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  1. AI specifically have code to test the attack vector I think, so they should generally know where it came from. They're also supposed to prioritize possible hiding places and investigate them first. If you're playing with AI acuity turned down, it might cause them to lose you in darkness faster. I have them both on Challenging and they go to alert almost instantly even when I'm just a little lit up. It's very challenging on open maps when you are on a balcony.
  2. In the first post of the other topic Geep proposed: Then Stgatilov's answer: But I think applying subtitles in different languages shouldn't be too hard I would think, but I don't know how the current translation system works. The engine should apply the correct subtitles based on the applied language setting, this doesn't need a whole new language system I think. Not sure who's going to write those subtitles though. I can only do Dutch and English and nobody needs Dutch I think. I suggest further discussion of this to take place in topic https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/
  3. As far as I can see from looking at the source code (and in agreement with @nbohr1more that FM "Version" is not parsed), the New Missions popup is just showing lines* associated with FM darkmod.txt "Title:" fields. So I guess what's happening is that you edit your darkmod.txt like this: Title: In Plain Sight <enough spaces here to wordwrap to next line when displayed> Version 1.3 Then, in the main mission list, because of all the spaces, the "Version 1.3" won't appear due to clipping. Assuming that's what you want. *It also starts with #str_02143, "New Mission(s) Available" in English, and if there's more than 3 new missions, stops listing them and just says so.
  4. Re: "Heather" As I recall, Kingsal was gonna work on a replacement but he hasn't had a chance to work on it yet. We would gladly accept any offers of a replacement asset. I believe the story is that the asset was on an open free model site credited to a personal account. Sadly, this is a risk for any asset we don't create in house.
  5. I was curious about this mission for being just 1Mb. Had a bit of free time to play something today, so I went with this one. Completed in Ghost, not full loot (though I ended up cheating to find JD's key, because I'm a blind dummy). That's a bit of a spoiler. I wish I hadn't read it before I got down there. The only two things that bothered me a bit were that the guards all have the same voice, and that there's too many loot coins. I'm lousy at noticing loot coins in random places. The underground house is pretty damn cool. Very nicely crafted. I nearly got caught at the beginning. I lockpicked JDs door and got in right as the guard turned the corner and commented on the open door. I somehow improvised in a room I had never seen before. I turned off the lamp and hurried behind the desk. Turns out it worked, his lantern didn't reach me there. He never saw or heard me, so he just left and said "must've been rats".
  6. I can see that as a design choice, but the practical problem is pretty striking: If you're looking at a readable and an AI mutters something nearby, the subtitles will cover the text on your readable. It's the game's equivalent of someone putting their palm in front of your face while you're reading a book. Since subtitles are secondary, layering behind readables would make sense... or even better, disable subtitles while readables or the inventory menu are open.
  7. It's a bit off topic, but I post this here for now, maybe useful. To find all the places where conversations take place, to review subtitles, you can use the following procedure: Use console command listEntities Then search for atdm:conversation_info entities, check their names (actually, it's easier to just open the map file in a text editor and search for atdm_conversation_info and copy all the names of those entities) Then use command teleport [name of atdm:conversation_info entity] You might have to search the trigger that activates the conversation.
  8. Interesting. Probably user error then. Possibly I grabbed the loot through the chest while trying to open it? I can reload to an earlier slot from before entering the building and have another look - otherwise it's possible that I wasn't able to highlight it. Either way, if it's just loot that's less of a concern. I was more worried it was part of a puzzle I had missed. EDIT: Okay, with the stuff in the chest, I cannot frob the contents in my main savegame, it simply doesn't work. However, if I wind back to an earlier point from before I entered the building, it will work. Strange. I still can't find that key, though.
  9. Creating a new thread for this as it was being discussed in an old beta-testing thread starting here: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/&do=findComment&comment=490751 I suppose the main questions are: when should this spawnarg be used, if at all? why was it introduced in the first place? Can we get it documented properly on the Wiki so misuse isn't propagated? @stgatilov @Dragofer
  10. You got that because you selected free and open source, so it lists both free and open source together. If you select only open source, you don't see it. Interesting site btw.
  11. I tried it and it didn't work. Maybe I shouldn't use spaces? So: I want /n to dig treasure. Doesn't work, but: I want/nto dig treasure. does?
  12. We had extensive discussion of why our license is the way it is, especially when we were going standalone. There are reasons it's CC-NC-etc., and one of the big ones is that anything that tries to link the mod with money and formalization has been trouble for us, like team-breaking trouble. Well the asset license was settled long before that just in dealing with the contributors (and the engine came with GPL3 from the start of course). There would be asset creators that would (rightfully) riot if money were able to flow to some creators and not to them, because they didn't spend 1000s of hours on this mod for some knucklehead to spend 2 hours for some crap whatever and get paid for it. But the debates happening during the run up to 2.0 validated it. But even before that, we've talked a lot about the basic principles for how the team works, and avoiding entanglements with money and formalization are like two of the central pillars that most of us (I understand) wouldn't like to open back up to debate. What I see from this whole line of discussion is that you want to make a branch project with the engine. That's fair by itself. The engine license let's you do that. But it's something that should be a true branch, like you ought to make your own forum for it and develop it there. Then I think it's fair for you to let us know it's happening and even ask if anyone is interested in joining you there, and some people may want to do that. But I think it's best if you branch off and develop it separate from this forum and team if you're going to drop one of our central organizational pillars in what's gotten us this far.
  13. @stgatilov: You also mentioned some relevant things here: "Maybe start with finding who are these "we" people who want to change the license to assets?..." So far I only know of myself. Others are free to agree or disagree. (It may be worth keeping in mind that the population of current TDM contributors is not a representative sample of the population of all potential contributors. Anyone who has already joined did so accepting the current conditions. If we offer options, more may want to join.) "As a programmer, I definitely do not want to maintain any additional packages." I understand. And since I can't do it myself it will never happen unless someone is willing to help. "And I do not want to get entangled into any kind of licensing questions." The strength of any collaboration can be evaluated by its ability to harness the talents and interests of each contributor. Any open source project, where everyone participates by their own free will, will have a hard time compelling any of its participants into doing something that does not interest them.
  14. I think it should be a menu option, or else someone will open a new bug report in a few months asking that we switch back again.
  15. IMO there's some benefits to using "" around paths, one it permits you to put spaces in your paths (thou I don't recommend that at all), second it breaks your paths into easier strings, for the text parser to read/deal with, it also help us visually distinguish what's is what better. They aren't a rule you can ignore them but imo using them maybe decreases the probably of parsing errors. About lower case, I'm not sure but unless you are comparing strings, I don't think the parser itself cares about the case of character in a string. Thou because of portability to linux and other OS's idSoftware recommended, no spaces in folder names and no higher case letters in a path, the engine even has a warning message just for that. But like you see above, even I forget that sometimes, is why I have plenty of warnings about non portable paths in the console!
  16. Thanks for the detailed answer @Geep. I thought I might ask too much, because it was getting a little over my head. Good idea, although I think if you use 7zip for example, you can select "open in external editor" or something, and it will open in the default external editor. When I'm on a Windows pc it opens it in Notepad ++ . Maybe I should check out TextPad.
  17. Since you're working on this, have you tried restoring the original functionality, i.e. ability to set up a resolution for these? That might help with performance. Also, when I was working with mirrors, I noticed that they disable normalmaps in the material. See how a cubemap version has those damaged surface details on the mirror surface, while real-time mirror bypasses all that. Last but not least, have you tried making mirrors work on convex or concave surfaces, not just straight flat polygons? That would open up possibilities for very nice material effects (if used with moderation ).
  18. Hello dear people of The Dark Mod A question about the code of this lovely game. Is every bits of The Dark Mod code open sourced? And under which license? If not all and every file, then which files are open and which not? A question I could probably find out myself but if you want you may answer: what engine do you use and how easy is it for newcomers to start working on code, assets etc? Does it have to be done through the community or can we also work on our own - Is it allowed to just download/copy code and start creating things for myself? And a side question: does the TDM community have a Discord server? Thank you for clarifying. Yours mouser
  19. 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?
  20. Ambient atmospheres are in my opinion one of the best parts of the Dark Mod experience, not just for getting a mission to have the right feel but also for inspiration and to have them playing in the background when creating maps. The more the merrier, so here's a thread to collect all the links to ambient music and environmental sounds that could have a spot in TDM's setting. Ambients from the TDM forums Gast's Eerie Lullabies Magnanimous Merry's Miscellanea Orbweaver's Dark Ambients Spadey's Ambients Radioteque's Ambients Kyyrma's Composing Ambient Tracks for Dummies - Kyyrma shows how ambient soundtracks can be made from a set of sounds. Also contains some of his finished ambients. Request for more interior sounds - this thread is a very productive community session where members came up with a large and good selection of new ambients. Uncle Peti's Sound Den Dragofer's Ambients - post #6 in this thread SeriousToni's Ambients - posts #8, 12, 15 and 19 in this thread Ambients from the TTLG forums Custom resources list Gigagooga's Ambients 1 - possibly the largest pack of ambient musics and nature sounds, all of them high quality. Gigagooga's Ambients 2 - this pack puts more weight on shorter swells/hits/pads to be layered on top of a subtle ambient. Gigagooga's Ambients 3 Yandros' ambient loop Sephy's Ambients - a large collection of ambient pieces, including many shorter ones which will be valuable for anyone wanting to try a layered ambience approach like in the Thief OMs and Full Moon Fever. Internet databases www.freesound.org - some of the better composers in my opinion are ERH and BrandonNyte. www.purple-planet.com - a large selection of all kinds of ambient and musical soundtracks to be used freely. www.darkwinter.com - an internet label that publishes a lot of dark ambient music under a Creative Commons license. www.endlessascent.com - sister website of Darkwinter for non-dark ambients. Youtube Asatru Dark - also has very nice reference images for outdoor stone memorials, statue arrangements etc. #4 Void by Raffaele du Marteau & #6 Dreaming of Nowhere by Raffaele du Marteau - possibly the most forlorn pieces I've found on the internet. Alacazam - a prolific Creative Commons ambients composer . Cryo Chamber - for-profit label for dark ambient music with a large selection on offer. Going by their Youtube comments they're fine with people using their soundtracks for games etc., although you'd probably need to buy the soundtracks first. Dark Ambient Mixed Session - as much ambient as something to have in the background while mapping.
  21. Looking at the code, the originals were "pm_mantle_pull 750" and "pm_mantle_pullFast 450". The new "pm_mantle_pull" value is "400". A "pm_mantle_pullFast" value of "450" would be slower than regular pull, not faster. With both being set to "400", they are at least similar. Other than that, it's subjective and the feedback from playtesters was positive. Also, referenced internally here: https://forums.thedarkmod.com/index.php?/topic/22256-movementcontrols-settings-in-main-menu/&do=findComment&comment=489158
  22. That sort of tone doesn't fly in our forums.
  23. I'm on Windows 11 with v2.0 x64 of Foobar2000, DR version is 3.8. I have one custom component installed: UPnP MediaRenderer Output. I wanted that component to stream audio from my laptop to my internet radio (Imperial Dabman i200), but it barely works because the radio constantly has to pause to rebuffer and after a minute or two the connection breaks off completely. It also seems that Windows Explorer has started crashing whenever I try to open a folder after foobar2000 has been started. Not to mention my internet browser getting frequent lag spikes after I started using Youtube music in it. System stability sure took a nosedive recently with these audio fumblings... Doing a full virus scan now to be sure.
  24. Yes, if you start foobar2000 then you cant open new instances of DR anymore until you restart the PC.
  25. It definitely sounds like instancing would help on outdoor maps with lots of trees / bushes / rocks. We don't have many of them at the moment, likely because performance is already a concern given the difficulty of vis-portaling huge open spaces: This could perhaps help improve that, since if an open field only has trees and rocks repeating the same mesh this might reduce the impact of large portal rooms enough to make it bearable. Of course lighting would remain a concern since instancing doesn't save you from the need to calculate each object and shadows in their own draw call, you'd need to add just a few torches to such a place. Other things might still tank performance in this scenario, but still it's a nice thought: I'm sure I'm not the only one who imagined what giant nature spaces might look like in a TDM FM.
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