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  1. I post for the first time since January with a detailed response about an important(ish) topic and I get a laugh reaction. In all seriousness though, if one doesn't like DRM they have to be careful posting nowadays since a lot of people have a lot of time invested in games and platforms with DRM of various sorts, and any issues you raise with the game/platform these people will take as personal attacks against themselves, even though it was never intended. Not so bad here, but reddit and Steam forums? Good God. Bruh we both live in Australia, it's not that bad here with regards to the authorities most of the time. I mean it does depend where you live (I'm in SA) but comparing our cops to those in the US is like using a cheat code.
  2. The absence of rope arrows forces you to consider alternatives, which I think was the point here. I also felt that there was supposed to be rope arrows but that I missed picking them up. It forced me to explore other means to forge ahead, which I found. Again, that was deliberate. Same with the "fastened" doors. It hinted to me that there was something on the other side, but I had to find a different way to get there. It all comes together when you finish the mission. Getting from the end of the mission to the beginning is far easier than getting to the end from the beginning. This is important for those who have to return to collect unfound loot. There IS one wall pipe that is climbable. I don't think there is any ivy however. Some of the jumps WERE a bit tedious. That's always a turn off. And it was indeed dark. Particularly when you're trying to spot a ledge to creep along. Maybe this is a Ver 2.13 issue with the lighting. I don't know. But I managed to complete the mission and totally enjoyed it. Still can't find all the loot though. When you have verticality like this, there's bound to be an isolated window to burgle or some bird nest teetering remotely.
  3. Great mission Frost I understand the complaint that there were too many doors that were locked from the outside, but I have to say that only bothered me until I realized they were hints that you can find a different way to get get to the other side of the door. Having the distinct lock sound was very helpful as well. Once the mission is finished, with all doors unlocked, it's quite easy to go back and forth. Which is what I have to do because my loot total is very poor.
  4. OK, I loved this mission, I've loved every one of the lieutenant series so far The only issue I did have was a framerate drop on the Everywhere else was smooth as silk I got all the loot* & everyone apart from the the non KO guards is asleep, no issues with KOing, spent a lot of time staring at things wondering how I was going to get up/down/across to them & thinking "this is never going to work" except it did, I do like puzzles like that * So thank you for this
  5. The only differences are the loot count and the player inventory (a few more arrows/mines on easier difficulties).
  6. Wonderful map. Brutally difficult on "difficult", which of course I like. I'm curious if the mission is any easier at the lower difficulty settings or if it only changes the loot objective. I only managed 4048, so clearly I missed a lot! I only really got frustrated when I ended up using noclip, which I have never done before. I replayed that bit with the gamma turned up after reading another player's post. I found the way, so I could finish without resorting to cheating Thanks for the great mission! [EDIT] I went back in and found I missed ended up with 7088. Well worth retracing my steps for that.
  7. That's correct but many people just use the in-game mission downloader to check for new stuff without even looking at the forums, which is what I did. In the past a lot of missions that required a newer version of the game executable and assets would tell you this when you tried to start them up. I was just reporting on this and that you don't need to reinstall, just update via tdm_updater if you find this issue.
  8. That was an excellent mission. A big beautiful city, nicely detailed and interesting map. I particularly like the way you modeled the streets. There were some nice tricky parts that were challenging and fun to get through. No doubt I missed a few things, but I managed to leave with 9148 in loot in just under 5 hours. Just a minor disappointment when
  9. I have got to the end, and found it very challenging and enjoyable. Much appreciated. Some general feedback. 1) The first time I found the Warwick Tower caretaker, I didn't find what I needed to go the next step in the Tower. I went back later, expecting there to be a master key I failed to spot. Which you might expect a caretaker to have. Only because I read in this thread there was a did I know to look for one. A hint in a readable would have seemed appropriate (or did I miss it?) 2) On the outward trip to Fishend, the game was semi-linear, which I found helpful, because it was not always straightforward how to progress to the next area. a) Early on it was evident that the next step was to get into the Art Dealers. b) And when I first reached the Armoury, there seemed no way forward. But because I knew there had to be one, and other options I tried didn't work, I eventually worked out what the route had to be. 3) I eventually found the room with Should I have guessed? Based on ethnicity? 4) I read in this thread what to do about the Clarice objective, but couldn't make it work. So gave up, since it was optional. 5) I did this on Difficult, but only found 7200 out of the target 8000 loot. So clearly I missed stuff, and that's on me. But at least that Objective was optional too.
  10. Hrm I wasn't able to type on *after* the spoiler and accidentally already submitted the reply.. (Does this forum somewhere have a raw mode where you type text with tags around them or something instead of this broken WYSIWYG editor?) Anyway, what I was gonna add: This was a great mission and I already played Away1 - I'm really looking forward to Away2, want to see how the story goes on
  11. The mission easily goes to my list of replayable missions, which is my second highest rank. Yes, some vertexes aren't snipped together and there was a single piece of loot I wasn't able to get , but these are negligible issues. I appreciated the creative elements and little secrets and the way you used the light sources. Thank you for your work.
  12. I took some time to sit on my thoughts on this one, so I forget my exact totals, but I completed this mission in around 2hrs and had ~7000/11000 loot on the middle difficulty setting. I enjoyed my time overall? But a lot of quality issues held me back on this one: - The AI really seemed to be out for my blood, and I'm not sure why or how they saw me lots of times. I think at one point I had 6 guards running around the market place. I think this was maybe a portaling issue? Because I managed to piss off guards in neighboring buildings or on different streets often during this mission. - The do-not-kill objective didn't work. I discovered this by blackjacking a sleeping commoner who bethesda-physics'd into the wall so hard that she died (a TDM classic, not the fault of this mission), and the objective didn't tick failure. I used this to my advantage for the second half of the mission and made the streets run red because of my previous AI woes. - The mission was very flat. There weren't a lot of opportunities to run across rooftops, crawl through sewers, or emerge through vent shafts to new floors of buildings. There was a little bit of all of that, but I was struck by how isolated and one-off those moments felt, and how the streets were perfectly level from one side of the map to the other. - I found lots of polish issues in the geometry, including a pretty sizeable gap in the ceiling of a side room in the pumping station, windows not aligned to the buildings they were supposed to be attached to, and a visible seam through the second floor of the manor under a bedroom door. That said, I liked the ambition and creativity overall, and that kept me going. I think I'm at like a 6/10 or 7/10 on this mission. Good effort, solid ambition, needs refinement.
  13. Congrats for the release, this was really fun to play! Lots to explore around, the barred door puzzles were just enough to be challenging without becoming frustrating, liked the vertical challenges too. I managed to only find 6000 of loot, a perfect excuse for a replay
  14. Wonderful city fm, completed on Medium in 1:21:54 with 4621/8493 loot. 8.5/10, really enjoyed the layout and architecture of the buildings, and looking for then weaving in and out of windows throughout the level. The apartment facades in the screenshot/opening area, and the really tight nested rooftops and ropes of the last major area, were highlights. Also, I appreciate any level that delivers the dream of grabbing nasty-ass raw fish out of someone's kitchen sink, stuffing it into your pockets, and eating it whole. Some minor notes/critiques: - I'm never a fan of no-kill objectives on all difficulties. I always end up with like 30 broadheads and the police sure ain't taking prisoners - just let me use 'em. - I think this level leaned a little too much on "Door does not open from this side"? Started to feel less like the city had locked down for the night and more like obviously gating the player for gamey reasons. Although I did appreciate the opportunity to go back and look for more loot (even if I didn't take much advantage of said opportunity) as a nice surprise for exploring and getting lost. I did also appreciate the separate sound cue for a barred door vs a locked door. IDK, its a good mechanic, but maybe use it a bit more sparingly. - The ms paint-esque map drawing took me out of the game a bit immersion-wise. Its vague/abstract design is fine, as the level layout was quite good at funnelling the player to the next location so it was more for just keeping track of where I am. But an art pass would be a nice touch to have. - The music changed a lot during my playthrough? Due to the nature of the map, you're entering and exiting areas through windows a lot, and the music track switched around all the time as a result. Was a bit jarring, and maybe just the rain ambiance would have been perfect for the outdoor sections. - I was able to frob a light switch through a wall on the other side of a door. I found this at a location that I can't describe without spoiling, but can safely screenshot without spoiling. I've attached a picture of where I was standing and looking when I was able to frob the light switch.
  15. Might this not be better suited to https://forums.thedarkmod.com/index.php?/forum/58-tdm-tech-support/ or failing that make the text collapsable.
  16. Guest

    AB's Stuff

    Sharing my stuff here (with permanent links this time!) Use them however you like Let me know if there's any issue with any of it and I'll fix them or get them up to standard! Merry Chests 2 Download These are on hold for the moment while I work on actual missions. I got as far as making 8 new containers/chests that are drop and go prefabs, made a little more efficiently and flexibly than the first lot. Technically 1 is from the first lot, I just liked it enough that I wanted to give it a refresh. They all come with little loot lights inside that switch on and off as the lid opens and closes for optimisation and visibility. Frob boxes, keys you can use or not, etc etc. Merry Paintings 2 Download I needed some office-appropriate paintings that were a bit more neutral than Caravaggio's Judith Beheading Holofernes so I grabbed 20 (mostly) C19th still life paintings, all public domain and CC0 scans. Some chiaroscuro, some pastoral, some with kitties This time around I've packaged them as light as possible so they're not the highest definition, just something to fill your walls with rather than lootable centerpieces.
  17. Double topic. See also topic: https://forums.thedarkmod.com/index.php?/topic/22754-thief-vr-legacy-of-shadow-announcement/
  18. i am having a hard time searching for specific keyword in bug tracker so i decided to wade into google search and found similar thread with similar issue : https://forums.thedarkmod.com/index.php?/topic/13723-key-drop-melee-animation-glitch/
  19. Just to complicate your life, there are 3 additional aspects to consider about the circa-2014 Mason files, and subsequent circa-2017 improvements to the 'english' version perhaps applicable to your work. (These issues are covered in the wiki "Mason Font" article, with a bit more in my "Analysis of 2.12 TDM Fonts", https://forums.thedarkmod.com/index.php?/topic/22427-analysis-of-212-tdm-fonts/. The 2017 changes can be seen in the *current* 2.13 TDM English Mason files.) 1) Need for custom DAT-scaling on certain Mason characters The source TTF had upper-case and lower-case characters that were early-on considered too similar to size. So (before 2014) in the DAT, selective per-character scaling was used to differentiate them. See https://wiki.thedarkmod.com/index.php?title=Font_Metrics_%26_DAT_File_Format#Per-Character_Font_Scaling for details. As you add new characters, you should do likewise (relatively easy with refont). 2) Creating the "glow" of mason_glow How Tels created the glow (for 'english' carleton & mason) is discussed in reasonable detail here: https://forums.thedarkmod.com/index.php?/topic/12863-translating-the-tdm-gui/page/5/#findComment-262661 That could be done for Russian too, which I recall currently fakes a glow, and possibly would require a minor GUI or engine code change to use. Note: To best accommodate glow and retain GIMP-visualization-alignment between base and glow characters, Tels moved some base characters within their bitmap, to keep their glyphs 2-3 pixels away from any bitmap edge. You should consider this when placing new base glyphs. Note: For the 3 mason bitmaps doubled in size circa-2017 as discussed next, the mason_glow bitmaps were also doubled. 3) Extensive bitmap editing to solve main menu character jaggedness. On Oct. 5, 2017, @Springheel in https://forums.thedarkmod.com/index.php?/topic/19129-menu-update/#findComment-412921 said: "Looking at the Mason fonts, it looks like they were super low res to begin with, and were then just resized [presumably referring to per-character scaling], making them even worse. I'll see what I can do." [Further on, referring to fonts in the TDM menu system:] "It appears that resizing the dds file to make it higher res is possible, so I'll proceed." Later, on Oct 13, 2017, he concluded within a "More detailed list of changes: "Updated the menu fonts, which were surprisingly bad before" Unfortunately, I couldn't find details on how this work was actually done. I assume the bitmap editing was all done in GIMP. It started with doubling the size of certain bitmaps from 256x256 to 512x512. This was done for the first 3 bitmaps (i.e., those with ASCII, some Latin-1). Then characters were made more crisp and smooth-edged. How? Dunno. Also, some odd but harmless artifacts happened within GIMP (noted in https://forums.thedarkmod.com/index.php?/topic/22427-analysis-of-212-tdm-fonts/page/3/#findComment-499660)
  20. Or, just get in contact with the owners of the IP and ask them since just because an IP lawyer in one jurisdiction says it would be okay, doesn't mean it would be okay globally. There are several packs out there of scripts/definition files which are licenced under free licences (CC0 and WTFPL mostly) and claim their freedom by recreating them using "clean-room way". In fact, I used them in getting TDM running with mostly free licenced files by selectively choosing which had clearly been written from scratch albeit with reference to the originals, and which were just direct copy and paste with claimed free licences (I didn't use them). Then it was a case of finding/replacing the core engine textures, sounds, etc. the engine required to launch with free alternatives (again checking the packs since some were just copied direct from the game files and claiming to be free). In the end, the only non-free licenced files that were still required were those from TDM itself. The result of this TDM version is the screenshot I posted some posts ago here: https://forums.thedarkmod.com/index.php?/topic/22346-libre-version-of-tdm/page/3/#findComment-500642 However, you will notice the giant cursor on the screen in the screenshot, why? because the only reference to hiding the cursor is within the UI files which come under the game eula, so I didn't add in the command to hide it in game. In the case of the script/def files, this "clean-room" approach has stood up in a court of law when I looked online, however you wouldn't really want to end up being in the position of ending up in court defending yourself in the first place. The flaw in the def/scripts that were recreated are that they all wrote their files using the originals as reference. So if the originals are under the game eula, and if the information contained is in some way protected, then all these "clean-room" files revert to the original game eula, as the authors didn't have the right to change the licence. I believe (with a pinch of salt )that if the core scripts/files were made GPL by idSoftware/Microsoft then as files based off of or using them as parents (basically all TDM scripts/defs as far as I can make out) then all of the TDM scripts and def files would automatically become GPL as their authors could also not claim their work was NC-BY since it was then based on GPL work.
  21. Regarding the existing Russian version of TDM's MasonAlternative font, this had a different origin than those Russian fonts processed by Riff_Keeper. Tels created this in 2012. He started from bitmaps of an ASCII Mason font, then used his Perl patch program to copy selected ASCII glyphs (that resemble in some way Cyrillic) to new font "MasonAlternative". See https://forums.thedarkmod.com/index.php?/topic/12863-translating-the-tdm-gui/page/15/#findComment-274617 In GIMP, he flipped or otherwise hand-edited to make them Cyrillic. He said, "There are still a few dozen missing, but this is enough to render the two headlines we have (New Mission and Setting)" https://forums.thedarkmod.com/index.php?/topic/12863-translating-the-tdm-gui/page/15/#findComment-274623 This accounts for the incomplete coverage. Speculatively, he took this approach because it couldn't find a Mason-style TTF font with both Russian characters and an acceptable license (e.g., public domain, or at the least freely redistributable for non-commercial use). @kalinovka,I wonder what the licensing is for your masonchronicles3.ttf.
  22. Evidently a significant portion of the Cyrillic work was done by Keeper_Riff (in conjunction with Tels) back in 2011. These folks are not active in TDM these days. Keeper_Riff outlined a workflow, starting with FontLab to edit TTF files... https://forums.thedarkmod.com/index.php?/topic/12863-translating-the-tdm-gui/page/12/#findComment-271548 Specifically Carleton: https://forums.thedarkmod.com/index.php?/topic/12863-translating-the-tdm-gui/page/4/#findComment-262135
  23. I retried, setting the loot object to absence_noticeability 1 and absence_alert_increase 23 (which should be "agitated searching") and still get zero reaction from patrolling AI, so bug report it shall be
  24. If I understand this bug correctly, adding the absence_alert spawnarg causes the entire absence alert to stop working. I'm not seeing that behavior here. I have absence_noticeability 1, absence_alert 10 set on this loot item, and the patrolling AI successfully enters alert when the map is run in TDM v2.12, but does not enter alert at all in TDM v2.13 I did notice this note in the bugtracker which suggests absence_alert_increase instead of absence_alert as a spawnarg, but this was noted back in 2022... if this were the case, that'd be reflected in v2.12, yet absence_alert still seems to function fine. Unless the proposed change never got worked in until just now. In either case, I'll try putting absence_alert_increase in the v2.13 map and see if that changes anything.
  25. Okay, I installed v2.12 and copy-pasted the map files from my 2.13 /fms/ folder. No modifications or changes. In v2.13, the AI ignores the stolen loot item. In v2.12, the AI is alerted as expected. Based on this, I can only conclude that something in 2.13 has changed with the absence_noticeability spawnarg, or else something else is borked. Nothing gets output in TDM's console that I can see, if there are other logs I can pull to troubleshoot I can try to provide them. I would be interested to see if this can be replicated by other people. v2.13 only came out very recently, has anybody tried playing a map with absence_noticeability in it, or creating one and testing it? Also, would be this a good candidate for a report on the DarkMod bug tracker?
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