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truth be told a lot of game sources with third party propriarity code has allready solutions to work around those. bink and derivates > ffmpeg, 3ds > lib3ds, tons of cad format libraries and physics libraries some with even better support than what was there at the time. so its not like the community cant handle only being given parts of a code base. for some stuff we have atleast workable solutions for other stuff we have something even better hehe. but over the years the modding community somewhat died because of a new breed of modders who wanted to use the code a lot of us worked our asses of to replace broken engine parts to make money and newer share they're own work. so a lot of us either retired or hid away in obscure parts of the internet.
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A quick demo video of using a fire arrow to blast jump up to new heights. It may be loud and harmful to the user, but it's still a fun option! Done on the mission "Tears of St. Lucia" on Expert... which thankfully doesn't seem to affect the self-damage.
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Copying Configurations From Previous Versions
CountMorillonite replied to CountMorillonite's topic in The Dark Mod
I just ended up knitting a mosaic of the settings from 2.12, making it my wallpaper, initiating ver 2.13, then flipping back and forth, copying where I deviated from the defaults. Accomplishes what I want without having to write everything down or trying to memorize the differences. I did notice there were some differences (new variables) in ver 2.13, so copy/paste was not an option anyway. Now I can play A Reciprocal Gambit, knowing that it's going to be awesome. -
Copying Configurations From Previous Versions
Frost_Salamander replied to CountMorillonite's topic in The Dark Mod
I just copy the files from old install to new install. However, I shouldn't recommend this in case there are new variables in 2.13 that will get missed? But you'd think they would get written to the files anyways. Not sure what to really recommend here, but that's what I do and I haven't had any issues. -
Yes, newest version. I tried an older mission and that seemed ok.Are there new/changed graphics settings?
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I know this is not the right thread for my question but I didn't want to read through the mission's threads for an answer. Why are the 2 newest missions pitch black?? Like there is no ambient light at all ... it makes playing a lot less fun ... Thought it was only 1 mission but both have the same so I guess it has something to do with new lighting system or something? Question is: how to get "normal" ambient light back?
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Do you think that is realistic though? As I mentioned, it just needs a new OS sometimes to make software stop to work.
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SKG isn't (necessarily) asking for source code, or ongoing infinite support. Just an end-of-life plan that could credibly allow people to play what they already have a copy of. It's also not retroactive, so games would be built differently to accommodate new laws only after a certain date years in the future. If you need to rent out a 256-core Graviton server on AWS to be able to make a multiplayer game/mode work for a decent amount of players, that is better than "dead forever". Actual details of the implementation aren't spelled out in the initiative, that will be hashed out by lawmakers and stakeholders. Both petitions need extra signatures to ensure that they have hit the mark after fakes/bots/'Mericans are weeded out. With the momentum and remaining time, +50% might be possible so it looks good.
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Renaming the Strings What I describe here is a bit of a fib, reflecting where I ended up, not the iterative process. And some renaming was refined after the first trial AI run. Before doing the translation, I’m going to rename all the FM-specific strings. Why? It’s fair to say the #str_ system was never a hit with DR developers, so features that would support it are scant. A way to make it less painful for mappers to inspect a post-conversion FM in DR is to change the #str_<5-numbers> to #str_<meaningful string>. By convention, <meaningful string> is limited to ASCII alphanumeric characters plus underscore, with no spaces. This generally does not include a version of the full English string (and there are length limitations), but something that clues the mapper. And groups things helpfully. More specifically, I’m going to rename all the FM-specific strings from #str_2xxxx to: #str_fm_<file_source><grouping_and_ordering>_<unique hint> The <grouping_and_ordering> substrings are chosen with an eye to both viewing in DR and group translation. (Later, I’ll talk about batch-processing strategies. The group-naming here does not use a “by scene” strategy.) So this is done first in english.lang and then the altered assets (in .map, .xd). As I search for “#str_” in assets, I am aware that some strings are TDM-level defined, so I should not rename them. These have stringID numbers under 20000, or in theory beginning with #str_main_menu. There were 2 of these found in airpocket: items with inv_name or inv_category given by #str_10052 and #str_02381. Specific Renamings and Examples I’ll be truncating example strings here for brevity and to reduce spoilers. The categories (and an example or two of each) follow. Darkmod.txt and Readme.txt. As mentioned, TDM doesn’t really handle translations of these. Just for completeness... "#str_20000" ==> "#str_fm_darkmod_txt__title" "Away 1: Air Pocket" "#str_20001" ==> "#str_fm_darkmod_txt_desc" "On the run from her husband, me and my girl. With a bribe to a ship's captain, we're away. What could go wrong now? Oh, dammit." Notice that here (and elsewhere) I’ve added an extra “_” before “title”. This is so, when sorted alphabetically, the title comes first before the description (in this case) or body. Mission Briefing. This tells a story, so be sure that its titles (if any), bodies, and pages are well-order to present to the AI. Since the briefing text is long and complex, I’ve opted not to include a #str <hint> for it. "#str_20026" ==> "#str_fm_mission_briefing_xd_pg1_body" "Life is sweet! It's been 3 days since Emily ran away with me, leaving behind her bastard husband. He's miles away now, as our tradeship Esmeralda plies herself down the coast.\n [...] \nAnyway, Emily's set up a cozy bunk for us in the bow galley.\n" Readables. Like the briefing, a readable often tells a story and should be well-ordered to present to the AI. I’ve chosen to skip hints for these. "#str_20024" ==> "#str_fm_airpocket_xd_sheet_appointment_to_service_pg2__title" "Further Instructions\n" "#str_20025" ==> "#str_fm_airpocket_xd_sheet_appointment_to_service_pg2_body" "\n\n\n\nAs agreed, the 2 new crewmates will bunk in the galley, and share the sea trunk nearest the door in the mess.\n\nCaptain Riggs\n" Inventory (mainly keys). The hints for these are usually just the full text, in lower case with punctuation dropped. They could include info about item class or difficulty, but I didn’t find it necessary here. "#str_20021" ==> "#str_fm_map_inv_key_captains_cabin" "Captain's Cabin" (I’ve went with “...fm_map...” here instead of “...fm_airpocket_map...”. I hope that works out. Too bad “map” itself has multiple TDM meanings, e.g., “hungarian.map”; in-game map. Also, since the order in which these inventory items are discovered in the game is pretty variable, I decided not to embed a numeral to force ordering.) Objectives. The objectives as coded in the .map file (and so generated english.lang #str_ numbers) are generally not listed in objective number order. It’s helpful to so reorder the rows. Also, because there are more than 9 objectives, I added a leading “0” to those with a single digit, for lexical ordering. The “obj<num>” is the DR/.map-internal objective number, which loosely corresponds to presentation to the game player, although objectives come and go. "#str_20008" ==> "#str_fm_map_obj01_no_hurt_or_loot_crew" "Rile neither the captain nor crew. No assaults by me or gratuitous thieving... not that there's much to steal." Thought messages. The I18N.pl script did not catch these, so they are manually added (and there’s no #str_2xxxx to begin with). I included an ordering digit after “msg”, roughly reflecting game occurrence (though difficulty and player actions will affect which of these appear and when): "fm_map_thought_msg1_sword_stolen" "My sword's been pilfered... I'm not surprised. It's likely still on-board somewhere." Ordering the Strings The #str_ lines in “english.lang” are extracted and put into ASCII alphanumeric order. I used Notepad++ with Edit/Line Operations/Sort Lines Lexigraphically Ascending. Any full-line grouping comments (beginning with //) will need to be manually repositioned after this. Programmatic Ideas to Better Support Renaming This would be helpful: A program that took the original 5-digit #str form of english.lang, and the renamed-#str english.lang form, and did the surgery on <fm>.map and *.xd . Or alternatively you could make a version of english.lang with an extra tab-separated field; this is what I created manually as a reference for myself, with lines like: "#str_20003" "#str_fm_map_inv_key_sea_trunk" "Sea Trunk" Then have a program that took that and did the surgery, using the first 2 fields. Or most ambitious of all, a version of I18N.pl that created alphanumeric #str_ in the first place, instead of 5-digit ones. Using something like the naming scheme above, this is mostly straightforward. However, for strings that are long sentences, if you still wanted to automatically summarize them into a few words for the #str <hint>, you’d probably need to call upon AI. Next Up I’ll make a version of this data available a little later on. Next post: prompt engineering!
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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.
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@snatcher made a new install for TDM2.13 added your mod-V5 activated : Forward Lantern / Shadow marks ( and added the "z_tdm_loot_stealth_stats" into it ) Yours : the Forward lantern isn´t here anyones ? : Inventory Grid - to F2 does not show up like messaged before (old appearance, no sorting)
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Away 0: Stolen Heart by Geep & _Atti_ (2021/11/12)
covert_caedes replied to Geep's topic in Fan Missions
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 -
Steampunk esque spider https://www.cnn.com/2025/06/17/science/spiders-deep-sea-methane-new-species" "First methane-powered sea spiders found crawling on the ocean floor"
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Starting the Conversion with I18N.pl Folks have found that it is best to do the conversion only when an FM is complete, which is certainly the case here. As a prerequisite, I installed and tested Strawberry Perl on my Win11 dev box. It worked this time, unlike in the distant past on a different, Win10 machine, where I tried and failed for 3 days to get it to work. Then, as specified in our wiki’s I18N page, I set up a directory with the airpocket.pk4, and a copy of TDM 2.13 strings/english.lang. (The wiki specification missed that last step, which I corrected.) Running the I18N.pl script generated the expected results in its “output” folder: an altered airpocket.pk4 and new airpocket_l10n.pk4. Within both, a /strings/ folder was now present with just an english.lang file, with 28 #str_ entries, covering: maps/airpocket.map xdata/airpocket.xd xdata/mission_briefing.xd darkmod.txt readme.txt However, I believe #str_ support for the last 2 was never implemented (and the output version of those files don’t include #str_ s). So this will be lowest priority for me. Also, I don’t see any auto-generated #str_ for the 5 player “thought messages”. Probably need to add these. English text for these is in the .map file (found by searching for tdm_message_no_art).
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If you're satisfied with what you have and it's not broken, there's no reason to upgrade, and that was true even in better times. Unless you can make an argument based on operating cost (electricity). RTX 6000 will definitely use a new node, so it will look much better. I think UDNA could be a good jumping in point on the AMD side since that will mark a huge shift in their driver strategy.
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Apply a thin layer of nodrawsolid with your desired sound over the top. Another option: if there's a texture that you always want to have a custom sound, then modify the material definition and add or change the surface type. Example, if you want the "/darkmod/wood/boards/dark_redwood" texture to sound like stone, clone the default material definition to make a new one, and change it: textures/darkmod/wood/boards/dark_redwood_sounds_like_stone { stone diffusemap textures/darkmod/wood/boards/dark_redwood } If you use that texture it'll always sound like stone. No need for a nodrawsolid.
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I know all this. The blackjacking system is simply way too finicky about things like distance, the area you have to hit, sounds you make before you blackjack etc. It simply has to be more forgiving, more like in the original Thief games. The system is too convoluted, and too unforgiving. I keep preaching that for years now, and others have said the same, yet here we are, and in almost 20 years, the system didn't see the changes it should have. I even changed the A.I. hearing in the past to cope with that, but, that's just a workaround the fundamental problem really. The system should work, and it should also work for people new to the mod, and not punish anyone for things nobody understands.
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Gains are so node dependent that it's hard to even count Blackwell. It's on the same node, the 5080 was the same die size as 4080 Super, the 5090 got some performance simply from increasing the die area by 23%. The 5060 is another "winner" from using a larger die and delivering 25% more cores than its predecessor, but it's hated for having 8 GB. This is easily fixable in the near future by giving it the proper 12 GB using 3 GB modules. APUs are going to service the low end, especially in cheap mini PCs but also with most desktop CPUs coming with a basic iGPU, or people will have to get used to paying $200 minimum for a new GPU. Which isn't that bad in theory, just stale given what's on offer. I'm talking about the RTX 5050, successor to the 3050, which may be released around July 1st, and will be laughed at if it's significantly above a 199 USD MSRP: https://wccftech.com/nvidia-geforce-rtx-5050-8-gb-gpu-reportedly-launches-1st-july/ https://wccftech.com/nvidia-officially-launches-laptop-geforce-rtx-5050-gpu/ Weirdly enough, it's using GDDR7 in the laptop variant. There were persistent rumors of GDDR6, which may be desktop only... Edit: OOF. $249 MSRP rumored. Edit: Confirmed.
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UPDATE! Version 2 is now available. It addresses most of the issues people have found, but the main highlight is a new in-game map provided by the talented @Airship-Ballet! Unlike version 1, the map isn't in your inventory to start with. You need to find it but it's not hidden. Changelog: https://github.com/FrostSalamander/lt4/releases/tag/2.0 Download: https://drive.proton.me/urls/PV79JTNVAW#7zDvAvipKG0I @nbohr1more could you please update the FM database?
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Fan Mission: "The Last Night on Crookshank Lane"
chumbucket91 replied to Jnon's topic in Fan Missions
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. -
Added a new painting pack 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.
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oh it was way more than just asrock heh. msi was hit asus was hit pretty much any retailer who artificially boosted vcore currents had to make new bioses rolling back on the usual "tweaks". this also hit intels lineup causing some rather disasterous blowouts on the last gen and current gen CPU's. the newer CPU's from both AMD and intel are somewhat more intolerant of high vcore current which a good deal of these mainboard makers have used extensively over the years to give them an edge. after the disaster it has stabilized somewhat but damn id be pissed if my new cpu and board just went up in smoke like that
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the 5900x is about 230 euros used in germany... so about half price of a new one. the 5800x3d is 300 to 360 euros used welp! there are bundles with mainboard + 5800x3d that are cheaper than the cpu alone...
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sorry yeah the 5800x3d though it is "only" about 12% faster and yeah it is not exactly a cheap one hehe. costs about the same as the 9060 xt. the 5700x3d is about half that and still quite good. a comparison here -> https://gamersnexus.net/cpus/new-amd-ryzen-7-5700x3d-cpu-review-benchmarks-vs-5800x3d-more if you can snag a 5800x3d used for a good price from a reputable source i would say go for it. the 5700xd3d is a good alternative if on a tighter budget. strangely they are still sold from retailers even after amd ditched the "AM4" platform.