of testing, I had to reevaluate my view on soft shadows performance =)

  18. To replicate: Save before opening the diary, because succeeding will soft-lock you. When diary is open, you have to input this sequence in an extremely short period of time (almost at the same time): First "Next Inv. Item", and then "Use Inv. Item" In my case: Mouse scroll down, and then F. --- This might take a while. Probably easier when not both keys are mapped on mouse, but one separately on keyboard? Maybe this happens for people who have set "Use Inv. Item" to right mouse. I'm pretty sure that was the case for me when the bug triggered by accident. And my finger is often found twitching on RMB. --- Alternate outcome that sometimes happened: Diary became unwilling to open at all even though the green item backlight triggered. It is possible that this happened because I cycled items instead of turning pages, because I timed the inputs wrong. Hope it helps.
  19. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  20. The electronic keypad is something I've wanted for a long time, along with laser tripped alarms which are next on my TODO list. I'm happy to announce they're a feature I just finished as part of a futuristic campaign I began working on! The version included here is extracted into an individual pk4 for other mappers to use. I may improve mine over time like using a GUI for the screen, for now this is a simple but finished version which does exactly everything intended. It consists of the custom script and def, models created and exported from DR reusing existing sounds and textures (only text labels had to be created), as well as prefabs for model sources and quickly placing a keypad on your map (broken or unpowered versions included). The device is operated using 12 buttons forming a numeric keypad inspired by old mobile phones, stand close look at each key and frob to input: Give your keypad a "text" spawnarg to set a password (multiple codes supported), entities targeted via "trigger_on_success" will execute when the correct code was typed, you may also set "trigger_on_fail" spawnargs to trigger targets when a bad code was written. Existing input can be cancelled with * and must be confirmed using the # key at the end, once unlocked pressing any key will re-trigger targets and lock the device back up. One aspect I'm unhappy with: I couldn't find a way for the script to directly access the entity triggering it. Because of this I had to define an additional "atdm:target_callobjectfunction" targeted by buttons which itself targets the keypad. This is only an annoyance for sanity's sake as I hoped I'd only need the keypad entity and individual buttons, yet there's also a little yellow cube sticking around which every button has to go through. Let me know if you're aware of a way to work around this; I know the script can use sys.onSignal(SIG_TRIGGER, self, "foo::bar") to run a function when triggered, but there doesn't seem to be a way to access the entity doing the triggering which is required to know which button was pressed and get its symbol. Here's the initial version with a few screenshots of how it looks and works. Feel free to use them in your FM's and share the result here! I'd love to see missions where you need to find codes in readables and remember them to access places, even having to piece them together from different sources... remember you can also use short passwords which are typed like an SMS hence the letters on the keys, for example "abe" would be "11122" (a = 1, b = 11, e = 22) 0 acts as space though I wouldn't write long sentences as they can be annoying to type in. electronic_keypad_v1.0.pk4
  21. Thanks for the feedback! I'm in the process of fixing remaining issues and missing features. Since you expressed wanting to use it I'll be making and including rustic skins as well for the next version. The sound is the keypad going into input mode, it can be disabled via spawnarg if you want. As for a screen showing the player's input, that would require a GUI setup, doable but would require massive changes I didn't have planned so I hope it's alright if I skip that... in my campaign I'll be justifying it as a security feature, someone standing behind you can't see the code you typed in nor the number of digits, you have to know the full sequence then confirm manually. Here's what I have so far skin wise, let me know how you think it looks. Remember you can use unlit skins if you don't want glowing numbers but rather have them painted, this is just the default configuration: Once I post the update I'll also provide a better description of how to set the spawnargs for the result you want, maybe default some of it in the prefab.
  22. 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.
  23. Binding a key solves the "scroll forever" problem in that you can quickly bring up the Stats once you've finished whatever it is you're doing (ex picking locks). The Compass already has a keybind , BUT it shows up in the "inventory slot" which means it keeps disappearing when you need to access some other item. Back to the Lantern. It's part of the inventory, BUT it doesn't show up in the scroll list, (or inventory slot or whatever the list in the bottom right hand corner is called) which is the way it should be. You turn on the Lantern and it remains on until you turn it off. Meanwhile, the scroll list isn't affected. Why can't that work with the Compass or the Stats. Maybe that's a "Hud" issue which probably means the fix is too involved or difficult to bother with. Still.....it would be nice not to have to constantly toggle these things every 5 mins. Remember, when you're picking a particularly difficult lock, it's nice to be able to glance at the stats to see if you're raising suspicions. Thanks Daft Mugi for your input.
  24. 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.
  25. Of course. I forgot about these. Here. Calling stod() with "TextureTool" throws an exception. #0 0x00007ffff66a5f91 in __cxxabiv1::__cxa_throw(void*, std::type_info*, void (*)(void*)) (obj=0x55555aedcef0, tinfo=0x7ffff6829198 <typeinfo for std::invalid_argument>, dest=0x7ffff66bd690 <std::invalid_argument::~invalid_argument()>) at /usr/src/debug/gcc/libstdc++-v3/libsupc++/eh_throw.cc:81 #1 0x00007ffff669c471 in std::__throw_invalid_argument(char const*) (__s=__s@entry=0x7fffebd70578 "stod") at /usr/src/debug/gcc/libstdc++-v3/src/c++11/functexcept.cc:78 #2 0x000055555571a247 in __gnu_cxx::__stoa<double, double, char>(double (*)(char const*, char**), char const*, char const*, unsigned long*) (__convf=0x7ffff6459470 <strtof64>, __name=0x7fffebd70578 "stod", __str=0x7fffffffc5c0 "TextureTool", __idx=0x0) at /usr/include/c++/12.2.0/ext/string_conversions.h:83 #3 0x00007fffeb917bee in std::__cxx11::stod(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, unsigned long*) (__idx=0x0, __str=<optimized out>) at /usr/include/c++/12.2.0/bits/basic_string.h:4002 #4 string::convert<double, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, double) (str="TextureTool", defaultVal=0) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/libs/string/convert.h:36 #5 cmd::Argument::Argument(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) (this=0x7fffffffc610, str="TextureTool") at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/include/icommandsystem.h:58 #6 0x00007fffeb915a37 in cmd::parseCommandString(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) (input=<optimized out>) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiantcore/commandsystem/CommandSystem.cpp:322 #7 0x00007fffeb915dcd in cmd::CommandSystem::execute(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) (this=0x555556394990, input=<optimized out>) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiantcore/commandsystem/CommandSystem.cpp:360 #8 0x00007fffeb9125cb in cmd::CommandSystem::executeCommand(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::vector<cmd::Argument, std::allocator<cmd::Argument> > const&) (this=0x555556394990, name="ToggleTextureTool", args=std::vector of length 0, capacity 0) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiantcore/commandsystem/CommandSystem.cpp:382 #9 0x00007fffeb915df3 in cmd::CommandSystem::execute(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) (this=0x555556394990, input=<optimized out>) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiantcore/commandsystem/CommandSystem.cpp:365 #10 0x00005555556e7d62 in ui::EventManager::handleKeyEvent(wxKeyEvent&) (this=<optimized out>, keyEvent=...) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiant/eventmanager/EventManager.cpp:683 #11 0x000055555570615e in ui::GlobalKeyEventFilter::handleAccelerator(wxKeyEvent&) (this=this@entry=0x555556c194a0, keyEvent=...) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiant/eventmanager/GlobalKeyEventFilter.cpp:166 #12 0x00005555557061c2 in ui::GlobalKeyEventFilter::FilterEvent(wxEvent&) (event=..., this=0x555556c194a0) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiant/eventmanager/GlobalKeyEventFilter.cpp:85 #13 ui::GlobalKeyEventFilter::FilterEvent(wxEvent&) (this=0x555556c194a0, event=...) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiant/eventmanager/GlobalKeyEventFilter.cpp:66 #14 0x00007ffff79862ad in wxEvtHandler::ProcessEvent(wxEvent&) () at /usr/lib/libwx_baseu-3.2.so.0 #15 0x00007ffff7986cdb in wxEvtHandler::SafelyProcessEvent(wxEvent&) () at /usr/lib/libwx_baseu-3.2.so.0
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