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  1. If the "mission fails as soon as stealth score turns non-zero," that would not be good for ghost players. They might need to find out "how" they failed and experiment to avoid alerting guards. They might need to take those score points as a "bust". They might need to take those score points to complete an objective. Then, mission authors would need to encode exceptions into their missions, which would be a lot of work (if they decide to do it at all). However, part of what makes ghosting challenging and fun is when mission authors do not create their missions with ghosting in mind. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Writing code for these rules would be a huge undertaking. Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Creating an official mode could alienate these dedicated ghost players, because it would clash with what is considered ghosting in the community. Including the Stealth Stat Tool mod in the official release would be more useful. Or, making the audible alert states of guards quick and easy to recognize could help as well. For these reasons, I don't agree with an official "Ghost" mode. If the dev team were to do it, we should consult with @Klatremus so we get it 100% correct or not pursue it at all. (This ghosting bit should probably be in its own thread.)
  2. 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
  3. 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/
  4. Introduction A project is underway, led by Geep, to eventually provide English language subtitles (or if you prefer, "closed captions") for all the non-story phrases (e.g., barks) of the stock AI characters. The non-story phrases are identified by the "verbosity speech" subtitle tag. The hope is that these subtitles would be distributed as part of the future TDM 2.12 core and so available to all FMs, both old and new. Since there are 5-10K such phrases in total, this project will take a while. Let me know if you'd like to help. This forum thread can be used for project coordination, and to provide info about - What subtitle sets (e.g., for particular AI) are underway and completed Emerging tools or methods for bulk testing Style guidance for TDM subtitle authors. To support this project, a style guide will be developed as experience accumulates. While motivated by providing some consistency to English speech-tagged subtitles, it may be of some interest to FMers creating story-tagged subtitles, and those subtitling in other TDM-supported languages. Potential improvements to TDM's subtitling system - particularly those that would involve engine/GUI changes - can be discussed in this companion thread: Subtitles - Possibilities Beyond 2.11 Current Status - Subtitles for Barks All TDM vocal sets planned for TDM 2.12 have been delivered. New: Fixup Needed to Run These Under 2.12 Beta 3 The Thug - Update May 6, 2023 released as testSubtitlesThug2 FM. This takes advantage of new 2.12dev features and changes to style guidelines. The Lord - Update May 4, 2023 released as testSubtitlesLord2 FM The Wench - Two postponed April versions - Nov 25, 2023 released as testSubtitlesWenchOriginal and testSubtitlesWenchPatched FMs. Two versions because of Bugtracker 6284. IMPORTANT: See final version at end of this list, released Jan. 14, 2024. The Young Builder (Builder 4) - Update May 30, 2023 released (again) as testSubtitlesYoungBuilder FM. (Corrects error in briefing syntax of original May 17 release.) Average Jack - June 8, 2023 released as testSubtitlesJack FM. The Pro - June 23, 2023 released as testSubtitlesPro FM. The Maiden - July 8, 2023 released as testSubtitlesMaiden FM The Grumbler - July 24, 2023 released as testSubtitlesGrumbler FM The Mature Builder (Builder 3) - August 15, 2023, released as testSubtitlesMatureBuilder FM The Lady (aka Noblewoman) - Sept 9, 2023, released as testSubtitlesLady FM The Moor - Sept 14, 2023, released as testSubtitlesMoor FM The Commander - Sept 30, 2023, released as testSubtitlesCommander FM The Simpleton - Oct. 21, 2023, released as testSubtitlesSimpleton FM Builder 1 & 2 (shared vocal set) - Nov. 8, 2023, released as testSubtitlesBuilder1and2 FM The Critic - Nov. 25, 2023, released as testSubtitlesCritic_FM Manbeast - Dec. 10, 2023, released as testSubtitlesManbeast FM NEW! Lady02 - Dec 21, 2023, released as testSubtitlesLady02 FM. Assisted by datiswous. NEW! The Drunk - Jan 6, 2024, released as testSubtitlesDrunk FM. Assisted by MirceaKitsune. NEW! The Cynic - Jan. 13, 2024, released as testSubtitlesCynic FM. Incorporates early demo subtitles by Dragofer. NEW! The Wench, Final Revision - Jan. 14, 2024, released as testSubtitlesWenchFinal FM . Assisted by Dragofer. See also original May version (released in November) in the list above. All TDM vocal sets planned for TDM 2.12 have been delivered. Thanks, @nbohr1more, for integrating these into the release. All AI vocal sets, including additional ones for future consideration - perhaps as "verbosity effects" - are listed here. Current Status - Utilities buildSubtitleShader.exe - Latest release of April 10, 2023. This program fabricates a TDM sound shader file specifically for the testSubtitles... series of FMs used here. It does so by wrapping each sound file name in a directory into a sound shader with uniform incremental naming. While limited to a single directory, the latest release simplifies merging runs from multiple directories. @datiswous reports that this Windows console program also works under Linux/wine, where it is used with similar "testSubtitle..."-derived FMs for verbosity "story" subtitling. checkDurationsInSRT - May 6, 2023 Update (bug fix) This Win/console program scans a directory for .srt files, examines the subtitles, and warns about those phrases/messages that are potentially too short or too long in time, or that seem to require too high a reading rate, expressed in characters per second. It also looks for within-file subtitle messages that overlap in time. soundDurationsCSV.exe - March 7, 2023 Release This Windows console program scans a directory of sound files, reporting their names and (using pre-installed ffprobe) durations with millisecond resolution. The resulting .csv file can then be imported into a custom Excel spreadsheet for subtitle editing. For more, see also Feb 20th comments . findTooLongSubtitles.exe - Minor update, June 23, 2023 Release This Win/console program scans a directory for .subs and .srt files, checks the length in characters of each subtitle line, and reports those that exceed a specified maximum. analyzeFieldWidth of April 27, 2023 (release not scheduled; too idiosyncratic). Used to determine, for 12pt Carleton font, and a representative sampling of bark subtitles, how many characters might reasonably fit within a given gui field width. Later, parts of this code were used to build calcStringWidth.exe discussed next. calcStringWidth.exe - Oct. 11, 2023 Release. Calculates the display width of an input string, for 4 candidate subtitle fonts Carleton and Stone, uncompressed or 16:9 compressed. statsForSubtitles - June 25, 2023 Release. Starting with The Pro vocal set, this Windows console program automates the gathering and reporting of the basic statistics included with the announcement of every vocal set release in this forum thread. Current Status - Spreadsheets and Related Explanatory Documents, including Workflow and Templates Work by Geep on each vocal set starts with instantiation of a pre-configured Excel spreadsheet. This is used for subtitle editing and to do automatic calculations to help manage constraints and decision making. The announcement of each AI subtitle release here includes a link to the corresponding spreadsheet. At first, the spreadsheet's columns, formats, calculations, and highlighting (and its distillation into template form) would change quite a bit between each AI. As of June, 2023 and AverageJack, it has largely stabilized, and is now documented: June 10 Documents Explaining Workflow and Excel Spreadsheet/Template (for AverageJack) The v5 template was used for vocal sets from June's Average Jack to November's The Critic. Further clarifications are now available: Dec 7 Update of the "Explained" Doc for Spreadsheet Template v5 Subsequent vocal sets, through to 2024's The Cynic, use template v6: NEW! Jan. 10, 2024 "Explained" Doc for Spreadsheet Template v6 Current Status - Style Guide for Barks As of Sept 2, Subtitle Style Guide - Part 1 is now available. NEW! As of Jan 16, 2024: Subtitle Style Guide - Part 2 with more discussion and references. Current Status - Third-Party Tools For editing of "story" SRT files, datsiwous found "kdenlive" particularly helpful [to do: link to how-to below]. Geep has been working with the simpler, audio-only "Cadet" for barks.
  5. It is not a long-click, it is click-and-hold, where holding time matters (and is much longer than long click). So with your change it would be short click, long click, and click-and-hold. Click-and-hold at least continues short click, while long click does not. When I pick up a candle, the candle is lift off with delay --- that's because long click does not continue the action of short click, so the code has to wait until mouse is released and can't apply the short-click action immediately. That's exactly the issue that you fixed with crouching, and now you introduce it in another place.
  6. It isn't that difficult, but it looks a little ugly code-wise. In the latest version from @stgatilov found in this post just replace: #define SUBTITLE_BASE_Y (379 - 52 * SUBTITLE_IDX) with: EDIT - Removed because it was wrong. Check this post. Mind you! this again is a quick hack with no guarantees. Code must be properly assessed if we go for it.
  7. Thanks! I'll look at the portal design in that area. For a baseline, can you post details about your GPU, Driver, and Host OS
  8. Download the "White" or "Geep" version from this post. Latest code by Geep can be found in this post (the second "visible" parameter from SubtitlesLocationBacking must be removed). Unless we are talking different things text must be rendered with 8 shifts, otherwise it doesn't look as good: top-left, top, top-right, right, bottom-right, bottom, bottom-left, left.
  9. So, I've got a confession to make: Up until recently, I hadn't really played a full FM in quite some time as I only did the occasional playtesting. I am currently trying to catch up and boy did I miss some gems! This FM is one of them and easily one of my all-time favorites. The save-system on expert combined with the incredible athmosphere of your mission created a tension I haven't felt in a Thief-style game in a long, long time. Thank you, thank you, thank you and bravo @kingsal. TDM and its mappers have really come a long way, competing high up there with commercial productions. Your FM inspired me in two ways: At one point, I died due to my character not jumping off a slope, eventhough I felt like I pressed jump at the right time. I think everybody of us knows this issue and you always have this kind of in the back of your head that you don't jump when the ground is not perfectly even. This failed jump was of course very annoying due to the saving constraints, so I instantly started thinking how we could solve this. There's a technique known primarily from platformers but also from FPS like Doom Eternal, and that technique is called "Coyote Time". It allows the player to jump for some short timespan after leaving a platform. We should maybe explore something similar for TDM, to make jumping off slopes more reliable. We have to be careful to not allow the player to cross further distances this way of course. I loved the save restriction and the tension it create so much, that I want more of it. I started to brainstorm and remembered the optional game mutators from Unreal back in the day. These mutators allowed you to enable extra challenges or modified physics etc. for your game. Coming back to the save restriction, a respective mutator for TDM could be that each savegame costs some resource. Some resource that hurts, like a water arrow or a health potion, to make the player think twice about saving. A mutator like that would honestly be my default play-setting, I think. Other obvious mutators could be "Ghost" (missions fails as soon as the stealth score is non-zero and blackjacking is disabled), "Ironman" (no saves), "Strong Enemies" (enemies hit harder, have more health). I shall follow up on both of these points soon.
  10. This may very well be the solution to the riddle: Since there is no visual indicator of any kind long key-presses are subject to peripherals, software configuration and physical needs or preferences. If we want to prevent unintended actions players should be able to decide how long a long frob is. A slider that goes from 0ms (off?) to 1s should suffice. Regardless, I still think the most reasonable approach at this very moment is to shoulder (and un-shoulder) bodies on long frob. See it, if you like, as a compromise that allows the introduction of a neat improvement that has a minimal impact and satisfies most parties. An intermediate solution, subject to further changes or improvements.
  11. -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.
  12. To cater to both audiences. I mentioned LibreGameWiki as one example. nbohr1more mentioned other uses. Explicitly allowing reuse and spread will help TDM reach a wider audience and would hopefully attract more volunteers. More volunteers which can help improve both TDM versions. There are several benefits for a project of being in the Debian repo. One is that TDM Debian-users can report defects on any package directly to Debian (no need to register on separate forums). Debian may then fix the issue themselves (in their "TDM-libre" package) and will offer the patch upstream to TDM, who can then choose to accept or reject the patch. I envision "TDM-libre" to have the same capability of downloading any mission as regular TDM. The only difference is that "TDM-libre" would come packaged with the regular engine (which is GPL+BSD) and an included mission that has libre media/gamedata. When I play TDM by myself, I want the unlimited-play and can accept commercial restrictions. But if I were to promote it somewhere, or charge for a stream when playing online, or make a video, I would want a version without commercial restrictions (and can temporarily accept limited-play) to make sure I don't violate anyone's copyright. Perhaps. That's what I'm trying to find out.
  13. I suggest you use the term "I", to make clear that it is something YOU want, and that you speak for yourself. But, as wesp5 mentioned, I don't really know what this is about, at all. And, I'm also wondering about all the newly registered people lately, who just arrived at this forum, and already want to revolutionize this mod. This is a thing I noticed 2 or 3 years ago, and which hasn't been present in the 15 years I play this mod and frequent these forums now. Really seems like a common thing these days, to not knock on the door, but kick it in, and stomp right in.
  14. Thank you very much, Geep. Not in my samples but mind you: I consider this a visual exercise to evaluate what looks best and decide what works and what doesn't. No guarantees in the code. Gui values must be properly reviewed once you settle on something. Find attached to this post v3 "Yellorange". Text is centered and the font color is a yellow leaning to orange, that looks like yellow in the game but it actually is more orange than yellow (for me anyway). EDIT: Download removed. Check this post for the latest version.
  15. I upgraded from Windows 7 to Windows 10 for free. Does that not work anymore? If your objective is to keep running the same OS version for 15 years, I'm afraid you won't find Linux any better — as far as I know even Long Term Support releases don't go beyond 5 years unless you're a business who pays for extended support, and even that probably wouldn't give you more than 10 years. On the other hand, Linux upgrades are always free (assuming you're not using RHEL or another commercial distro), whereas Microsoft might require you to purchase an upgrade license.
  16. 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.
  17. TDM has tons of textures from "free" texture resources that do not allow redistribution and cannot be incorporated into a commercial project. Someone would need to create a huge replacement pack of textures that do not break the look of existing missions and do not infringe on the copyrighted textures. Also, many artists who contributed to this project do not want 3rd party entities to use their work in commercial projects. They intended the models, textures, sounds, animations to be exclusively used for Darkmod content. You would either have to replace ALL assets or contact every contributor and ask them to re-license their assets. Many contributors are no longer active with the project and haven't visited the forums in years so it would be no easy feat. I cannot speak to Debian policy but I think that they treat installers that add non-free content the same as non-free content itself. One could argue that Steam is such an installer but I guess Debian would counter that there are a few fully Libre games on Steam. I think Debian, Ubuntu, or Linux Mint need to consider a repo that allows for games (etc) that include non-libre content but intentionally offer this content for free to the community with no stipulations other than "don't try to sell it as a product".
  18. In my opinion this is still a complete mess, just imagine to show this table to new TDM players! If this is only about making new players recognize that bodies can be shouldered, why not add a hint to the body name once it is frobbed? Snatcher already added the name of the body being displayed then and I also included this in my patch. Like "Corpse (Use or long frob to shoulder)" and "Candle (Use or long frob to extinguish)" and "Food (Use or long frob to eat)". Loot and tools go automatically into inventory so there is nothing needed there, as well as for junk which has no alternative action anyway.
  19. The gamepad implementation allows for a great degree of flexibility to personalize settings, aside from a few minor issues that I mentioned here: https://forums.thedarkmod.com/index.php?/topic/22337-gamepad-bindings/ I would say that playing TDM with a gamepad works very well, especially considering that it was implemented as experimental and hasn't been changed since then. If I could, I'd go back to 2021-you and congratulate you on buying that gamepad. I notice that your DarkmodPadbinds.cfg looks very different from mine...
  20. It seems like more and more "thief" and "thief players" is becoming a short hand to dismiss community members earnest desire to improve the game - which happens to be a barely legally distinct "thief style" game which was made by thief fans for thief fans and is "designed to simulate the stealth gameplay of Thief". Who is the predominant player base of the game supposed to be beyond fans of the thief games? Is there some better avenue to find feedback for the game beyond this forum? FOSS and linux forums? I have seen maybe half a dozen posts from that segment. I am a thief fan, I play thief fms, my association with those games is what drives me to play and make things for this game. Are we supposed to pretend the original games are not a huge reason why most of us are here at all? TL;DR version:
  21. I haven't personally run it so not sure how long it actually takes. @Amadeus how long did it take for WIS? @stgatilov To make runParticle part of dmap, is there a way to check if runParticle needs to be run or not first? For example, if there are no particles present with 'collisionStatic' keyword than just skip it. I wouldn't say this is big deal, but it's a manual step that the mapper could easily forget to run on release day... I meant the default weather materials - but Amadeus covered that in his question - thanks. Actually this doesn't seem to be the case. The rain seems to stay outside the visleaf if the door is open. In the example screenshot from inside the Inn in In Plain Sight, the rain patch actually extends over the roof of this building. With the door open, the rain 'stays outside'. However, you're right and still with this method you need to use individual patches and place them carefully (although I didn't have to worry about the height). It's not perfect because rain will still poke through awnings and stuff outside.
  22. I get that and full disclosure: I did not read the full thread, it's just too much! I was absent in recent months, so I missed all of this. That makes a lot of sense. Although, to solve this, one could communicate via audio cue ("uh uh") that no use-type-interaction is available for that entity. Anyway, there is an incredibly easy way to solve the inconsistency while staying true to the original control scheme and that is to simply swap shouldering and grabber. Entity type Short Press Long Press ...Release Button Junk Grabber Nothing Nothing Food Grabber Eat Nothing Loot Pick-up Nothing Nothing Bodies Grabber Shoulder Nothing Lights Grabber Exstinguish Nothing Tools Inventory Nothing Nothing This way, every interaction that was originally "frob + use" (shouldering, eat, exstinguish) will the become long-press-frob. So, the long-press simply becomes a shorthand for special action, nice and clean. While I do love the hold-type-grabber to death, I'd be willing to sacrifice it for a consistent control-scheme. (@stgatilov @Daft Mugi) Right now, we have this weird mixture of hold-type- and toggle-type-grabber that I guarantee you, will confuse new players (and streamers). I say, either fully embrace the lovely new hold-type-grabber (which I am still all for) or drop it completely.
  23. It is quite litigated in the thread already whether it is particularly important or common in games for a context sensitive input be "consistent" or whether this inherently means something is intuitive - so I won't repeat my thoughts on it. I will say It seemed like it was quite difficult to get this change as it is into the game, so while I think anything can be improved I am not sure anyone wants to go through another 10 pages, polls, etc. So I hope I don’t sound short or dismissive, it’s really not my intention, it’s just been a very long thread. I will say if an object is frob highlighted, ie subject to an interaction prompt, if frobbing it then does not do anything or provide any feedback the game immediately feels very strange and broken. I do not think it is good a idea to have objects which can only be interacted with via long press. The current design is around primary interactions being on short press and the secondary more situational actions being on hold, while also retaining compatibility with all legacy interactions. There is some disagreement as far as what is a "primary" interaction, but I find it pretty intuitive in practice as it is today. There are some exceptions that did not work out in testing. I will the example of candles/lanterns - having extinguish as the primary interaction makes a lot of sense, but in practice didn't work very well. The game is full of extinguished candles, empty candle holders, etc that are now simple physics objects that require a long press to pickup and have no primary interaction - see issue above. You also have to handle lanterns differently, which can be toggled off/on. You could code in the TDS method which is extinguish a lit candle on frob, then it becomes a physics object (“junk” in the parlance of your table) so the primary interaction should then be grabber. There seemed in general to be a lot of concern about keeping the code clean. Being able to grab moveable inventory objects on hold without having to do the current dance of bringing them into inventory first and then “dropping” them - like keys and tools - could be a nice addition. Many loot objects are not moveables so these might be a bit of issue?
  24. Downloads - the most up-to-date To install, place or extract the archive into the darkmod/fm folder of your mission. Schooner & Sloop - a test map containing two older mapped ships Caravel - a merchant ship made in Blender, including a scale model. The lifesize variant is somewhat overscaled in order to comply with minimum ceiling height requirements on both decks. Can be scaled down if you don't plan to give it an interior. Barouche - a posh carriage [part of 2.11] Weathered Ships - two small ships, fully mapped with interiors, available moored or sailing. The LOD scale models are already part of 2.08. [part of 2.11] Vintage Lamps - very posh brass lights for mansions [part of 2.11] [Furniture & Shelving] - a batch of models and prefabs in the furniture & shelving department [part of 2.09] [Blue Elemental] - blue variant of the flame elemental [part of 2.09] [Stagecoach] - a sturdy carriage for four [part of 2.06] [Oil Lamps ] - posh or rustic oil lamps & lanterns [part of 2.08] [Coffin] - an old coffin [part of 2.08] [Hookah ] - a waterpipe for smoking Mandrasola [part of 2.06] [Prefabs & Particles ] - a collection of prefabs and particles, i.e. fireplaces, furniture, see below for list of contents [part of 2.08] [Privy Chair ] - a rustic toilet seat [part of 2.08] Original release posts Ships Post #1 - Schooner [Variants: steamship] Post #9 - Sloop (Post #33 ingame) Post #97 - Caravel + accessories + scale model Post #123 - Brig (formerly known as the Ketch) Post #128 - Yacht Post - Merchant Additional ships in the form of scale models can be found in Down by the Riverside, but they haven't been optimised. Carriages Post #19 - Stagecoach Post #102 - Barouche A moving stagecoach setup can be found in both maps of Down by the Riverside. Note that this mission uses an older variant of the stagecoach. Lamps Post #33 - Sphere lamps Post #108 - Gas lamps collection Post #120 - Vintage lamps collection Ambients Maritime ambients (included with the Ketch) Dragofer's ambients Other models Coffin: Post #102 Altar: Post #102 Privy chair: Post #109 Hookah: Thread Office suite: Post Prefabs Furniture & shelving: Post Fireplace, marble: Post #113 Fireplace, rustic: Post #102 Statue with seating: Post #116 Naval clock Covered loaded cart Rustic bed Ship-derived bunk beds Workbench Large garden arrangement Rustic wardrobe Particles tdm_wisp - a glowing faintly pulsating orb of light tdm_smoke_ceiling - black smoke for indoor fires Original post in Dragofer's Stuff, starting from here
  25. the sad thing was that the 6950x was 2000$ when it was new so only something for the wealthy back then, and ryzen was starting to nip it in the butt with lower priced and allmost as fast cpu's. could actually be fun to try out the 2080 ti on a recent ryzen build to see the result, but im quite happy with my setup now i even got an asus x99-AII with a 6900k and a 1080 ti which plays pretty much everything (as long as you dont use raytracing and lower settings a bit for the newest titles). Well not completely true you can actually use raytracing with it using FSR2 but it does lower the framerate quite a bit 20 > 30 fps on some titles, as long as you dont go 4k its more than playable though -> callisto protocol at high settings with raytracing and FSR2 runs at 75 fps at 1080 resolutions.
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