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  1. DarkRadiant 3.5.0 is ready for download. What's new: Feature: More customisable layout, all windows and panes can be dragged and arranged Layouts like Embedded, Regular and Splitpane are superseded and have been removed Tweak: The LayerControlPanel's tooltip popup is now less annoying Tweak: Clarify distinction between Shadow render mode and other render modes Fixed: Show/hide Light Volumes for combined entities inconsistent Fixed: Currently applied particleDef not selected in Particle Selector Fixed: Layer visibility checkbox not reacting to double-clicks Fixed: Cannot toggle visibility of layers in Linux Fixed: Drag-and-dropping layers is not working in Linux Feature: Customisable Layout (click to see the videos) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.5.0 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. Have fun mapping!
  2. @stgatilov, you said, RE string comparisons: I'm unclear if you are referring just to changes you made in 2.11. I think equality testing of two strings (one of which is "text") was working and is a good and expected capability, and should be supported. Including against an empty string. I noticed in your bug activities that you did remove some comparisons with ... == "". I see you also removed string concatenation with "\". No problem, but does that mean multiline macros are no longer a thing? (If so, I'll need to change some examples) BTW, the series so far hasn't really tried to cover the 2.11 changes, since I figured it's a work in progress. But since you did a great deal of GUI work in July, perhaps it's stable enough to try to consider it. I see the logs listed in bugtracker, but don't have access to the private forum threads mentioned there: https://forums.thedarkmod.com/index.php?/topic/20526-gui-refactoring/&do=findComment&comment=477179 https://forums.thedarkmod.com/index.php?/topic/21535-order-of-evaluation-in-expressions-materials-and-gui/ (Nor do I have SVN currently set up on my newer machine, for changelogs from there.) Any place else I should look?
  3. The problem with a "theme" system (I think) is that it's forcing the assets into categories they may not fit well into or that don't make sense; or I mean it's forcing the mapper to think in terms of discrete "categories" at all, when that may not be most effective. Whereas a tagging system doesn't impose any "system"... Tags are completely open-ended, and could be at any level of scale or heirarchy -- you could have: bathroom-furniture, made-of-wood, Victorian, X-author's set, good for triggers, items for a bookshelf, architectural, magic, etc, etc... as tags, but not all of those categories make sense as discrete themes with other co-themes at the same level. I guess this is a longwinded say tagging more intuitively lets you target what you want without imposing a structure you have to wedge it into ... just a totally open field of tags from any walk of life. Edit: This is not to say tags should be arbitrarily specific. There should be tags of general categories too of course; even these will be the backbone of the system. But the whole point is tagging allows multiple layers, so you can use the general category tags to start your search, then ween it down with increasingly specific tag sets, whatever is best for the asset set. Some asset sets, or especially combinations, will categorize differently than others, and tagging is ok with that. Edit2: The image I have in my mind anyway is like a photo-collection tagged collection. There's an opening page with a tag cloud with the most common basic tags (general category) the largest in size and minor ones smaller, which you click on and then you get a browser with that set of textures. Then on the left hand bar will be all the tag-combinations within that set (other tags textures in the set are carrying; then in parentheses maybe the number of AND-textures it'd filter down to / OR-new textures they'd bring in), the major tags again larger or highlighted somehow, which if you click one of those new tags, it'd filter the browser to show the AND set. And maybe there's also an option so you could have an OR set and get both (or even select a new OR set from the full tag cloud), which adds new textures into the browser window, and also new sets of tags in the left-bar (the new tags carried by one or more textures in the new set). Also there's a place you could back out of a tag to cut that subset out. So you could open up & winnow down the set as you desire. It ends up a kind of way to browse through the whole collection by navigating through tag AND/OR combinations. Also there's a search bar where you could type in a tag at any time also.
  4. I'm using the version from kcghost. I just tested and I can't see any difference inside the inventory. On the stats itself it doesn't show the different loot types (still seen in the inventory), but instead gives more info on stealth score. Edit: I see Dragofer made an updated version of his script. I have to check that out. Edit2: That version works: https://forums.thedarkmod.com/applications/core/interface/file/attachment.php?id=21272&key=02755164a3bed10498683771fe9a0453
  5. I disagree a little, as I think you are right as far as the likely dynamic in vanilla Thief/TDM, but since the discussion is about stealth games in general I am not sure this is entirely true. It probably does cause players to try and avoid detection and other risk in games, but the idea is when it occurs the player must then engage with the detection/combat mechanics or at least weigh this against significant progress loss. This understandably sounds like a bad compromise to those players who are not interested and typically always just quickload when this sort of thing kicks off. This is kind of the loop in the modern wolfenstein games - when the player is discovered you go loud so to speak and it works (Especially in New World Order) because that side of the game holds up really well (it also lets you quick save and the encounters are short with generous autosaves so restarting does not come at risk of significant loss of progress). In vanilla thief/TDM this experience is likely to be miserable in the most common scenarios in the game, so forcing players to engage with it seems like a mistake. If you want players to engage with the detection/combat loop making it fun is my mind a more successful approach than restricting a players ability to save (I think Hazard Pay also does this relatively well in the enemy design, which is another reason why I think it works and why we should not be closed off to this avenue for designers). But I do think it is a way to get more players to engage with a different side of a game, or at least those that would typically just quickload to reassert their typical play style instead of using the quickload as a means to experiment with the game as you describe.
    1. nbohr1more

      nbohr1more

      I've got a little drool thing going on now... Sperry is one of those authors.

    2. Bikerdude

      Bikerdude

      Exactly..!! He is the one who inspired the Like's of Melan and Skacky!

  6. I looked but didn't see this video posted in these forums. It's pretty cool.
  7. Announcing the Release of 'Requiem' for The Dark Mod! Download Download the latest version of the Dark Mod here: http://www.thedarkmo...wnload-the-mod/ Download the mission here: Mediafire: http://www.mediafire...u89/requiem.pk4 Southquarter: http://www.southquar...ons/requiem.pk4 Fidcal.com: http://www.fidcal.co...ons/requiem.pk4 Create a folder in your Dark Mod install with the path "darkmod/fms/requiem" and place the downloaded .pk4 file inside. When you load up The Dark Mod, the mission will appear on the "New Mission" page. Requiem can also be found directly using the in-game loader. Gameplay Notes While this mission is playable in TDM 1.8, for an optimal experience please download and play in TDM 2.0 (or higher). Most inventory items in the game can be dropped, so no need to carry them around after they are no longer of any use. Note that If you use noclip or other console commands while playing, there is a good chance that you will break the intended flow of gameplay. Credits Mapping and Readables: Gelo R. Fleisher Voice Acting: Goldwell Additional scripting: Obsttorte Additional textures and assets: Flanders, Sotha, Grayman, Springheel, Bikerdude, Obsttorte Additional map optimizations: Bikerdude Testers: Bikerdude, Obsttorte, Gnartsch, AluminumHaste, Baal, nbohr1more, PPoe Custom Soundtrack: Leonardo Badinella - http://leonardobadinella.com/ Additional Music: Lee Rosevere - http://freemusicarch...c/Lee_Rosevere/ Marianne Lihannah - http://www.funeralsinger.net/ Vox Vulgaris - http://www.last.fm/music/Vox+Vulgaris/ A note from the author Hi all. While I've been involved in indie game development for a while now, I'm first and foremost a writer. My most recent project has been a novella that tries to capture the visual feel and tone of the Thief series (you can find the link below). As I was writing, I found myself playing a lot of Thief and Dark Mod fan missions, and got to thinking that maybe I wanted to make one myself, as a companion piece to the book. When I finished up writing, I had a bit of down time and decided to take the plunge. Having never done any serious mapping before, my plan was to make a small mission that I could bang out in a month or two and call it a day. Well, as sometimes happens, the project got a little bit bigger than I had planned. Ten months, and lots of elbow grease later, Requiem is finally ready for you to play. I'd like to thank everyone who helped pitch in to help make Requiem come alive, from those who took the time to answer my many questions on the forums to those who actively contributed to the FM. I especially want to thank Bikerdude who served as my mapping mentor, and Obsttorte whose clever scripts really turned what was in my head into the game that you are playing. Above all, I want to thank you for downloading and playing Requiem; I hope you enjoy it. Links of Interest Author's Blog: http://gfleisher.blogspot.com/ Companion Novella (Amazon): http://www.amazon.co...k/dp/B00BYEW02M Companion Novella (Smashwords): http://www.smashword...oks/view/298956
  8. It wasn't a "sacrifice", it was a deliberate decision. People wanted the game to be as close as possible to the original, including pixelated graphics. If you ask me, the former version based on the Unity engine looked and felt better. But, hey... I guess I'm not the right person to judge that, as I never played the original, and always found that the art style of System Shock 2 is much better anyway. This also illustrates the issue with community funded games: Too many cooks spoil the broth. In game design, you need freedom, not thousands of people who want you to do this and this and that. Just take a look at the Steam forums and see how all those wimps complain again about everything. Hopeless.
  9. What I understood is that the idea of TDM was born from that it was unclear if T3 would get a level editor at the time. Source: https://web.archive.org/web/20050218173856/http://evilavatar.com/forums/showthread.php?t=268
  10. My god. This was an absolutely amazing experience. I tested a very small portion of the beta quite a while back and this has come a long long way since then. This ties with my personal favorite mission easily. I'm probably going to gush about this quite heavily so please bare with me. I'll try to at least provide some feedback and I have a couple little issues I noted that I'll place towards the end. I completed my first run at just over seven and a half hours. I loved literally every second of that time. Experiences like these are rather rare. The complexity, density and length are staggering yet you've somehow manages to maintain the high level of quality throughout. I have to praise the writing as well. Some remarkably beautiful works here and the readables really added to my sense of immersion as well as neatly tying together the many people and events occupying this "little" world you've made. I usually try to ghost missions and this was an absolute pleasure to do that with. I should clarify that my concept of ghosting is probably quite pathetic compared to someone like Klatremus, but I like to give it a go without excessive quickloading and accepting minor alerts in rougher areas where my patience wanes. I always try again the second a weapon is drawn though and always shoot for zero KOs and kills with hardcore AI.. I managed a score of 35 here thanks to the well placed guards and very well thought out patrol routes. It really felt like each encounter and the pathing of the AI was considered at length. Excellent work. The unusual combination and sheer amount of hostile areas right next to safe zones was quite fun and executed in an excellent manner. Quite improved since the beta. The level design and verticality were impressive. I found myself looking up constantly and more often than not there was an area containing great wonders up above me just out of reach. Finding my way to these areas and the treasures they held was quite fun. The only nitpick I could comment on regarding level layout was that things felt very square. I don't know how else to really describe it. The density was great, the complexity was stellar and all of the areas felt authentic and lived-in where appropriate. Its just that roaming the streets, while gorgeous, was very angular. Felt like a lot of 90 degree angles and that made it a little difficult to build a mental map for me at first. I don't want to make it sound like this was a huge problem or anything, just a bit of feedback. I think a little less squareness to the layout or flow of the level would go a long way to making areas more distinct from one another. Its helpful when going into such a dense wonderland blind. The mechanics used to gain access to your essential equipment, start side quests and purchase extras were excellent additions. They all greatly added to the immersive factor for me. Reading the various newspapers and bulletin boards helped flesh out the world immensely and seeing things referenced on them that were actually present in-world was really nice. Adds that layer of believability and makes the location of various items and equipment feel logical. I never felt like an item was located in an arbitrary spot. Things felt very purposefully positioned. It wasn't just the main items though, it was the little details I really appreciated. Like the reference in Tobin's log on helping the Blacksmith move crates to the alley behind her shop, then finding those crates and some loot when I looked. One that really was a neat touch was something I thought was a bug at first. The little Builder kiosk would sometimes have the note that drops after you press the button already in the slot before I interacted with it. I assumed it was a minor bug until I later found a note expressing concern that literally anyone could walk up and press that button. So I watched the kiosk for a bit until the shop guard actually came up and pressed the button! Blew my little mind. The mission is full of those moments and details. It felt like a real space occupied by real people with all sorts of various motives for their actions and sometimes even bringing about their own fates. Finding all of the threads and mementos was something that I felt compelled to do. Figuring out the little mysteries and finding pieces to some of the much larger and obscure puzzles made the seven plus hours I spent in the world just fly on by. You've really made something quite special here. Okay, gushing aside, I noticed two very minor missing textures in two spots. The first was the ceiling area on the top floor of the burgage house. Its along the edge of the hall area looking up just outside of the door to the room that the archer roams in and out of. The second was towards the very end of the level by the Basilica Gate. Not the gate that you can open but the one next to it with the gravestone for Lady Grey resting against the wall. If you look ate the pillar framing the gate you'll see the left side corner of it is invisible. Both things are very minor but I did notice them. I also had a couple patrolling guards get stuck. One was patrolling just outside the gated door to Pump House 86. I think he heard me make noise in the area behind that door before I turned the valve to open it so when I went outside he was just walking into the wall right there. The other was the guard patrolling the Quarantine Checkpoint. The guard that usually walks up and down the stars was walking into the false door at the bottom of the stairs. I think that Continental imports is on the other side of that wall and I know I made a loud noise in there. Not sure if that's what triggered him. Not sure if this is really anything on your end or if its just a quirk of TDM in general. No big deal either way and it seemed inconsistent/unrepeatable. Well, that's about it I think. Sorry for the wall of text and thank you for the amazing mission!
  11. This one is really essential: https://www.ttlg.com/forums/showthread.php?t=138607 Should work fine with the GOG version.
  12. Google mobile is on the forums online user lists (in addition to google)... never seen that before

    1. nbohr1more

      nbohr1more

      He's a pretty cool guy. You ask him to find stuff and he'll usually turn up the goods. A little nosy though...

  13. If it really bothers you that they would be edited compressed sound files, then I won't bother. I could ask you the same question. I have no idea how you could think TDM's stone and tile footsteps sound similar to Thief's at all. Thief's stone footsteps are a softer sound and have less of a strong impact feel than TDM's which is grainy and has a harder impact with no follow through with a sliding sound. Thief's tile footsteps have a higher pitch than TDM's, but also it has a little reverb onto it to give it that "loud echo" feel. It's less about the loudness of the sounds and more about the pitch and reverb that gives the tile the loud feeling it has in Thief. Maybe bricks rubbing together was the wrong word for it, but you can tell when you compare Thief's almost whisper like stone footsteps and TDM's stone stomping that it sounds off.
  14. I have noticed that some of the door opening sounds seem way too loud. One problem is that certain double-door prefabs (e.g. cabinets) actually play the same opening sound from both doors simultaneously, making the sound twice as loud as it should be.
  15. I can never hear my own footsteps with the clarity the AI can, in any version of TDM; across a town square, in the grass, next to loud machinery... anyway, I really liked this mission! Really creepy foes, fun stories about residents of the town squabbling, good voice acting, and rewarding secrets - though I had to cheat to get to
  16. Personally I think this is the worst idea ever. The Reason forums has LOADS of info and knowledge, built up through years and years. I'm really sad to see it go away, and I can't understand why they've made this decision. https://www.propellerheads.se/forum/showthread.php?p=1579099#poststop
  17. The suggestion revolves around both uses: Taking to distract guards or not talking to not alert them. It's similar to existing in-game sounds: Sometimes you want to cause them to get guards out of your way, at other times you choose your path and surfaces carefully just to not be loud. Usually the later, the former tends to be the exception. Forcing the player to stay quiet is the more primary intention then. Not to introduce an annoyance but to include more suspense, in a way that brings added realism and makes you feel more integrated into the world like you're really there and your actions manifest. It would offer a new type of mistake the player can make if they forget to be silent... if you did and spoke too loud in the wrong place, you now have to stay silent for longer until the guards calm down to not alert them even further. I can imagine this being quite a fun challenge especially in cramped indoor areas. As an estimation of the difficulty level behind considering such a feature: May I ask how much work would be needed in the engine to support measuring microphone volume in and of itself, potentially hearing your self as well? As in how much is this made easy by the libraries we use like OpenAL and EAX. Is there a simple "access the microphone" call the engine can make to the audio system without needing complex code just for this purpose?
  18. The spoiler tags aren't for you, it's for the rest of us reading this thread so WE don't get spoiled. Thanks for spoiling the frobbable book on a shelf for the rest of us. EDIT: I'll be unsubscribing to this thread to avoid further spoilers. Maybe I'll check back after I've finished the mission Amadeus
  19. Let me elaborate on this tactic: 1) Postulate some crazy concepts about historical events until one gains a little traction either by morons or people who find it to be an amusing meme 2) Test the waters in different forums and social media spaces to see how folks react to this 3) If the forum crowd is determined to be largely left-wing and rationale, overamplify how "idiotic" people are for believing XYZ and then slowly begin associating these "idiots" with anyone they consider their social or political adversaries until you get large numbers of forum members to rant about right-wing "Trump-tards" (etc) and foam at the mouth about all their political grievances 4) Pretend to be a right leaning person, act like a jerk, and get your posts censored 5) Go to right leaning forums and show them that this "theory" is being censored and see if you can get them to integrate it into the larger narrative of "true things that the left is censoring". ( Eg, add it to the pile of Qanon nonsense ). 6) Return to the left leaning forums to mock the right leaning folks for doing step 5. Mission accomplished, you've entrenched more poorly educated people into an absurd belief system and you've ignited a bunch of left-wing derision against them. This type of agitated polarization works well whether you are Putin, the Republican Party, Democrats, etc. Divide and conquer. Here's a tip: Nobody needs to grouse around about what "idiotic" things people believe. If you don't like people believing dumb things, then create a blog, youtube video, or podcast explaining the topic in easy ( and friendly ) terms to those you wish to evangelize into the world of being "not idiotic". The language of referring to people as "those idiots who believe" is a cancer that we suffer too much of these days with political propaganda organizations such as "Media Matters for America" (MMFA) who basically write a single set of political jokes about a daily topic and feed them to all the Late Night television hosts so that if you don't hear them say "republican person X did \ said this dumb thing" from one late night personality, you surely will hear it from another one and the version of what is told omits any nuance or rational counterpoint. In some cases, the words are out-right fabricated from out-of-context statements or things that MMFA thinks people will believe. Here's a perfect example: To this day, late night comedians treat the incriminating emails on Hunter Biden's laptop as "fake Russian slander" even though the New York Times has corroborated their authenticity and they are DKIM signed. They use the laptop story as a talking point about how Republican's are "pro Russian idiots" even though nobody of either political party would be happy to have the son of a vice president using his father's position to arrange financial scams and deals with geopolitical enemies ( China ). Because the latter information is largely invisible to over 50% of the US populace, it serves as a perfect place for political divide and conquer. If the entirety of mainstream entertainment and news are gonna bury or distort legitimate news stories about their allies, what are the chances that anyone will vote for a moderate "middle" candidate? The left will see right-leaning voters who discuss the laptop story as Russian traitors and the Right will see the left as "idiots" who get all their news from television comedians and insane "woke" SJW blue hairs. Perfectly divisive. People need to stop looking at the proles on the ground and start thinking about all the groups that are trying to pull the strings. So I state again, this is no place for astro-turfers, propagandists, and non-linear warfare. Nobody here really cares about what dumb things are floating through the brains of a small group of internet denizens. If these "idiots" grow in numbers, calling them idiots "louder" will not "cure" them or shrink their numbers. The only thing you will achieve is more entrenchment and polarization.
  20. DarkRadiant 3.3.0 is ready for download. What's new: Feature: Remove menu options which are not applicable to current game Feature: Grey-out menu entries that are not applicable Feature: FX Declaration Parsing Support Feature: FX Chooser Feature: Renderer now takes "translucent" keyword into account Fixed: Lighting Mode Renderer draws hidden lights Fixed: Loading map results in "Real Hard DarkRadiant Failure" exception Fixed: Crash when trying to set default mouse or keyboard bindings Fixed: Unit Tests intermittently get stuck on Github runner Fixed: xmlutil thread safety problems Fixed: Some materials aren't displayed correctly Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.3.0 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. Have fun mapping!
  21. I can't recall where but I'm sure I once read that AI will be less likely to hear a player in areas of loud environment noise. As far as I can tell this isn't the case right now. Is it in the development pipeline? I like the idea of sneaking past guards in a warehouse by turning on generators to mask footsteps, with the penalty of lights being switched on
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