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  1. Front ends- still work (Piped, Invidious..), also FreeTube, SMPlayer also permits to view videos in streaming from YT and others, the Feed Reader of the Vivaldi browser also permits view YT videos embedded, Andisearch can reproduce YT sandboxed in the search results, all this still without ads. Only real alternative to YT don't exist, maybe the nearest is Odysee with way better privacy and ethical business model, not related to Google.
  2. In the mission, Tears of St. Lucia, the boarded up door is missing nail textures. At viewpos: 1954.81 3414.48 -377.75 24.1 -127.7 0.0 The model: models/darkmod/architecture/doors/door_boarded_up01.lwo
  3. 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.
  4. Interesting, didn't think about that. Yeah the compass uses that trick, I could just use a model of the helmet instead. If it looks good and is worth maybe I'll consider that, though it might be distracting and not make enough sense. The heads are modeled that way: Hoods and helmets are part of the head mesh as they aren't attachments. This is normally a good thing since performance isn't wasted rendering the head or hair under the helmet, but complicates things for my approach as the only way is changing the head models at runtime which may break precaching and stuff. Only a few hats are attached as a separate entities, like the little red hat some merchants wear or the straw hat... those aren't ideal for disguises though and I don't plan on supporting both approaches. Technically I could try attaching the independent helmet model to the player head, but that would surely look awful and clip through the hood and stuff... only right way is to give the player the Citywatch head once that error is fixed. For AI there is no other way apart from also changing the head model: Stealing the helmet from a guard implies taking it off them, which means they need to switch to a helmetless head which can only be done by setting a different head mesh upon frobbing... no idea if that triggers the same crash as the player head, if so I'm out of luck till a dev can take a look at my report. The base disguise system can be used that way too, it's just not the theme I went for by default as I wanted them to be physical wearables. You can define a magical disguise too that implies creating an illusion which tricks other AI into seeing you as one of them. In fact I thought of including one for undead using a magic skull that makes them think you're also dead, might add that in the next version if others think it makes sense and is worth it? Note that the spawnargs are documented via editor vars in case anyone wants to make their own: As long as you have a moveable model and inventory icon it's just a few tweaks to define any disguise. Simply inherit from the base "atdm:playertools_disguise" entity def and customize the team and other spawnargs... remember to use the proper mass / friction / impact sounds. Let me throw them here for anyone who wants a quick preview: atdm:playertools_disguise { "inherit" "atdm:playertool" "editor_usage" "Don't use. This is the base class for disguise inventory items." "editor_usage1" "Individual hats and helmets will derive from this." "scriptobject" "playertools_disguise" "gui" "guis/tdm_hud_disguise.gui" //"model" // to be defined in subclass //"clipmodel" // to be defined in subclass "inv_name" "Disguise" "inv_category" "Disguises" "inv_icon" "" "inv_droppable" "1" "inv_map_start" "0" // Disguise "team" "0" "rank" "0" "personGender" "PERSONGENDER_MALE" "personType" "PERSONTYPE_THIEF" "regen" "0.25" "rate" "0.5" "rate_alert" "0.1" "distance" "500" "speed_move" "1" "speed_turn" "1" "overlay" "" "snd_wear" "player_rustle_short" "snd_remove" "player_rustle_short" "model_head" "head_thief" "skin_head" "" // Disguise editor vars "editor_float team" "The team the player disguises into when the disguise is active." "editor_float rank" "Rank while the disguise is active." "editor_var personGender" "Person type while the disguise is active." "editor_var personType" "Person gender while the disguise is active." "editor_float regen" "The disguise regenerates over time at this rate." "editor_float rate" "The disguise degrades at this rate when the player is seen by a member or ally of the team." "editor_float rate_alert" "The disguise further degrades by this amount when an AI is alert, increases gradually with alert level." "editor_float distance" "Maximum distance at which being seen by the AI can degrade your disguise, offsets with AI visual acuity." "editor_float speed_move" "Movement hindrance while wearing the disguise." "editor_float speed_turn" "Turning hindrance while wearing the disguise." "editor_var overlay" "Overlay image while wearing the disguise." "editor_snd snd_wear" "Sound to play when putting on the disguise." "editor_snd snd_remove" "Sound to play when taking off the disguise." "editor_model model_head" "The player's head changes to this model while the item is worn, can be seen in mirrors." "editor_skin skin_head" "The player's head changes to this skin while the item is worn." }
  5. Btw. I think gui supports 3D models, like can be seen with the compass. I thought for immersion it would be cool to have a small 3d model on screen of the player's look when the disguise is used. Maybe it's nonsense, just something that came up.. Why is that actually necessary? If an item can be attached to an ai head it could maybe also be attached to your head? Can a helmet not be attached to a head? Well I guess it depends how you want to implement it.
  6. Biggest problem is a full outfit would require changing the player's body model including the 1st person hands, and I'm having trouble getting even the head to change for mirrors so likely never happening. Unless massive changes are done in the engine to make it possible... meaning never happening The disguise changes the player's team, so all AI on any team will treat you as the team you're disguised as... however only AI on that team or allies of it can make your disguise wear out and risk exposing you. Currently the only risk is AI is seeing you, the bar dropping faster the closer you get to them... that's gradually accelerated by the AI alert level, being seen by an alert AI can immediately break disguises: Technically I could add drawing a weapon or picking locks or stealing, but I'm not sure if the extra complexity is worth it. When putting the disguise on or after being exposed, you do need to wait for the bar to charge back up... if an AI isn't seeing you this takes about 5 seconds on the default helmets. As for the suspicion meter it's universal, making it per-AI would be confusing as the bar needs to switch to represent the closest one... it also didn't make sense because the player's team is universally modified so you can't trick one AI while being known to another, that would require doing it a different way. BTW: Don't be afraid to check out the script if anyone wants... it's surprisingly small, only 148 lines of code were needed! What I'm doing is actually pretty simple, it's mainly the AI sight that's crammed into a longer if statement. Also I commented the important parts to explain what they do. If anyone's curious you can check it out here: https://pastebin.com/7rU6DAAc
  7. Okay, now this is a super cool idea! Social roleplay always felt a bit underdeveloped in immersive sims of Looking Glass descent, but that's a thoroughly understandable compromise. Social roleplay potentially makes the NPC decision tree logic and sound/animation requirements explode in complexity, such that not even AAA game makers generally want to touch it. But there is new technology around now that I think can overcome a lot of those difficulties quite economically. This is something I really hope will be picked up and start rapidly evolving for TDM in the near future. But for now some initial reactions: It's quite sensible to just use headgear to simplify matters with the player model. Maybe as this evolves more the guard disguise could be a helmet plus sur-coat/tabard. That would be plausible for the PC to quickly slip on and would not change his/her arms, but it would make a more believable disguise. And it could be even more plausible by introducing light-armored variant guards wearing sleeves and gloves like the PC! A similar civilian set might be a wide-brim hat and an over-coat or great-cloak. I unfortunately don't have time (or skills) to dig into this now, but I'd love to know more about the implementation: Does it it make you more visible to NPCs that are against your purloined team? That seems like a reasonable balance concession. Does it take time to put a disguise on or off, and do you need to be concealed for it to work? Does doing thief-y things like stealing (from nobles) or mantling around like a damn-acrobat make your disguise degrade faster? I wouldn't expect that level of complexity with only 3 days work, but it would be cool. Speaking of complexity, it seems like you could evolve this further to give each NPC an individual suspicion meter for each player disguise. Then you could do away with the artificial suspicion meter and have more sophisticated roleplay situations. I am excited to see this develop, and I really hope it can soon find a home in some future FMs!
  8. I might have played that one and vaguely remember it. I believe the crown is a normal loot item attached to the head, you simply frob to pick it up like everything else. Helmets are part of the head mesh, I need to make the head itself frobable and change its model accordingly... I should get to trying it out at some point and see how that might work. I think I played that one recently. The disguise isn't changed dynamically, it's a story thing with some AI set to be always friendly: This offers a flexible and customizable system to wear disguises in realtime, with the possibility of getting caught if you're seen for too long. Closest system I remember is a FM where you play in a large hotel and there's a needle indicating your suspicion level, bumped when going in other people's rooms and back when returning to a hallway. The disguise changes the team of the player, team relations don't even need to be altered which is great. So if you wear a Citywatch helmet the player goes from team 0 to team 2 then back when removing it or getting caught. This has the added benefit that AI on other teams will also treat you accordingly, so anyone allied to a guard will be fooled by your disguise while enemies of guards but not the player would instead only attack you while you're disguised.
  9. When I was a teen I used to play a game called Hitman: It was also a 3rd person stealth game focused on assassinations and disguises. Its main gimmick was the player stealing an enemy's clothing and dressing up as them to infiltrate, while disguised you avoid acting suspicious or your enemies would realize you're not one of them and your cover is blown. I've thought about attempting something similar in TDM in the past. Since it's impossible to customize the player model 1st person hands, I realized custom outfits are out of the question. Then it dawned on me that I could go for a simplified version, by implying the player only wears a helmet or large hat to disguise theirself, enough so it makes sense and throws the AI off. So I got to work and after 3 days of tweaking I'm ready to share my latest mod: Working disguises How it works: The player can pick up headwear and equip by using the item, making you a member of the target team when active. While worn a bar appears at the top of the screen indicating the status of your disguise: This bar slowly fills up over time... it will drain when a member or ally of the team you're disguised as sees you the closer you get, further draining if the AI is alert. When the strength reaches 0 the disguise deactivates, you must wait for it to reach 1 again for it to be active again. When the disguise is inactive the bar will be gray and the icon black, when active it's colored and the full icon shown to make that clear. By default only helmets for the Citywatch were included thus far, with the normal Citywatch helmet offering less cover whereas the Elite Citywatch disguise gives you a greater distance and time at the expense of a cumbersome overlay. It even changes the player's person type / gender / rank so AI salute you as one of them... unfortunately this doesn't seem to have an effect in practice, maybe it can be investigated why. Further more the item sets a custom head model and skin, so when the player sees theirself in a mirror the hat accurately reflects the associated head... sadly this functionality had to be disabled due to a crash that occurs if you try to modify the model of the player's head causing a -1 model index, I filed a bug report about it and hopefully it can be resolved soon. If enough people like this to motivate me to continue, my plan for the next release is to allow stealing the helmets off guards. This might be tricky as I need to make the head frobable and have it execute my script action, which must change the model of the AI's head to their non-helmet version: Unless the same crash as the player head risks occurring, this should be doable in theory... this would also allow it to be used as an universal mod (with any FM) as you no longer rely on the items being placed by the mapper. Below is the latest version: If you're a mapper maybe add this to your FM and let me know what you think! I'm eager to hear your thoughts and see a field use case, this was only tested in a simple box map not in a practical scenario. As usual copy everything in your FM except tdm_custom_scripts.script you'll need to mix the include line with your existing one. disguises_1.0.pk4
  10. Thanks everyone. If all goes well I might have a nice little mod ready by tonight I hope you'll enjoy https://bugs.thedarkmod.com/view.php?id=6326 This bug is currently the last thing limiting me: Please let me know if anyone ever ran into that and knows a workaround or what I'm doing wrong, till whatever causes that can hopefully be fixed. I'm trying to change the player's head and use a custom one for seeing yourself in a mirror, it works but randomly introduces a crashes due to a negative model index.
  11. Yea, it seems models are going to be a problem. DR doesn't detect gltf or dae. It does detect obj, but crashes as soon as I click the model. I don't know if I can work with lwo or ase in Godot, but I don't even have plugins for that in blender. I've only made one model for TDM once, and it was back in Blender 2.79. As far as textures go, I suppose it's not much of a problem. I could work with tga. It's just that free textures are usually distributed in jpg or png, so working with .tga requires going through the trouble of converting each of them (base texture plus normal map, ao map, rough map, etc).
  12. So far yes. But I haven't moved past that, so I don't know what other problems might come up, if any. I don't know if model formats are going to be a problem.
  13. To get a pure black background, one way is to use the view pane in the "Choose Model" picker. In the controls under the view pane, select "Lighting Mode" instead of "Texture Mode". You'll want to turn off grid lines there too, and play around with the filter options. I see there are helmets (without heads in them) under models/darkmod/wearables/headgear/
  14. For taking a screenshot of an item to use as an HUD icon, sometimes it's easier to do that in DR (e.g., in the head model view), where you have better shot control than in TDM, even if the lighting is a bit unrealistic. Fakey lighting for an icon is often not a problem.
  15. Not to be a nag, but I was thinking about the columns problem. If you go to the view source tab in the wiki article: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&action=edit The raw table data is accessible directly: |- !align=left|{{TDM-FM|written|Written in Stone}} |Bikerdude, Amadeus, Dragofer |{{Forumlink|https://forums.thedarkmod.com/index.php?/topic/21265-written-in-stone-beta-210-only-20220128/}} |2022-01-28 |338 |Yes |Yes |CCC 22, Elixir |City Missions |Undead, Horror Themes |- Each pipe character represents one of the columns.
  16. Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/
  17. Welcome to the Dark Mod forums MarsManon! Thank you very much for the kind words about SLL, it's always nice to hear We all worked real hard on bringing Grayman's map to life and I'm glad you enjoyed it
  18. I was so enchanted by this FM, I had to sign up to the forums the same day I finished it to come thank the authors Genuinely, truly incredible work! I was so overwhelmed in places that I resorted to just shouting joy at my monitor two, three, maybe four entirely separate times while playing. Exploring, puzzling, finding something new, trying to use it, and finding it does a whole new, separate, wonderful thing! There aren't enough words inside me to describe the feeling. It was breathtaking. I don't have any specific feedback that hasn't come through this thread before Thanks so much for making this, for all the inspiration and ingenuity and effort it took. If I never play another level this good, in any other game, in my life, I'd be fine with that.
  19. I created two walls: both have a base brush that is 128 x 128, and 4 units thick. One of the brushes, however, has a little bit of decor that sticks out another 4 units. Later on when I was working on my map, I cloned a model, moved it 128 units, and then changed it's model. However, when changing it from the wall with decor to the wall with no decor, it proceeded to shift itself 2 units forward. I thought maybe it had to do with what grid size I had saved/exported the model as, but adjusting that did nothing. And the models are both aligned together. This is the only model I've had do this. What is causing this?
  20. OK, not seeing too many opportunities to improve things yet. The mission is made of mostly model prefabs so there isn't really any excess triangulation due to brush carving. Most of the portals seem to be doing their job but since it's all model geometry all the open doors and windows pose a challenge to help much. Maybe forcing some func_portal closures at the fogged distance might improve things. Speaking of fog, I am seeing a lot of "double-fogged" surfaces. I believe this is happening due to duplicate geometry or transparent geometry. ( See the bright band in center of the screenshot ) : If you can isolate this extra geometry and make it into entities then you can set those entities with a "noFog" flag to prevent them from fogging. This presumes the geometry is transparent though.
  21. There's a group of players who have meticulously tested and adjusted ghosting rules for The Dark Mod. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Why alienate an established group of dedicated players?
  22. btw. if you still happen to have an artic freezer extreme rev.2 dont throw it out. despite being a midrange cooler it actually cools very very well (actually beat my dark rock slim cooler Oo) and its extremely quiet too. the rev.2 model also fits on lga 2011.v3 sockets and has a bigger base compared with the rev.1. it also handles some modest overclocking quite well. the upside compared to the dark rock is that it is a dual tower cooler so it has a bit more cooling area while still being slim compared to the dark rock pro and noctua nh-up15 which are pretty massive. performs best in a well vented case but thats true for all coolers.
  23. OK I think I've got to the bottom of this. I've created this forum thread (with bug report): https://forums.thedarkmod.com/index.php?/topic/22221-bug-drowning-ai-in-shallow-water/ I can apply a workaround, although it won't be perfect and the bug itself needs fixing in the engine. There are a few other things that need fixing so will put an update together soonish.
  24. If any mappers have encountered weirdness with kill objectives not working with drowning AI, I think I've found out why. I don't think it would be a particularly difficult one to fix either. I've raised this bug report: https://bugs.thedarkmod.com/view.php?id=6323 Some context here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=487316 I think this is a bug, but just raising here in case some people think otherwise.
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