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  1. Welcome to the forums Ansome! And congrats on making it to beta phase!
  2. -Do forgive the screenshots being a bit dark or vague in this post, I can only show so much without spoiling the second half of this FM that is best experienced firsthand.
  3. "...to a robber whose soul is in his profession, there is a lure about a very old and feeble man who pays for his few necessities with Spanish gold." Good day, TDM community! I'm Ansome, a long-time forums lurker, and I'm here to recruit beta testers for my first FM: "The Terrible Old Man", based on H.P. Lovecraft's short story of the same name. This is a short (30-45 minute), story-driven FM with plenty of readables and a gloomy atmosphere. Do keep in mind that this is a more linear FM than you may be used to as it was deemed necessary for the purposes of the story's pacing. Regardless, the player does still have a degree of freedom in tackling challenges in the latter half of the FM. If this sounds interesting to you, please head over to the beta testing thread I will be posting shortly. Thank you!
  4. What do you mean by moving them around? You move them from the models folder into another folder? Models must be placed in the models folder. Otherwise, DM/DR cannot find them anymore causing the problems you mentioned in your post.
  5. Alberic's Curse v3.11 is now out! It features: 1) A new script event related to the "Curse" 2) EFX Reverb 3) Volumetric Light effects 4) Different detail levels depending on LOD setting 5) A fix for a very old bug that caused stuttering in the basement, along with a long list of standard bug fixes 6) A few more surprises... Check for the mission update in the in-game downloader!
  6. Here is another update to the English Stone font's DAT file used for subtitles and some readables: fontImage_24.dat This supercedes the Jan 30th update. As agreed, now all character spacings - as given by xSkip - are preserved (from this file in TDM 2.11). Exception: the Jan 30th repair of garbage metadata for "<" and ">" remains, including xSkip repair. ASCII Characters (lower 128). The earlier Jan 30th post summaries those ASCII characters that needed metadata changes to avoid adjoining stray marks. (The detail report below updates newer reversions and minor revisions.) ANSI Characters (upper 128). An analysis was also made of the status of the Stone 28 pt font's characters in the upper codepoint range of 128-255. This could be of interest if the subtitle system was some day expanded to include European languages, and continues to use the historic codepage method. The analysis also prompted some additional DAT tweaks now. Broadly, implementation of the upper-range characters (standard or TDM-specific, as defined in the TDM wiki's I18N - Character mapping I18N) is incomplete for Stone 24 pt. The status is: 43% (55 chars) Good as is. 9% (12 chars) Good enough after DAT tweak included in this update. 6% (7 chars) Missing and shown as hollow box. 30% (38 chars) Missing accent/diacritic. 7% (9 chars) Otherwise weird. But often suggestive of glyph work started but not completed. In addition, 7 chars within categories (3-5) were "improved", but are still not good. To really solve categories (3-5) requires DSS bitmap surgery (and corresponding DAT adjustments), which is beyond the scope of planned work. DAT tweaks of ANSI characters (like with ASCII) were careful to avoid changes to xSkip. Tweaks can be further grouped by problem solved.... In category (2): - (4 chars) Char is clipped, with stray mark from adjoining character on other side. - (7 chars) Stray mark, without char clipping. As improvements in categories (3-5): - (3 chars) Stray mark, without char clipping - (4 chars) Out of valid range on top edge A categorized itemization about treatment of specific problems and characters, with further details, is here: Information about methods, including new tools, to conduct this analysis and tweaking will be forthcoming, mostly after the 2.12 release.
  7. At first I thought it was some wild precision bug but it looks like the skin might be nonsolid somehow and SteveL's change made the nonsolid attribute work? Either that or skin detection is somehow borked in this map. Feel free to edit the map, I'm no expert mapper but I might be able to perform some workaround by manipulating the entity. Edit: I fixed it with the following change: // entity 4 { "classname" "atdm:mover_door" "name" "atdm_mover_door_8" "lock_picktype" "-" "lock_pins" "0" "locked" "1" "solid" "1" "model" "atdm_mover_door_8" "origin" "710 -248 2050" "rotate" "0 90 0" "snd_close" "door_shut_06" "snd_open" "door_open_08" "used_by" "Balcony_door_keey" // "skin" "door_007_1" // primitive 0 Will upload the fix to the mission database. I don't see anything wrong with the door_007_1 skin but I would advise testing it in-game before using it going forward until this is fully sorted. Edit 2: The updated mission is now available in the mission database. Feel free to offer other fixes to this mission as long as they do not: Change visuals Change gameplay design ( Any purely bugged things that the mission author acknowledges "needs fixing" such as keys that are inaccessible or critical items that fall through surfaces when touched, etc can be fixed by any mapper and submitted for validation by the team. )
  8. I think I found another case of bug 6480 and post in Talbot 2: Return to the City. 274.26 -1039.08 184.71 -15.8 24.9 0.0
  9. @nbohr1more@Dragofer Update to the post quoted above: only missions with turrets are concerned, all others work fine.
  10. It's hard. I see what you are thinking about is a "bullet point" pattern, with or without a bullet point character. For that case, I suppose what we are trying to detect is: - the line starts with the bullet point pattern - a "J" character (say) with a shortened spacing, is somewhere in the line. - the line itself in the xd file is long enough to force a word wrap (let's just think about a single wrapping here) - the author assumed a particular word wrap point, and put in extra spaces in mid-line, immediately at the wrap point, so as to indent the latter part of the line, aligning with the indent of the first part. - the shortened-spacing J screws up the resulting alignment. Probably would need a script/program to winnow this down... ideally, that algorithm could also restrict attention to just Stone font. I'm OK with putting such an effort off for now, maybe revisiting it for 2.13.
  11. Just added a test as per your suggestion in my post above.
  12. Of course, identifying struct via HN is useless. At work, we use HN when there are reasons for caution: u for unsigned to prevent unintentional implicit unsigned promotion (and overflow) Yes, I know, the compiler will issue a warning, but in some legacy projects, there are tons of warnings, so devs are going to miss that one new one. We are slowly working toward warning-free builds, but as long as we are not there yet, the u-prefix helps a lot. p for pointers to make the reader / dev aware that that variable could be NULL. m_ for members, obviously useful. Similarily, g_ and s_ for globals and statics respectively, although it is obviously discouraged to use those. Various prefixes for the different coordinate systems we use. I for interface, just for convenience b for boolean, this is basically just for convenience so you can directly see that this is the most basic type. This one, one could defintely argue against, but I personally like it.
  13. New script for mappers: my flavour of a fog density fading script. To add this to your FM, add the line "thread FogIntensityLoop();" to your map's void main() function (see the example in fogfade.script) and set "fog_fade" "1" on each foglight to enable script control of it. Set "fog_intensity_multiplier" on each info_location entity to change how thick the fog is in that location (practically speaking it's a multiplier for visibility distance). Lastly, "fog_fade_speed" on each foglight determines how quickly it will change its density. The speed scales with the current value of shaderParm3, using shaderParm3 = 1000 as a baseline. So i.e. if shaderParm is currently at 1/10th of 1000, then fade speed will be 1/10th as fast. Differences to Obsttorte's script: https://forums.thedarkmod.com/index.php?/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/&do=findComment&comment=310436 my script uses fog lights you created, rather than creating one for you. Obsttorte's script will delete the foglight if entering a fogfree zone and recreate it later more than one fog light can be controlled (however, no per-fog-light level of control) adding this to the map requires adding a line to your void main() script, rather than adding an info_locations_settings entity with a custom scriptobject spawnarg in my script, mappers set a multiplier of fog visibility distance (shaderParm3), while in Obsttorte's script a "fog_density" spawnarg is used as an alternative to shaderParm3 smaller and less compactly written script fogfade.scriptfogfade.map
  14. I agree, and you might become happy in 2.13. My thinking was that you could select "Thief-Style" (new Daft-Mugi control scheme) or "TDM-Style" (old control scheme, but with long-frob shortcut for frob + use). No promises, however. The proposed change has to be accepted by more than one team member after all.
  15. I'm thinking existing maps are kept as they are today, and keeps using the same assets as today. This so they can stay the same as today and won't deviate from how their author intended them to be. The existing missions won't be libre, but it is quite possible that the authors don't want them to be libre. If an author of a mission said "this mission itself is libre, but it relies on NC assets" then it would be possible to replace the NC assets to libre assets and the entire mission would be libre. Yes. If a mapper wanted to create a libre mission they would need to restrict themselves to only using libre assets. In this post, I suggest that Dark Radiant should allow mappers to search/filter media/gamedata by license (if DR does not already do this). Such a filter functionality would help facilitating the creation of a libre mission.
  16. I'm not certain i understand the question, but it may be something similar to what I asked here (number 3): ...but it seems you've already found that post.
  17. Anyone have a working link (or can create a link) to the modified version of ExportFontToDoom3 executable? This 2009 version was created by Crispy, to handle 256 chars instead of just 128. It was released in this forum post: the dark mode readables ttf fonts The following links to it are now dead: - crispy's original release: http://www.inventivedingo.com/stuff/exportfonttodoom3_modified.zip This is what's listed at the bottom of Font Conversion & Repair as as "Fixed version of ExportFontToDoom". - Hyeron's 2009 upload: http://www.4shared.com/file/151870191/d47d0e16/exportfonttodoom3_modified.html - tels 2011 mirror: http://bloodgate.com/mirrors/tdm/pub/exportfonttodoom3_modified.zip. No luck with wayback machine, github, sourceforge, either .exe or source. (Source & exe for unmodified version from Grant Davies is in hand.)
  18. https://postimages.org/ creates actual image urls to the file (a lot of image sharing sites share links to pages, but not to the actual file) optional: resize on upload optional: specify if you want them removed after a specific time. When you copy the url-list in a post and then after press enter, they get included as images into the post automatically. Example:
  19. It's easy to imagine how #1 can be solved fairly: When the player or an enemy AI shoot an armed AI, the AI that was hit should be given a random destination near the attacker to run to. The further the player is from the target, the larger the radius around the player in which a random node may be picked; If you're far away the virtual sphere should be large, meaning AI may run to a room or passage near you but still in your general direction . This new behavior should be influenced by AI acuity and difficulty settings though I'm not sure which ones... also toggled by one, for those who prefer the old way and abusing clueless guards as they wonder what force of the universe must be hitting them. By the way, and I just realized this now: The problem doesn't only affect attacks, but also spotting the player before attacking. Think of the last time a guard standing outside spotted you on a balcony before you hid, enough to draw their swords and start searching but not attack you outright; The guard was alerted by something in a building, yet he draws his sword to search the area near him. If I'm standing outside and think I see a burglar in my house through the window, I'm going to go near my home if I plan to confront the possible intruder, not start looking around the road next to me and say "I know you're here somewhere" which would imply I have a serious problem Main reason I mention #2 is when I helped with transcribing the subtitles for the drunk voice, I noticed there are voice lines for AI returning with an ally. Two in fact: If the player is still there the AI has a voice line for telling the other person "that's the one let's get him", if the player hid there are lines such as "you were too slow now he got away". Those voices in particular are never played, or at least I don't remember ever hearing them in all those years: It occurred to me while I wrote this post that they're likely designed for a mechanic that was never implemented... or was but broke very long ago? Curious what its history is.
  20. First post here but dude nice work! Love getting my grubby hands on new content. I'm currently working on my first map as well
  21. As someone who tends to alert guards often and occasionally stir trouble when going through a FM, I noticed some major issues when it comes to AI realism and awareness during combat or when guards face difficult situations. Everything's fine when AI go about their usual patrols... once trouble takes place however, the illusion falls apart as guards act like they're less self aware than a toddler. Indeed AI realism can't be improved past a certain point as there's a limit to the effort the team can put into something so complex... yet I do believe a few improvements can make AI behavior much more realistic and exciting. After analyzing this issue for a long time, I decided to put it all it into a few main points... I apologize for their length as I wanted to go in a bit of detail on each one, hope folks have the time and patience to read them. Biggest issue is AI are unaware of where attacks are coming from. I recently made another thread on how I climbed on a table and blackjacked two guards to death as they sat there doing nothing, something that also happens when shooting them with arrows as guards only explore the nearby area. The issue seems to be that AI don't account for the direction a hit comes from, they only know something hit them but act as if it must be some mystical force of nature: If you're sitting in a parking lot and an asshole neighbor throws a tomato at you from his balcony, you aren't going to cluelessly investigate the road in front of you when the projectile clearly came from behind and hit you in the back of the head, instead you'll storm into the building and start looking for which of the neighbors facing that side of the road may be the culprit. Despite voice barks existing for this exact scenario, we never see AI running to get help from other AI. NPC's will do one of two things: If armed and with enough health they will attack or search for you nearby, if hurt or unarmed flee to a random location. I've never seen an AI consciously run up to another AI asking for help and bringing them to where they spotted me, even when fleeing the AI seems to go to a random location. They don't share knowledge with each other generally speaking: The only awareness AI spread to other AI is alert level, meaning NPC A becomes alert if it sees or hears that NPC B is alert too... beyond that there's no coherence or actual cooperation, the voices may indicate some form of searching together but friendly NPC's are never seen actually engaging. Another big issue is voices being played (or not played) in disconnect with what's actually going on. There are AI voices for most important circumstances but they're very rarely activated: It's a miracle to hear a guard say "someone's been hurt" or "there's a body here" when noticing someone who's unconscious or dead. What seems to happen is if AI was already alerted by another peculiarity such as a noise, they're no longer surprised by anything else and won't play the voices designated for that scenario, so they'll only mention a body if that's the first thing to alert them in any way. Furthermore AI don't actively talk with each other while searching together, everyone acts as if they're on their own and not a team. What happens after a conflict is over. For this discussion I won't focus on better permanent alerts, that has greater difficulty implications and I think I made a separate thread on it a while back. The problem I noticed is once the immediate alert has gone down, AI return to full normality and act abnormally calm: The idle voices change from saying things like "it's a quiet night" to "we've got an intruder" but that's about it. In any realistic scenario even a trained guard would be shocked after being in a fight or finding a body. Below I'll list the immediate improvements I see to those problems, which without having an understanding the code myself am presuming can be changed without too much effort: When an enemy hits the AI with any weapon, the AI should be alert to the estimate location of the shooter. If you're standing atop a tower and fire an arrow at a guard, the guard shouldn't draw his sword and look around their nearby vicinity like a fool, but instead run up to the tower where you're standing granted they can pathfind their way to that location. If the player is far away the destination should be fuzzy and a random location nearby, thus the guard won't run to your exact location but will still climb the stairs and enter a room near it. AI need to learn how to ask for help instead of fleeing to random places when not attacking. If an ally who isn't already alert can be found nearby, the scared AI should explicitly run to their location tell them where you are then have the ally either run to your location (if armed) or go to another ally to get them to your location (if unarmed). Even if an AI is already alert, finding a body or dropped weapon or broken arrow should result in the AI speaking the voice line for that circumstance, only being engaged in combat should suppress it. I'd go further and support repeating those voice lines: A guard yelling "we have a dead body" several times during the first seconds of discovery would make them appear more shocked. Similarly talking to a nearby guard shouldn't be done just once when the two first meet: When multiple AI are searching for you, they should constantly alternate between single voice lines (eg: "I bet you're right over there in those shadows") and looking at another guard to talk to colleagues (eg: "I know I saw him here keep searching"), this would be a huge improvement since guards currently act like they're completely unaware of each other during a coordinated search. Making guards permanently affected after an incident is a trickier one but a few tweaks could improve it. The most immediate solution would be changing the idle animations: Instead of stretching or blowing their noses or eating candy, AI should be seen randomly cowering or face-palming or even playing the scout animation to look around carefully. One suggestion I'd absolutely throw here: If the AI found a dead body from an ally, have them cry occasionally... I think that would be an interesting and unexpected detail, that will also get players to think and feel more about the consequences of their actions and how they affect the world. There are other ones I could get into, but some would be more difficult and likely not worth trying to solve. Most notable and worthy of at least a mention is how AI walk over the bodies of fallen friends as if they're doormats: Obviously there's no way to have them drag bodies to the side, but maybe an avoidance mechanism so they don't look like jackasses trying to profane their dead friends by literally stepping all over them could be a fix for that as well! Let me know what you think of those points and if there are other AI issues you've noticed yourself or better solutions you can think of: I'm not sure if I got everything here but I definitely believe the problems exist and we could make the world more natural and immersive with some simple fixes.
  22. Here's my first FM. A small and easy mission, inspired by Thief's Den and The Bakery Job, where you must find and steal a cook's recipe book in order to save a friend from going out of business. Download: Mediafire (sk_cooks.pk4) TDM Website's Mission Page The in-game mission downloader Thanks to: The people who helped me get this far, both in the forums and on Discord. The beta testers: MirceaKitsune, Mat99, Baal, wesp5, Cambridge Spy, jaxa, grodenglaive, Acolytesix ( Per the author in the beta testing thread. ) Skaruts has given permission to the TDM Team to add Subtitles or Localization Strings to this mission. (No EFX Reverb.) If anyone from the Community or TDM team wishes to create these we will gladly test them and update the mission database.
  23. With TDM 2.12, after the credits finished, the "Mission Complete" screen did not display. I found that the screen was black and I could hear my footsteps when I tried to move around. I think the reason for the mission not completing successfully was that the "Do not kill or harm allies" objective was never marked as "1 = STATE_COMPLETE" instead it was left as "0 = STATE_INCOMPLETE". Note, I didn't use noclip throughout the mission. Same as: https://forums.thedarkmod.com/index.php?/topic/18054-fan-mission-the-accountant-2-new-in-town-by-goldwell-20160509/&do=findComment&comment=458491
  24. How about using TDM automation framework (and maybe pcem/qemu)? More info see: https://forums.thedarkmod.com/index.php?/topic/19828-automation-features-and-discussion/
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