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  1. You can see some usage examples from High Expectations here: https://github.com/FrostSalamander/fsx/blob/7e9bb0c837fc479503072f7dc443067ea59700aa/maps/fsx.script#L144
  2. I don't know him personally, but he has a quite long history in Quake mapping, too. I played various Quake custom maps by him, and they were excellent. I didn't know he is a level designer at Arkane now. Wow.
  3. Thanks. I figured out that Thiefs Guild seems to be THE site for browsing these missions. I already found Endless Rain there, when I checked skacky's missions. Looks like it's part of a series of maps, so, I'll probaby start with the prequel, "Between These Dark Walls".
  4. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  5. I just stumbled across this post: In the replies you get this:
  6. Hello. There's one suggestion I wanted to make in regard to potential new entities and assets. I noticed there are now rat and horse NPC's, which can be placed on maps and offer a nice touch. Since the action usually takes place in towns, and players can break into people's houses or encounter civilians, I was wondering if cats and dogs could ever be expected. I think they'd add some nice extra detail to towns, and could even have a few roles in regard to gameplay. I was thinking of something among these lines: Cats: Can run about as fast as rats, and have the ability to somewhat block the player (slightly impede movement). Additionally, they can jump and may bump into objects... causing a noise that can alert guards, just like the player throwing objects at walls does. Obviously it should be a very small alert... we wouldn't want an entire army / gang running around the place because a cat bumped into a vase Dogs: Slower than cats and rats but still faster than players, blocks movement like a human NPC. I believe there should be two categories: Dogs that attack, and dogs that only bark (potentially attacking if attacked first). An enemy dog that barks can make a lot of noise, and alert guards from afar to your location.
  7. Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange)
  8. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
  9. GAMEPLAY * Frob controls have been reworked completely. Previously players were annoyed by having to do three presses to extinguish a light. Also, some player didn't even know that bodies could be shouldered and were limited with dragging bodies. Now simply clicking the frob button performs the action player needs most of the time, and pressing-and-holding the same button performs alternative actions like dragging bodies and extinguishing candles (thread). * Several aspects of mantling has been improved: overhead mantling has become faster, mantling over low obstacles is allowed while carrying an item or a body. Also it is possible to switch weapon while being on rope/ladder or mantling. Pressing crouch button on rope/ladder now starts slide-down immediately. * Some aspects of gameplay can be further simplified. Auto-search bodies is for players who don't want to waste time searching for keys and purses on guard bodies. Lockpicking "Auto" difficulty now indeed trivializes lockpicking (thread). * Leaning animation has been improved with lower head tilt (thread). * Player footstep sounds have been rebalanced. Metal and water sounds were especially painful previously. * Further improvements of subtitles: revised location and font to avoid overlapping with other GUI elements, added directional cue, better slot allocation. Each subtitle is now displayed for at least one second even if the sound is very short. * More settings to reduce camera bobbing/rolling/shaking, which is good for players who feel motion sickness from default camera animations. * Now several script addons can coexist and work independently (thread). ENGINE * Optimized generation of light-entity interactions in rendering frontend. Also greatly optimized shadow processing, especially for moving lights. Unfortunately, many existing missions are not compatible with these changes, so you might see light leaking through walls (mainly with stencil shadows). Please report all such cases, we'll apply workaround on case by case basis (thread). * The "old" and "new" rendering backends are finally merged into one. It is as nice to program as the new backend, and as old-fashioned and reliable as the old backend. Single-pass shadow maps enabled by default and now respect noselfshadow. * Materials with polygonoffset now interact with lights. So static decals can have bumpmap and specular lighting. Note however: dynamic decals still don't interact with lights. * Revised parallelSky lights and marked shadowing parallel lights as deprecated (thread). * PNG image format now behaves equally to other supported formats. In particular, it is not required to explicitly specify its extension, and it can be referenced directly in GUI code. * Added functions min/max to material expressions, which can be useful for clamping. * Fixed minor culling bugs on animated entities and enabled entity scissors by default. * Reduced color banding for fog with some dithering at tonemapping stage. * Finally our C++ code can compress and decompress all texture formats we use, meaning that we no longer depend on occasionally buggy/slow vendor implementations. BUGS * Now both OGG and WAV sounds work the same way and stop playing while in main menu. * Fixed "gui::startSelect" as a feature that allows to choose player starting location in GUI briefing. * Fixed warnings in newspaper_bridgeport0X core readable GUI. ASSETS * Added automatic turrets, to be combined with security cameras (Thread). * Added more covered furniture models (6289). * Added wall models from Seeking Lady Leicester (6293). * New and fixed versions of atdm:lamp_electric_square_3_lit_unattached (6315). * Fixed UV map on Stove models (6312). * Fixed some issues with moor AI (6345).
  10. Public release v1.7.6 (with Dark Mod support) is out. Improvements since the final beta 14 are: Fixed a few remaining bugs with zip/pk4 support. Game Versions window now properly displays TDM version. Import window no longer has a vestigial off-screen TDM field (because TDM doesn't need or support importing). Web search option is now disabled if an unknown/unsupported FM is selected. If an FM with an unknown or unsupported game type is selected, the messages in the tab area now no longer refer to Thief 3 ("Mod management is not supported for Thief: Deadly Shadows"). The full changelog can be viewed at the release link. The de facto official AngelLoader thread is here: https://www.ttlg.com/forums/showthread.php?t=149706 Bug reports, feature requests etc. are usually posted there. I'll continue following this thread though. Thanks everyone and enjoy!
  11. Okay, I had no idea, I have googled it up now and you are right, to my own surprise. Done, I´ve put some paragraphs which were previously not in spoiler tags into spoilers.
  12. Thebigh is right. The pronunciation tripped me up too, but that is apparently how Leicester is pronounced. Also @TarhielI'm glad you are loving the FM but do you mind putting spoiler tags on your post please
  13. I'm afraid the light leaks persist even in dev16854-10518 with a change I understand should fix them on old maps. Just replaying Chronicles of Skulduggery 3: Sacricide and found an area where they're even worse and a light in another room shines straight through the wall. A view from the back of the light shining through: Even from this angle you can see it light up the room through the door.
  14. Once more something I'm not planning on using right away but was thinking of for an idea I had: Is it possible to have a random value that can be used on maps but global to a campaign so that it's the same on every map? This would be nice so whenever you start a campaign, you can have some things be unique each time. Example: Let's say you have an important character in your campaign, you'll meet this AI on multiple maps. You want to do something special and have the character be either male or female as a 50/50 change. The random choice would be saved when the campaign is started: On maps featuring them you define both the male and female version, but hide both and use a teleport target to only move one to the world area, with the hypothetical entity responsible for checking the random value triggering one teleporter if "chance < 0.5" and the other if "chance >= 0.5".
  15. Good work! I enjoy short missions because things are nice and focused - you get in, you get out. Also I tend to do better with the loot amounts and I was able to get all the loot without too much trouble, which is rare for me. If I were to make a suggestion though - I found the intro briefing sequence a bit distracting because it was so obvious the narration was pitch-shifted to make a deeper voice. If you felt the original voice wasn't deep enough for your needs, I would either get someone on the forums to record it for you or just leave as is. That's my only real complaint and it's not even about the mission itself, so pretty good first start!
  16. We will look at some of this stuff, but SPOILER tags, please!!!
  17. As you may know, at the website google maps you can look at the world map. And has nice features, like viewing the streets in 360 streets & pictures using google street view-feature. A time now, there is a feature you can zoom in on some locations and get a 3d generated environment of the selected location. (note that some locations are only 3d generated) This topic is meant to show people some nice 3d generated locations, to get inspired for your beloved game. Do you know some nice 3d generated locations? ===== Instructions: open your webbrowser (preferably google chrome for this instruction), go to maps.google.com. hit the satelite-button on the left bottom of the screen. (and then on the right bottom side, the "3d" icon should appear) search for a location (for this working example: netherlands - amsterdam) and then slowely zoom in using the scrollbutton of the mouse. Wait some seconds to load the 3d objects. and move the camera. To share the location, copy the url. (camera zoom in and out = scroll mouse) (rotate: hold ctrl-button + leftmouse button, move mouse) ====
  18. Well, that was interesting. I did as suggested, and ran `testmap stealth` without first loading bcd itself ... and got the attached screen: I've had to compress the screenshot in gimp (reduced JPEG quality to 10) to upload it, but it's a pretty truthful representation of what I'm seeing. Here's the corresponding log: ]testmap stealth ---- dmap ---- --- LoadDMapFile --- loading fms/bcd/bcd_stealth.pk4/maps/stealth WARNING:Couldn't load map file: 'fms/bcd/bcd_stealth.pk4/maps/stealth' ------------- Warnings --------------- during running dmap... WARNING:Couldn't load map file: 'fms/bcd/bcd_stealth.pk4/maps/stealth' 1 warnings reloading guis/msg.gui. reloading guis/mainmenu.gui. --------- Map Initialization --------- Map: stealth idRenderWorldLocal::InitFromMap: maps/stealth.proc not found TODO: Sys_SetClipboardData ERROR:Couldn't load maps/stealth -------------------------------------- WARNING:idSession: triggering mainmenu watchdog
  19. This may make sense in that the performance impact of the volumetric effect can scale with how much of the effect is filling the screen. We shipped with a “performance mode” but had to setup the entities by hand to do it (so it’s not perfect). If you change the LOD detail settings to “Low” or “Lowest” this will disable certain lights, particles and such that can be very heavy to render. You can try these settings and see if you notice an improvement. If not sending us some pictures of heavy areas (with spoiler tags please) will be helpful with tuning these “performance modes” in subsequent patches. Thanks for playing!
  20. My own suggestion which I was thinking of earlier after this was brought up again: When a new mission is started, under the 3 difficulty options (Easy, Medium, Hard), why not offer a separate setting for save restriction independent of difficulty level? It could be a separate checkbox with which the map's difficulty setting decides how severe save restrictions should be. While initially I may have welcomed this as a map choice for the standard difficulty setting, I now believe restricting saves should be a separate user-controlled choice, which would oppositely also make it usable on all old FM's. I think there's one potential issue with this plan, correct me if I'm wrong: Some FM's implemented checkpoints where the map itself decides when to auto-save, and that can only be specified by maps themselves. If the two features can be separated, does anyone else think we can limit no-saving to a separate field picked in the mission briefing menu?
  21. I don't consider this an urgent or highly important feature, but found the concept useful enough to ask and may definitely use it on my maps. I actually don't know if it might already be implemented: No FM I'm aware of does this and it's not mentioned on the AI Relations (Editing) page either, however the AI Relations (Scripting) page mentions a gradual sys::OffsetRelation function but doesn't specify if it's also a gradual change in the AI's behavior. When setting team relations you normally have just 3 options: -1 (enemy) 0 (neutral) 1 (friendly). There is one limitation in this system: They seem to be integers and not floats, meaning you can't also express an amount by which the teams should be allies or enemies. Having this ability could have interesting use cases: You may want teams that still oppose the player but don't care that much and will only attack if you get right in their face or stick around for too long. As such you should be able to use values between 0 and +1 or -1 to indicate an interest level in the relationship, as well as values above +1 or below -1 to boost the AI's friendliness or hatred toward another team beyond its normal levels. Consider for instance a FM where thugs protect a territory they own: They don't like the player wandering into their turf, but seeing you is more of an annoyance than an emergency... they aren't as motivated to catch you as a citywatch guard who knows the player is a wanted thief and will immediately jump to apprehend you. In this scenario the relationship between thugs and the player could be changed to -0.25: Now you can walk between thugs for a few seconds and they will ignore you at first, but if they see you for too long you're eventually getting attacked. A super simple implementation would be to merely multiply the AI's alert increase rate from a target with its abs(relationship) toward it: If you set it to -0.5 for instance, AI on that team will take twice longer to be alerted by you until eventually attacking, same for allies who will be slower to notice a friend in trouble... meanwhile if you set it to -2 AI on that team will go alert twice faster than normal. I presume this solution can be done by changing one line somewhere in the alert code, and should have the accurate behavioral effect intended without reducing visual / audio acuity... no existing FM or default behavior should be affected either since I can't think who would be using those values if this feature doesn't already exist.
  22. If someone urgently needs this feature, there's likely a convoluted script you can indeed write to achieve it. I say convoluted since the way I know the scripting API to work in this regard, you'd need to loop through all AI each frame and temporarily make them friendly or lower their alert level, which feels very hacky to me. Thus I think this gradual mode would be best builtin to make it a readily available feature. Especially as it should be easy to implement as a mere offset to alert level increase, and changing it shouldn't break anything since all existing maps use -1 / 0 / +1 for team relations as they're currently integers.
  23. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  24. Seems like something that could be replicated with a script - player enters AI sight-line / semi-hostile zone, AI. grumbles...a timer starts; if they linger longer than '20 seconds' A.I. Barks with "OUT NOW, TAFFER!" type yell, and the AI alignment configuration changes to hostile. On player exiting sight-line / zone, A.I grumbles again - "and stay out!" (unless they became hostile - does nothing then). Changing types from INT to FLOAT would probably break all existing maps, and piles of engine-C code; seems unlikely any Dev would do that.
  25. I'd like to better understand what you want. The design of dragging bodies is to hold frob (key down) to drag and release frob (key up) to let go. That way it's impossible to walk away while unintentionally dragging a body. Plus, it's quick to grab and move several body limbs in rapid succession. This is thought to provide a better experience, especially for new players. Towards the beginning of this thread, I created a "tdm_frobhold_drag_body_behavior" cvar. https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/&do=findComment&comment=487580 "tdm_frobhold_drag_body_behavior", default:"1" Which drag body behavior? 1 --- on frob key up, drop body (limb). 0 --- on second frob, drop body (limb), TDM v2.11 (and prior) behavior. That cvar was removed shortly afterwards, because it was said that it wasn't needed. With that cvar set to 0, a second frob would be required to let go of the body. Is that the behavior that you want? If so, I can add that cvar back. Also, I saw elsewhere that you want the ability to revert back to the old way. If you mean that all of the controls match TDM 2.11, that can be done with "tdm_frobhold_delay 0" and there will be a menu setting to disable it as well.
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