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  1. Yeah it would be cool to see some more detailed statistics and it’s a shame they aren’t really captured. Since we are talking about fan mission platforms, where players also make the content for the game, I feel like the best thing we’ve got is you can look at the number of content releases for the games. Keep in mind the graph counts campaigns as single missions - so for example NHAT and TBP both count as 1 mission. A good year for TDM has has approaching maybe 50% - mostly we’re 25-30%. https://www.ttlg.com/forums/showthread.php?t=152494 You could also look at the number of ratings thief missions get on https://www.thiefguild.com/ vs TDM ones, but that is pretty iffy in that you could chalk that up to more awareness of the site in the thief community than TDM Out of curiosity is there a reason a thief player can’t be a new player? I kind of think a player is a player and new players would be ones who are playing the dark mod who weren't? Is there disagreement the base of players most likely to pick up the game are fans of the thief games? They are certainly the most fruitful place to find feedback on the game beyond the sphere of this forum that I have seen. When we were trying to finish up SLL there was a lot of discussion on the forums about how long it had been since there was a release for the game. I am thankful that the stats show at least some stability over the years in terms of releases for TDM, but the trend for all of the games is decline. Not doing anything is a valid response if that’s what the devs want to do - it is not possible to provide evidence that any effort will slow that inertia. As a player and content maker I would just prefer trying to find feedback where it is offered from players who were willing to try the game but ultimately could not engage with it and see if there is anything that can be done within reason to ease them into the game. The game has a lot to offer imo. All those players are potential contributors - contributions in turn attract players - it’d be nice to see the cycle go on as long as it can.
  2. Not only that, the architecture is wrong for the area as well. Just look at buildings in southern France! Unless this alternate world has a whole different climate, in which case the area would look different too of course... P.S.: There is a saying here in Germany that goes "Was nicht passend ist, wird passend gemacht." or "What does not fit is made to fit." in English. Therefore I will replace the France maps with England maps in the patch.
  3. Great take on it and solution from what I understand! Will the normal Beta 6 contain this patch? If so it's easier to wait till then, otherwise if it's important I can of course give the test build a try given it doesn't mess with my normal install.
  4. Surrounded by greedy noblemen and treacherous siblings, Lady Kamila Leicester gets more than she bargains for after acquiring an ancient tome and performing the dark rituals within. Bikerdude, Wellingtoncrab, Dragofer, and I proudly present Grayman’s FM “Seeking Lady Leicester.” Notes - TDM 2.11 or later is REQUIRED to play this mission. You can get the latest TDM version via the installer or here. - Seeking Lady Leicester was originally a work-in-progress given to the Dark Mod community per Grayman’s wishes after his passing and was initially adopted by Bikerdude before Dragofer, Amadeus, and Wellingtoncrab joined to complete the FM. -This FM does NOT support any unofficial gameplay patch or mod. The use of such a patch and/or mod could break things in this FM. You've been warned. - "Story" subtitles are available for this FM. Simply go to Settings --> Audio and select "Story" or "On" for the subtitles setting. - This FM may be more hardware intensive than normal. LOD settings can be set below "Normal" to improve performance on low-end machines by disabling certain features. - This FM implements the func_peek mechanic, allowing players to peek through any door that has a keyhole on it by leaning forward. PLEASE NOTE: This function has been known to cause crashes for a small number of players in the past, likely due to using the 32-bit version of TDM. At no point in this mission is it required to use the func_peek mechanic; it is purely optional, so feel free not to use it. Download Version 1.1 This FM is available for download via the in-game mission downloader, or here via Google Drive. Promotional Screenshots ThiefGuild Thread Credits A big thanks goes out to Noelker and Goldchocobo for their wonderful voice work with the briefing and conversations, JackFarmer and itsPapiD for their fantastic briefing video, and nbohr1more for his story contributions and writing one particular gameplay feature that I won’t spoil here but you can read about in the readme.txt. An even bigger thank you goes out to our beta testers: nbhor1more, Daft Mugi, Silverwolf, Havoc, Datiswous, Cambridge Spy, Aluminumhaste, Thebigh, Ate0ate, Acolyte6, Kalavi, JoeBarnin. Thank you all very much for your fantastic feedback and tireless efforts as this FM evolved throughout the course of development! Asset Credits - Arx EOS’s Fish - Epifire’s models - Kingsal's Assets and Textures - WellingtonCrab’s assets and textures - Obsttorte's frob loot script - ZergRush's custom Grayman painting ===================Rest In Peace Grayman. You are missed=======================
  5. New script for mappers: my flavour of a fog density fading script. To add this to your FM, add the line "thread FogIntensityLoop();" to your map's void main() function (see the example in fogfade.script) and set "fog_fade" "1" on each foglight to enable script control of it. Set "fog_intensity_multiplier" on each info_location entity to change how thick the fog is in that location (practically speaking it's a multiplier for visibility distance). Lastly, "fog_fade_speed" on each foglight determines how quickly it will change its density. The speed scales with the current value of shaderParm3, using shaderParm3 = 1000 as a baseline. So i.e. if shaderParm is currently at 1/10th of 1000, then fade speed will be 1/10th as fast. Differences to Obsttorte's script: https://forums.thedarkmod.com/index.php?/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/&do=findComment&comment=310436 my script uses fog lights you created, rather than creating one for you. Obsttorte's script will delete the foglight if entering a fogfree zone and recreate it later more than one fog light can be controlled (however, no per-fog-light level of control) adding this to the map requires adding a line to your void main() script, rather than adding an info_locations_settings entity with a custom scriptobject spawnarg in my script, mappers set a multiplier of fog visibility distance (shaderParm3), while in Obsttorte's script a "fog_density" spawnarg is used as an alternative to shaderParm3 smaller and less compactly written script fogfade.scriptfogfade.map
  6. As of v3.8 and as reported in 5467, DR only supports prefab tooltips for prefabs that contain a worldspawn entity (at least one brush or patch that's left as worldspawn) with an editor_description spawnarg. This is problematic because most prefabs don't contain such an entity, so if a prefab creator desires to include a tooltip something like a brush cube needs to be added to the prefab (see for instance 6267). This is a little messy as the mapper might not understand its purpose or forget to remove it after placing the prefab. It's also tricky to create a series of prefabs with descriptions in a single map because there can only be one editor_description spawnarg in the map at a time, so the creator has to store each tooltip in an external file like a Notepad .txt. I think an ideal solution to this would be that DR prompts for a description when exporting something as a prefab. The prompt window could already be populated if the mapper is overwriting an existing prefab with a description, or if the selection contains a worldspawn entity with an editor_description spawnarg. More flexibility in making tooltips for prefab would imo certainly be a valuable quality of life improvement.
  7. I think your problem is not the water patch itself. I just tested this and a coin is frobable by default though a patch with a water texture (even if you made it a func_static). My guess is your fountain has a clip box that is covering the coin. What JackFarmer or datiswous suggested would likely work. (edit) Also, make sure the coins are actual loot items and not just a func_static, otherwise they are not frobable! [Use Create Entity to add loot items to the map, don't use the coins found in Create Model as they are not frobable].
  8. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  9. The devs didn't title this thread, and @datiswous said they're attempting to mislead people by using Russell's name and a retro style to make it resemble Thief, which is cynical. I grew up on forums like I'm sure anyone who likes a game from '98 did. I actually left the Discord immediately after joining it because it was more off-topic doom-posting than anything relevant to the mod. I thought the forums might be better, but it's mostly just grown men yelling at clouds and telling strangers how mature they are, and a few brave souls actually developing anything. Depressing place, I'll just stick to enjoying new missions every 6 months without an account.
  10. True, but, 1. this thread is called "Western stealth FPS with Stephen Russell", and, 2. nothing you said changes anything for me. The gameplay still doesn't look like something I'd enjoy. And, if you really think this forum is cynical, then you don't visit forums much. Actually, the majority of the users are are pretty mature, unlike in other forums.
  11. Hmm, I might need this patch some day..
  12. I agree, which is the reason why I made mission sorting in my patch like this, which is also how missions are sorted elsewhere in the web.
  13. With TDM 2.12, after the credits finished, the "Mission Complete" screen did not display. I found that the screen was black and I could hear my footsteps when I tried to move around. I think the reason for the mission not completing successfully was that the "Do not kill or harm allies" objective was never marked as "1 = STATE_COMPLETE" instead it was left as "0 = STATE_INCOMPLETE". Note, I didn't use noclip throughout the mission. Same as: https://forums.thedarkmod.com/index.php?/topic/18054-fan-mission-the-accountant-2-new-in-town-by-goldwell-20160509/&do=findComment&comment=458491
  14. How about using TDM automation framework (and maybe pcem/qemu)? More info see: https://forums.thedarkmod.com/index.php?/topic/19828-automation-features-and-discussion/
  15. Something like this is already part of my Unofficial Patch and I guess Snatcher's Modpack too.
  16. I've spent a lot of time recently submitting patches to fix some bugs and working on a few things that I think would really improve the feel of TDM for 2.11. They are very small changes, and they are meant to polish what's already there without changing or breaking anything for anyone. (Available 2.11 beta 7) Added player "tdm_toggle_sheathe" cvar and "Toggle Sheathe" setting (6232) (thread). Renamed "New Missions" to "Missions List" in main menu (6230). @nbohr1more cleaned up my original patch. Originally, proposed by @snatcher (post). Fixed initial difficulty highlight on Objectives screen (6229). @stgatilov cleaned up my original patch. Fixed Objectives title slightly cut off on low text scale (6234). @stgatilov cleaned up my original patch. Made it possible for the player to change "pm_noclipspeed", so noclip speed can be set (6237). (Available in next beta) Make "tdm_toggle_creep" work like other toggle cvars, and add "Toggle Creep" to the settings menu (6242) (thread). (Not available) Make the inventory parchment background (dds file) separate from the "Missions List" parchment background (dds file). Without the patch, if you change the inventory background, it will also change the main menu. Patch submitted (6241) to decouple the inventory background from the main menu. This is meant for players who want to edit the inventory background (dds file) themselves (e.g. reduce its brightness without affecting the main menu). When you drop a long distance and land in a mantle, damage is shown after the mantle animation is complete. Partial fix submitted (6231). I think I'll need @stgatilov's help on this one. Bikerdude was very kind and provided a test map for this, which helped to expose an issue with my original patch. ("pm_mantle_while_shouldering" cvar available in 2.11 beta 7) It was requested by Bikerdude one year ago to allow mantling while carrying a body. Due to feedback, I've submitted three patches each with a different behavior, starting in August 2022 (5892) (thread) : (Patch v1) Always enable mantling while carrying a body. (Patch v2) Only enable mantling while carrying a body if "pm_mantle_while_shouldering" cvar is set. This is already available in 2.11 beta 7. (Patch v3) Restrict mantling at the waist. There is no agreement about how this should work yet. I've spent over 12 hours of work and testing on (v3) so far, so it would be incredibly discouraging if a final decision is not made between versions (v1), (v2), or (v3) for 2.11. Personally, I think patch (v1) always enable mantling while carry a body is best. This matches Thief 1 & 2 and does not require a cvar. If (v3) is chosen, the rules need to be decided. These are the final issues / bug trackers I have for 2.11. I hope they can make it into the final release of 2.11, because I think it would make TDM feel more polished and give a better first impression for newcomers. And, Thief players would have a better first time.
  17. We didn't make the holidays (such a busy time of year) so here's a New Year's gift, an unusual little mission. Window of Opportunity Recover an item for a regretful trader out in a wilderness setting, and discover more! Available within the in-game mission downloader or: Download: http://www.thedarkmo...ndetails/?id=79 Alternative: https://drive.google...WTMzQXZtMVFBSG8 Some unorthodox gameplay on regular/ghost difficulties. (Arachnophobes might prefer short mode...) Please expect to need your lantern in regular and ghost modes! Short ("easy") mode is a smaller map, so if you are looking for areas others reference below, or 100% of the loot, you'll need to play on another mode. I wanted to create my first mission before I became influenced by too many others' ideas, and limited myself to what has been done before. As such, this mission is not set in a city/town, and has some features that are likely to be provocative. There's a section some really like, which others don't, either way I kept it short to not last too long. That being said, I hope you do find it fun! :-) Special thanks to those who provided valuable testing and feedback: Goldwell, Kyyrma, plotzzz, 161803398874989, PPoe & Bikerdude (who also contributed a sound). (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] If you are having trouble finding the main objective, here's what to pay attention to in the mission for hints: There is a spot it's possible to get stuck on the ground in the corner by the cliff/rockfall where there's a rope laying on the ground, please take care if you poke around there!
  18. Approach the body and frob it, available in the TDM Modpack & the Unofficial Patch for some time now. (Not really useful in 2.12 with default settings)
  19. Yeah, I always found this ambiguous, the same as "uninstall mission", which could imply it will be removed from your computer. This is why I changed all similar appearances in my patch from "install/installed" to "activate/activated". I believe this is better than "selected" because you first need to select a mission in the list to be "activated" or "deactivated".
  20. Beta 11 Fix finished-on state auto-update was unreliable Slighty improve scanner title/author detect Tags are now named some whatever regular-version-looking thing to force GitHub to put the newest at the top
  21. That honestly sounds a description of the current patch to me - you never responded to my question as to why you view it as “radical”, why you feel like there is justification for you to redefine the scope of the patch at this point to not address the concerns of these players, and way there is cause to not consider expanding the test base by including the patch in an actual dev build? You mention the code has been this way for a long time - it takes a very shallow glance to see how long players have also been posting on this forum asking how to shoulder a body and getting some frigid responses about reading the wiki or playing the training mission. It has been consistent since at least 2009. The idea that a game that is still in active development can’t strive to improve these things just does not resonate with me at all.
  22. Well, I guess there will be a patch now. Sorry about that, I do remember you talking about that coin a while back. Can you remind me where it is please?
  23. I've figured it out. By the way, is the patch for this still in the works? There is still a black box in Marlow's basement, and the coin I reported embedded into geometry is still embedded too.
  24. Any warning during dmap? Does your patch have [0..1] non-overlapping texcoords?
  25. I suggest you use the term "I", to make clear that it is something YOU want, and that you speak for yourself. But, as wesp5 mentioned, I don't really know what this is about, at all. And, I'm also wondering about all the newly registered people lately, who just arrived at this forum, and already want to revolutionize this mod. This is a thing I noticed 2 or 3 years ago, and which hasn't been present in the 15 years I play this mod and frequent these forums now. Really seems like a common thing these days, to not knock on the door, but kick it in, and stomp right in.
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