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  1. Yes. Sure, I will change it, but I do mind. In addition to changing the forum title, I have also had the name of the pk4 changed in the mission downloader and the thiefguild.com site’s named changed. It's not just some "joke". The forum post and thread are intended to be a natural extension of the mission’s story, a concept that is already SUPER derivative of almost any haunted media story or most vaguely creepy things written on the internet in the past 10 or 15 years. Given your familiarity with myhouse.wad, you also can clearly engage with something like that on some conceptual level. Just not here on our forums? We can host several unhinged racist tirades in the off-topic section but can’t handle creepypasta without including an advisory the monsters aren’t actually under the bed? (Are they though?) I am also trying to keep an open mind, but I am not really feeling your implication that using a missing person as a framing of a work of fiction is somehow disrespectful to people who are actually gone. I have no idea as even a mediocre creative person what to say to that or why I need to be responsible for making sure nobody potentially believes some creative work I am involved in, or how that is even achievable in the first place. Anyway, apologies for the bummer. That part wasn’t intentional. I am still here. I will also clarify that while I love the game, I never got the biggest house in animal crossing either. In the end Tom Nook took even my last shiny coin.
  2. This post differentiates between "gratis" ("at no monetary cost") and "libre" ("with little or no restriction") per https://en.wikipedia.org/wiki/Gratis_versus_libre * A libre version of TDM could: ** Qualify TDM for an article on the LibreGameWiki *** TDM is currently listed as rejected https://libregamewiki.org/Libregamewiki:Rejected_games_list because "Media is non-commercial (under CC-BY-NC-SA 3.0). The engine is free though (modified Doom 3) (2013-10-19)" ** Qualify for software repositories like Debian *** TDM is currently listed as unsuitable https://wiki.debian.org/Games/Unsuitable#The_Dark_Mod because 1) "The gamedata is very large (2.3 GB)", and 2) "The license of the gamedata (otherwise it must go into non-free with the engine into contrib)" and links to https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/LICENSE.txt Questions: 1) tdm_installer.linux64 is 4.2 MB (unzipped), which is far from the 2.3 GB which is said to be too large. Yes, the user can use it to download data that is non-libre, but so can any web browser too. If the installer itself is completely libre, does anyone know the reason why it cannot be accepted into the Debian repository? 2) If adding the installer to the repository is not a viable solution, would it be possible to package the engine with a small and beginner friendly mission built only from libre media/gamedata into a "TDM-libre" release, and add user friendly functionality to download the 2.3 GB media/gamedata using "TDM-libre" (similar to mission downloading)? 3) Would such a "TDM-libre" release be acceptable for the Debian repository? 4) Would such a "TDM-libre" release be acceptable for LibreGameWiki? 5) Would the work be worth it? * Pros: Exposure in channels covering libre software (e.g. the LibreGameWiki). Distribution in channels allowing only libre software (e.g. the Debian repository). * Cons: The work required for the modifictions and release of "TDM-libre". Possible maintenance of "TDM-libre". I'm thinking that the wider reach may attract more volunteers to work on TDM, which may eventually make up for this work and hopefully be net positive. 6) Are there any TDM missions that are libre already today? If not, would anyone be willing to work on one to fulfill this? I'll contribute in any way I can. 7) I found the following related topics on the forum: * https://forums.thedarkmod.com/index.php?/topic/16226-graphical-installers-for-tdm/ (installing only the updater) * https://forums.thedarkmod.com/index.php?/topic/16640-problems-i-had-with-tdm-installation-on-linux-w-solutions/ (problems with installation on Linux) * https://forums.thedarkmod.com/index.php?/topic/17743-building-tdm-on-debian-8-steamos-tdm-203/ (Building TDM on Debian 8 / SteamOS) * https://forums.thedarkmod.com/index.php?/topic/18592-debian-packaging/ (Dark Radiant) ... but if there are other related previous discussions, I'd appreciate any links to them. Any thoughts or comments?
  3. The TDM Unofficial Patch is a personal project of mine to modify some small details that annoyed me in the core game. It wouldn't be possible without many others, so thanks to the whole TDM community for discussions and help, but especially to friendly modders who directly contributed code for it, like Obsttorte, Dragofer, Kingsal, Goldwell, Destined, and snatcher! You can find it under the link below and while over the years there was little progress, in recent times many things have been improved that I never even thought of when I started and some might be worth to be included in the core game. https://www.moddb.com/mods/the-dark-mod/addons/the-dark-mod-unofficial-patch Version Changelog: ------------------ v1.7 20.08.2022 ---- Made loot icon change right back to last tool icon, thanks snatcher. Added new whistle player skill to distract NPCs, thanks to snatcher. Made more lights extinguishable and added info for 4 beta missions. Corrected container bottom fix messing up drawers, thanks Dragofer. Improved unlit behaviour of moveable light sources, thanks snatcher. Corrected lit lamps set to extinguished in maps, thanks to Dragofer. Changed western empire maps so the location of Bridgeport is vague. Added several major city names to the small map, thanks to Kukutoo. Fixed frobing animation not working with bound and carried entities. v1.6 23.07.2022 ---- Improved extinguishing oil lamps, thanks to Dragofer and Obsttorte. Added frobing animation, thanks to Obsttorte, Goldwell and snatcher. Fixed container bottoms and training mission chest, thanks Dragofer. Made doors open faster when running, thanks Obsttorte and snatcher. Added more player tools to training mission and improved text there. Fixed Holy Water doing no damage and Hazard Pay not starting at all. Made all five oil lamps in Sotha's "The Bakery Job" extinguishable. Added blow player skill to snuff out small flames, thanks snatcher. Changed Unarmed icon to make clear that the player always has a bow. v1.5 02.07.2022 ---- Created Invisibility Potion out of cut Speed Potion, thanks Kingsal. Increased arrow head shot damage to both living and undead enemies. Replaced slow matches with easier to handle flints, thanks Kingsal. v1.4 10.03.2022 ---- Replaced Frob Helper with dark Frob Outline and updated to TDM 2.10. Made electric mine stun elite guards too and improved mission names. Renamed mission installation/selection UI mishmash to "activation". v1.3 21.02.2021 ---- Changed flashmine to stunning electric mine and updated to TDM 2.09. Edited more mission names and made threefold candles extinguishable. v1.2 26.08.2020 ---- Updated to TDM 2.08 and fixed custom holywater script compatibility. Added Numbers Scroll showing stealth and loot info, thanks Dragofer. Edited more mission names to avoid truncated descriptions in menus. Added default keys info to training mission and repaired cut lines. v1.1 03.02.2019 ---- Moveable candles can be extinguished directly by frobing the candle. More blackjack immune enemies and inextinguishable candles modified. The key frob distance has been decreased to be that of lockpicking. Holy Water bottles must be thrown directly, but they do more damage. The controls settings menu additions have been updated for TDM 2.07. New mission names have been fixed to fix format and spacing issues. Added looking up and looking down controls for people without mouse. Pointed bad prefabs container open/close sounds to existing effects. Added version info to starting screen and edited some new missions. v1.0 06.05.2018 ---- Many enemies will not become immune to blackjacking when alerted. Oil lamps can be snuffed by frobing, thanks Destined and Obsttorte. The controls settings menu lists that "use" can work on held items. Mission names were syncronized between download and online lists. The controls settings menu lists that "frob" can get or drop items. Astericks were added to official missions to move them to list top. Minor text and format bugs have been fixed in some mission infos.
  4. EDIT - Please note this is Work In Progress and there are more versions available further down this thread ------------------------------------------------------- Hey, A post about a handheld lantern met my eye and sometime later @RedNoodles shared the source files. I don't know who created the lantern in the first place but as per the below post @Dragofer, @Amadeus and @Goldwell were involved. EDIT: @Obsttorte is to be credited BIG TIME, according to Amadeus: I have since been toying with the files and made further improvements: Term "Lantern" replaced with "Lamp" to distinguish it from the former. Comprehensive code clean-up. Removal of unnecessary files. Adjustments here and there. There still is room for more improvement: Better looking inventory icon Better sounds (it currently uses Blackjack sounds) Sounds improved thanks to @Goldwell The lamp clips through walls when up close (no idea how to fix this) The lamp still makes use of def/tdm_player_thief.def and script/tdm_user_addons.script and therefore it isn't compatible with all mission or other mods. I would like this lamp to be truly standalone and compatible with everything but I am not sure how to proceed from this point on. If you ask me, this neat lamp should be properly integrated in the game for mappers to make good use of it. You can find my version attached to this post. Place the *.pk4 in your TDM folder and access the lamp by scrolling through your weapons. Remember: the lamp isn't compatible with other mods. Cheers! z_handheld_lamp_v0.1.pk4
  5. It's okay! I'm down with any option hence why I asked. But I agree: Most players would likely not approve of such a change being done retroactively and affecting all old FM's, so it would likely be best as a derivative entity for mappers to use in the future based on new or existing lamps that can provide one. In any case it would likely require engine changes, not something you can currently do with a script: Lights already use their own hardcoded script classname which can't be overridden. Even if it weren't for that I don't think there's a way to intercept broadhead arrow collisions and check what kind of surface they hit, even with the Stim / Response system. There should probably be two new spawnargs: A breakable boolean enabling the feature on an entity, and a skin_broken to specify the skin used when a light was smashed.
  6. I havent tried in 2.11 yet but I will. Just an update on this. For now I think I fixed it by: - Addressing most of the warning in the log above. Outside common errors like some missing textures and such that are part of the core. - Made sure to give my parallel lights "parallelSky " "1" spawnarg. - Deleted my .aas files and rebuilt them - Dmapped the entire thing Right now I am not getting the load error . It's a very hard problem to nail down because the console isn't giving a specific script name that it's getting hung up on (if that is even the issue similar to Amadeus's problem) AND I am actively working on the mission, creating new errors, fixing other broken things. ect. Its definitely something I fear will pop back up in beta testing though
  7. I've seen fun workarounds like that in other game modding as well. Years ago, maybe even a decade, some fella who was making a mod for Mount & Blade over at the Taleworlds forums revealed that he put invisible human NPCs on the backs of regular horse NPCs, then put the horse NPCs inside a horse corral he built for one of his mod's locations/scenes and then did some minor scripting, so the horses with invisible riders would wander around the corral. The end result was that it looked they're doing this of their own will, rather than an NPC rider being scripted to ride around the corral slowly. Necessity is the mother of invention. I don't know about the newest Mount & Blade game, but the first generation ones (2008-2022) apparently had some sort of hardcoded issue back in the earlier years, where if you left a horse NPC without a rider in its saddle, the horses would just stand around and wait and you couldn't get them to move around. Placing an invisible rider in their saddles suddenly made it viable again, at least for background scenes, of riderless horses wandering around, for added atmosphere. First generation M&B presumed you'd mostly be seeing horses in movement with riders, and the only horses-wandering-loosely animations and scripting were done for situations when the rider was knocked off their horse or dismounted in the middle of a battle. Hence the really odd workarounds. So, an invisible NPC trick might not be out of the question in TDM, even though you could probably still bump into it, despite its invisibility.
  8. Changelog of 2.12 development: release212 (rev 16989-10651) * Training Mission reverted to 2.11 state, except for text changes about new controls. beta212-07 (rev 16982-10651) * Fixed save/load of turrets. * Fixed some more cases of camera clipping during force-crouched mantle (6425). * Fixed crash if player wins twice in quick succession (6489). * Added angRotate script event. * Fixed church_altar prefab (6285). beta212-06 (rev 16970-10644) * Fixed light leaks workaround dropped after save + load (post). * Force doors which connect visportal to cast shadows regardless of light flow (post). * Improved candle vs junk detection for new frob controls (6316). * Fixed player getting stuck at start of "One Step Too Far" (post). * Fixed warning on spawning atdm:env_ragdoll_tdm_spider. * Fixed wrong skin in mechanical/switches/switch_rotate_lever prefab (6479). * Fixed double slash in lady02 subtitle decls (post). * Fixed rotated versions of safe03_wall prefab (6268). * Tweaked fogging of health potion. * Fixed overbright skins for nature bushes (6478). * Fixed Grandfather_clock_victorian_01 model (6383). * Removed pause from looping sound machinery/machines/m3_loop (6384). * Fixed broken func_portals in Training Mission (4352). * Minor improvements in Saint Lucia mission. * Doubled game scripts memory limit (post). * Improved normal map of long banners (6355). beta212-05 (rev 16950-10635) * Fixed player seeing through ceiling when mantling into crouched state (6425). * Improved how frobbing works on junk items (6316). * Toggled states of player movement are saved and restored properly (6458). * Fixed back image loading optimization. * Added canCloseDoors spawnarg on AI, which allows to block closing only (6460). * Rats and spiders are non-shoulderable by default (6456). * Increased wait in screenshot_viewpos macro command (6331). * Added forest models from The Valley abandoned mission. * Fixed frobstage on sign models (6457). * Added vine arrows to training mission (4352). * Improved Merry Chest prefabs (6459). * Fixed normal map of dirt_packed_muddy (4668). * Fixed nails in door_boarded_up01 model. * Fixed attachments of atdm:fireplace_place_base (6474). * Fixed editor image of blocks_large_sandstone, rough_grey_dirty_sepia_grey_trim (6281, 6464). * Added editor image for grey_dirty_trim material. * Adjusted tooltip for auto-search bodies. beta212-04 (rev 16932-10626) * Added massive package of subtitles for AI sounds (6240, thread). * Fixes in envshot command (5796). * Added nature/dirt/ash_and_coals texture (6441). beta212-03 (rev 16902-10623) * Improved subtitles layout and location ring picture (p1 p2). * Fixed broken remote render with soft stencil shadows. * Added color buffer clears to fix remote render breaking skybox (6424). * Fixed warning generated by remote render (6424). * Fixed min_lod_bias being ignored if no other LOD settings is specified (6359). * Now changing LOD settings effects objects with min_lod_bias immediately (6359). * Fixed text & background alignment in mission lists (6337). * Fixed gaps in chandelier models (6433). * Added missing editor texture for carpet/runners/ornate_red_black03_end (6435). * Further expansion of listRenderLightDefs and listLightEntityDefs commands. beta212-02 (rev 16889-10613) * Fixed underwater rendering due to missing doublevision shader (post). * Exclude more lights from the new light portal flow optimizations (5172, 6321). * black_matt is now fully black, no tiny green bias (post). * Fixed lockpick interruption when mouse cursor switches between door and handle. * Extended listRenderLightDefs and listLightEntityDefs commands. * Fixed church_altar.pfb (6285). * Added window01_curtains01.lwo in separate parts (6356). * tdm_open_doors now opens locked doors too. * Fixed rare case of getting NaN in spline mover. * Added r_skipEntities cvar, similar to "filter entities" in DR. * Added editor spawnargs for volumetric light properties (6322). * Fixed radius override and added position override for script-based stims. * Fixed warnings with wrong virtual function overrides. beta212-01 (rev 16879-10584) * Fixed player falling through elevator when shouldering a body (6259). * Rebalanced volume of all player footsteps (6348). * Fixed weird animation when mixing drawn bow and main menu (2758). * Fixed all kind of issues with bc_teatray material. * Added alternative frob controls mode tdm_holdfrob_drag_all_entities for dragging on hold. * Fixed non-actor entities always getting full splash damage. * Hide console before screenshot with screenshot_viewport command (6331). * Added tdm_subtitles_ring cvar to disable subtitles location ring. * Added mission.cfg as a temporary way for mission to override non-archived cvars (5453). * Cvars "pm_lean_*" are no longer archived (6320). * Removed some cvar overrides from atdm:player_base. * CFrobLock now supports script events: Lock, Unlock, ToggleLock, IsLocked, IsPickable (6329). * Simplified flee script event, supported fleeing from non-actor entity and fleeFromPoint. * Fixed crash on some non-standard cases of flinderize. * Can set spawnarg "douse 0" on damageDef to not extinguish lights from splash damage. * Added setFrobMaster script event. * Added script-based stim type, which triggers only when stimEmit script event is called. * Added on/off script events to func_emitter entity. * Added setSmoke script event to change particle decl for a func_smoke. * Added hasInvItem script event to check if player has some item. * Added launchGuided script event to start guided projectiles. * Added getInterceptTime script event for shooting projectile and running target. * Added "bounce_sound_min|max_velocity" spawnargs to control projectile bounce sounds. * Added "postbounce_*" spawnargs to change projectile properties after bounce. * Fixes to moor guard ragdoll (6345). * Fixed wench AI sounds (6284). * Added new experimental entityDef for an automatic turret. * Official missions no longer pretend to be part of 3-mission campaign (6338). * Removed AI PAIN messages console spam. * Removed excessive "s_volume 0" from base loot entityDefs (6346). * Replaced symbol on the proguard's belt. * Default value of com_maxfps increased from 144 to 300. * Improved idEntityPtr, fixed some warnings. dev16854-10518 * High mantle animation has become much faster (6343). * Crouching while on ladder/rope now causes player to slide instantly. * Added "forceShadowBehindOpaque" hack to workaround shadow leaks in old missions (5172). * Fixed and revised underwater "double vision" effect (6300). * Add scratch images have alpha = 1, which fixes some mirror materials (6300). * Added warning if material output color depends on input alpha, fixed it in core assets (6340). * Support several independent user addon scripts (6336). * Fixed missing headbob and footsteps at very high FPS (4696). * Fixed player hanging mid-air in a jump at very high FPS (6333). * Don't crash if player's head does not exist (6326). * Added "fade in fast" options for frobhelper (6342). * Removed "show tooltips" option, now it is always on (6344). * Added default spawnarg values to "text" debug entityDef (6325). * Fixed some uninitialized values, float overflows and NaNs across the code. * Reorganized covered furniture models from Seeking Lady Leicester (6289). dev16842-10488 * Major changes in frob/use controls: holding frob does different thing now (6316, thread). * Fixed some electric lights not spawning. * It is no longer necessary to specify extension to reference PNG image. * Added cvar tdm_show_viewpos and command screenshot_viewpos (6331). * Fixed hanging when light is moved through a plane with many visportals (3815, thread). * Fixed multipage readables stuck on empty page, improved page flipping (6313). * Fixed WAV sounds playing in main menu, all sounds are streaming now (6330). * Fixed light leaks along scissor rectangle boundary with soft stencil shadows (thread). * Better subtitles location visualization (6264). * Changed position of subtitle blocks and subtitle font (6264). * Internal refactoring of idImage class (6300). * Fixed rare bug in renderworld raycasting... might happen with particle collisions. * Fixed warnings in newspaper_bridgeport0X core readable GUI (6245). * Added vec4 GUI keyword (6164). * Renamed pm_lean_toggle cvar to tdm_toggle_lean. * Improved "head bob" and "mantle roll" settings in main menu. * Updated FFmpeg to 4.4.4 (6314). Known issues: * Various problems after image refactoring: underwater, mirrors, etc. dev16829-10455 * Allowed to mantle while carrying/manipulating an object (5892, thread). * Allowed to change weapon while mantling or on rope/ladder (6319). * Several leaning improvements (6320, thread). * Parallel shadow-casting lights are deprecated, use parallelSky instead (6306). * Added many menu settings for autoloot body, blackjack helper, and other (6311). * Deleted option for autolooting bodies with one item per frob, added menu setting (6257). * Added cvar to modify all head bobbing settings (6310). * Fixed some corner cases with multiloot (6270). * Fixed frob helper's "always visible" mode (6318). * New&fixed versions of atdm:lamp_electric_square_3_lit_unattached (6315). * Fixed UV map on Stove models (6312). * Reworked r_showPrimitives + deleted code for rendering from CPU buffers. * Shortened name of end-mission autosaves (6294). * Consistent names of various arrows. Known issues: * Some electric lights don't spawn. dev16818-10434 * Fixed projectiles flying through player and enemies sometimes (6292). * Lights with noshadows spawnarg pass through walls again (5172). * Disabled portal flow culling optimization for parallel lights (5172, 6306). * Faster light-entity interactions matching if light is noshadows due to spawnarg (6296). * Compression of images to DXT1/3/5 is done in software (6300). * Cleaned up rounding math routines (6300). * r_showportals 2 is easier to understand now * Changed rules for getting start areas of parallelSky light (6306). dev16814-10408 * Optimized portal flow culling for shadowing lights (5172). * Extended dmap diagnostics to info_portalSettings, improved editor descriptions (6224). * Added test commands: tdm_open_doors and tdm_close_doors. * Minor adjustments to ear-cutting algorithm in dmap. * Minor refactoring in image compression code (6300). dev16809-10394 * r_shadowMapSinglePass is enabled by default now. * Fixed lack of shadows in volumetric lights under r_shadowMapSinglePass (6271). * Fixed interaction rendering on materials with polygonOffset (5868). * Optimized code for finding light-entity interactions on large maps (6296). * Optimized moving shadowing lights: don't create interactions in unreachable areas (5172). * More refactoring in backend: tonemap shader (6271). * Added more covered furniture models (6289). * Added wall models from Seeking Lady Leicester (6293). Known issues: * Some noshadows lights no longer pass through walls. dev16801-10370 * Supported -durationExtend for inline subtitles (6262). * Added blue noise dithering to tonemap shader, which fixed color banding of fog (6271). * Optimized away unnecessary render copy under "useNewRenderPasses 1" (6271). * Refactored blend and fog lights into new backend architecture. For troubleshooting, reduce cvar useNewRenderPasses to 1 or 0 (6271). * Added 30 case to max FPS selection in settings menu. dev16792-10357 * Fixed particles bound to animated joints (6099). * idVec3 is no longer initialized to zero by default (6280). * Integrated Address Sanitizer tool and fixed a few found bugs (6280). dev16789-10349 * Deleted old backend completely + some cleaning (6271). * Fixed map icon wrong name (thread). * Now light entities support noPortalFog spawnarg (6282). * Support fonts aspect ratio correction (6283). * Fixed playerstart customization (thread). * Refactored "render pass" part into new backend architecture. For troubleshooting, try cvar "useNewRenderPasses 0". Also "textures/particles/blacksmokepuff" now works (6271) * Now arithmetic expressions in materials support min/max functions (6271). * Minor initialization cleanup (6280). dev16785-10319 * "r_shadowMapSinglePass 1" now respects noselfshadows flag (6271). * Continued refactoring in shadow maps and render-pass shaders (6271). dev16783-10307 * Backported new rendering backend to uniforms, should work like the old one now (6271). * "Auto" lockpicking difficulty now unlocks pin from after one cycle (6256). * Added "auto-search bodies" feature under tdm_autosearch_bodies cvar (6257). * Added r_shadowMapAlphaTested cvar for single-pass shadow maps (6271). dev16781-10289 * Added first version of direction and volume cues to subtitles (6264). * Allow subtitles to extend duration of sound sample (6262). * Improved slot allocation algorithm for subtitles, a subtitle no longer changes slot (6264). * Fixed bug that stereo sample plays for 2x duration due to length confusion. * Upgraded libpng and rebuilt third-party packages. * Internal fixes of depth bounds test asserts. dev16778-10275 * Allow limited mantling with a shouldered body (5892). * Fixed toggle creep and improved settings layout in the menu (6242). * Fixed bounding boxes of animated entities and particles, enabled r_useEntityScissors by default (6099). * Trigger call_on_exit before call_on_entry when switching locations. * Don't expand bounds of surfaces with turbulent deform (5990). * Removed "gui" spawnarg on GUI message to avoid first frame (6117). Known issues: * Particles bounds to animated joints broken. Changelog of earlier versions can be found here. Source: 2.12 beta testing thread
  9. Here's my first FM. A small and easy mission, inspired by Thief's Den and The Bakery Job, where you must find and steal a cook's recipe book in order to save a friend from going out of business. Download: Mediafire (sk_cooks.pk4) TDM Website's Mission Page The in-game mission downloader Thanks to: The people who helped me get this far, both in the forums and on Discord. The beta testers: MirceaKitsune, Mat99, Baal, wesp5, Cambridge Spy, jaxa, grodenglaive, Acolytesix ( Per the author in the beta testing thread. ) Skaruts has given permission to the TDM Team to add Subtitles or Localization Strings to this mission. (No EFX Reverb.) If anyone from the Community or TDM team wishes to create these we will gladly test them and update the mission database.
  10. Iris: X-Ray Glasses Script Update Hey, I have fixed & simplified the "Peculiar Lenses" (or X-Ray Glasses) script for "Iris" (current official version) by @Wellingtoncrab 1) With the glasses on, if we use the inventory grid we currently get: I have exchanged: overlayHandle = $player1.createOverlay(getKey("gui"), ZOOM_GUI_LAYER); with: overlayHandle = $player1.createOverlay(getKey("gui"), -1); And now the inventory grid shows up in the proper layer: 2) There's a "Cooldown period" going on when you use the glasses that prevents players from getting the glasses on and off instantly. I personally find it a little unnerving that I am forced to wait when, in example, I put on or remove the glasses by mistake. I understand the reasons why this was done but it isn't well executed (lack of graphical context) and I find it at times a little frustrating and I have removed all references to "xrayGlassesCooldown". 3) There's a "loot_loop()" method that prevents the glasses from moving away from the inventory when picking up loot. Once again, I kind of understand the reasons why this was done but I don't understand why it is limited to a single item and it breaks consistency in example, when players pick up or select a different item. When I first played Iris I was at times puzzled because I didn't understand why glasses sometimes stay and other times vanish and I have removed it. Find attached to this post the *.pk4 which includes the old and new versions of the xray_glasses script. Download it and place it in "/fms/iris/". Please note this script will not work in any mission other than "Iris". zzz_iris_xray_glasses_script.pk4
  11. Changelog of 2.12 development: release212 (rev 16989-10651) * Training Mission reverted to 2.11 state, except for text changes about new controls. beta212-07 (rev 16982-10651) * Fixed save/load of turrets. * Fixed some more cases of camera clipping during force-crouched mantle (6425). * Fixed crash if player wins twice in quick succession (6489). * Added angRotate script event. * Fixed church_altar prefab (6285). beta212-06 (rev 16970-10644) * Fixed light leaks workaround dropped after save + load (post). * Force doors which connect visportal to cast shadows regardless of light flow (post). * Improved candle vs junk detection for new frob controls (6316). * Fixed player getting stuck at start of "One Step Too Far" (post). * Fixed warning on spawning atdm:env_ragdoll_tdm_spider. * Fixed wrong skin in mechanical/switches/switch_rotate_lever prefab (6479). * Fixed double slash in lady02 subtitle decls (post). * Fixed rotated versions of safe03_wall prefab (6268). * Tweaked fogging of health potion. * Fixed overbright skins for nature bushes (6478). * Fixed Grandfather_clock_victorian_01 model (6383). * Removed pause from looping sound machinery/machines/m3_loop (6384). * Fixed broken func_portals in Training Mission (4352). * Minor improvements in Saint Lucia mission. * Doubled game scripts memory limit (post). * Improved normal map of long banners (6355). beta212-05 (rev 16950-10635) * Fixed player seeing through ceiling when mantling into crouched state (6425). * Improved how frobbing works on junk items (6316). * Toggled states of player movement are saved and restored properly (6458). * Fixed back image loading optimization. * Added canCloseDoors spawnarg on AI, which allows to block closing only (6460). * Rats and spiders are non-shoulderable by default (6456). * Increased wait in screenshot_viewpos macro command (6331). * Added forest models from The Valley abandoned mission. * Fixed frobstage on sign models (6457). * Added vine arrows to training mission (4352). * Improved Merry Chest prefabs (6459). * Fixed normal map of dirt_packed_muddy (4668). * Fixed nails in door_boarded_up01 model. * Fixed attachments of atdm:fireplace_place_base (6474). * Fixed editor image of blocks_large_sandstone, rough_grey_dirty_sepia_grey_trim (6281, 6464). * Added editor image for grey_dirty_trim material. * Adjusted tooltip for auto-search bodies. beta212-04 (rev 16932-10626) * Added massive package of subtitles for AI sounds (6240, thread). * Fixes in envshot command (5796). * Added nature/dirt/ash_and_coals texture (6441). beta212-03 (rev 16902-10623) * Improved subtitles layout and location ring picture (p1 p2). * Fixed broken remote render with soft stencil shadows. * Added color buffer clears to fix remote render breaking skybox (6424). * Fixed warning generated by remote render (6424). * Fixed min_lod_bias being ignored if no other LOD settings is specified (6359). * Now changing LOD settings effects objects with min_lod_bias immediately (6359). * Fixed text & background alignment in mission lists (6337). * Fixed gaps in chandelier models (6433). * Added missing editor texture for carpet/runners/ornate_red_black03_end (6435). * Further expansion of listRenderLightDefs and listLightEntityDefs commands. beta212-02 (rev 16889-10613) * Fixed underwater rendering due to missing doublevision shader (post). * Exclude more lights from the new light portal flow optimizations (5172, 6321). * black_matt is now fully black, no tiny green bias (post). * Fixed lockpick interruption when mouse cursor switches between door and handle. * Extended listRenderLightDefs and listLightEntityDefs commands. * Fixed church_altar.pfb (6285). * Added window01_curtains01.lwo in separate parts (6356). * tdm_open_doors now opens locked doors too. * Fixed rare case of getting NaN in spline mover. * Added r_skipEntities cvar, similar to "filter entities" in DR. * Added editor spawnargs for volumetric light properties (6322). * Fixed radius override and added position override for script-based stims. * Fixed warnings with wrong virtual function overrides. beta212-01 (rev 16879-10584) * Fixed player falling through elevator when shouldering a body (6259). * Rebalanced volume of all player footsteps (6348). * Fixed weird animation when mixing drawn bow and main menu (2758). * Fixed all kind of issues with bc_teatray material. * Added alternative frob controls mode tdm_holdfrob_drag_all_entities for dragging on hold. * Fixed non-actor entities always getting full splash damage. * Hide console before screenshot with screenshot_viewport command (6331). * Added tdm_subtitles_ring cvar to disable subtitles location ring. * Added mission.cfg as a temporary way for mission to override non-archived cvars (5453). * Cvars "pm_lean_*" are no longer archived (6320). * Removed some cvar overrides from atdm:player_base. * CFrobLock now supports script events: Lock, Unlock, ToggleLock, IsLocked, IsPickable (6329). * Simplified flee script event, supported fleeing from non-actor entity and fleeFromPoint. * Fixed crash on some non-standard cases of flinderize. * Can set spawnarg "douse 0" on damageDef to not extinguish lights from splash damage. * Added setFrobMaster script event. * Added script-based stim type, which triggers only when stimEmit script event is called. * Added on/off script events to func_emitter entity. * Added setSmoke script event to change particle decl for a func_smoke. * Added hasInvItem script event to check if player has some item. * Added launchGuided script event to start guided projectiles. * Added getInterceptTime script event for shooting projectile and running target. * Added "bounce_sound_min|max_velocity" spawnargs to control projectile bounce sounds. * Added "postbounce_*" spawnargs to change projectile properties after bounce. * Fixes to moor guard ragdoll (6345). * Fixed wench AI sounds (6284). * Added new experimental entityDef for an automatic turret. * Official missions no longer pretend to be part of 3-mission campaign (6338). * Removed AI PAIN messages console spam. * Removed excessive "s_volume 0" from base loot entityDefs (6346). * Replaced symbol on the proguard's belt. * Default value of com_maxfps increased from 144 to 300. * Improved idEntityPtr, fixed some warnings. dev16854-10518 * High mantle animation has become much faster (6343). * Crouching while on ladder/rope now causes player to slide instantly. * Added "forceShadowBehindOpaque" hack to workaround shadow leaks in old missions (5172). * Fixed and revised underwater "double vision" effect (6300). * Add scratch images have alpha = 1, which fixes some mirror materials (6300). * Added warning if material output color depends on input alpha, fixed it in core assets (6340). * Support several independent user addon scripts (6336). * Fixed missing headbob and footsteps at very high FPS (4696). * Fixed player hanging mid-air in a jump at very high FPS (6333). * Don't crash if player's head does not exist (6326). * Added "fade in fast" options for frobhelper (6342). * Removed "show tooltips" option, now it is always on (6344). * Added default spawnarg values to "text" debug entityDef (6325). * Fixed some uninitialized values, float overflows and NaNs across the code. * Reorganized covered furniture models from Seeking Lady Leicester (6289). dev16842-10488 * Major changes in frob/use controls: holding frob does different thing now (6316, thread). * Fixed some electric lights not spawning. * It is no longer necessary to specify extension to reference PNG image. * Added cvar tdm_show_viewpos and command screenshot_viewpos (6331). * Fixed hanging when light is moved through a plane with many visportals (3815, thread). * Fixed multipage readables stuck on empty page, improved page flipping (6313). * Fixed WAV sounds playing in main menu, all sounds are streaming now (6330). * Fixed light leaks along scissor rectangle boundary with soft stencil shadows (thread). * Better subtitles location visualization (6264). * Changed position of subtitle blocks and subtitle font (6264). * Internal refactoring of idImage class (6300). * Fixed rare bug in renderworld raycasting... might happen with particle collisions. * Fixed warnings in newspaper_bridgeport0X core readable GUI (6245). * Added vec4 GUI keyword (6164). * Renamed pm_lean_toggle cvar to tdm_toggle_lean. * Improved "head bob" and "mantle roll" settings in main menu. * Updated FFmpeg to 4.4.4 (6314). Known issues: * Various problems after image refactoring: underwater, mirrors, etc. dev16829-10455 * Allowed to mantle while carrying/manipulating an object (5892, thread). * Allowed to change weapon while mantling or on rope/ladder (6319). * Several leaning improvements (6320, thread). * Parallel shadow-casting lights are deprecated, use parallelSky instead (6306). * Added many menu settings for autoloot body, blackjack helper, and other (6311). * Deleted option for autolooting bodies with one item per frob, added menu setting (6257). * Added cvar to modify all head bobbing settings (6310). * Fixed some corner cases with multiloot (6270). * Fixed frob helper's "always visible" mode (6318). * New&fixed versions of atdm:lamp_electric_square_3_lit_unattached (6315). * Fixed UV map on Stove models (6312). * Reworked r_showPrimitives + deleted code for rendering from CPU buffers. * Shortened name of end-mission autosaves (6294). * Consistent names of various arrows. Known issues: * Some electric lights don't spawn. dev16818-10434 * Fixed projectiles flying through player and enemies sometimes (6292). * Lights with noshadows spawnarg pass through walls again (5172). * Disabled portal flow culling optimization for parallel lights (5172, 6306). * Faster light-entity interactions matching if light is noshadows due to spawnarg (6296). * Compression of images to DXT1/3/5 is done in software (6300). * Cleaned up rounding math routines (6300). * r_showportals 2 is easier to understand now * Changed rules for getting start areas of parallelSky light (6306). dev16814-10408 * Optimized portal flow culling for shadowing lights (5172). * Extended dmap diagnostics to info_portalSettings, improved editor descriptions (6224). * Added test commands: tdm_open_doors and tdm_close_doors. * Minor adjustments to ear-cutting algorithm in dmap. * Minor refactoring in image compression code (6300). dev16809-10394 * r_shadowMapSinglePass is enabled by default now. * Fixed lack of shadows in volumetric lights under r_shadowMapSinglePass (6271). * Fixed interaction rendering on materials with polygonOffset (5868). * Optimized code for finding light-entity interactions on large maps (6296). * Optimized moving shadowing lights: don't create interactions in unreachable areas (5172). * More refactoring in backend: tonemap shader (6271). * Added more covered furniture models (6289). * Added wall models from Seeking Lady Leicester (6293). Known issues: * Some noshadows lights no longer pass through walls. dev16801-10370 * Supported -durationExtend for inline subtitles (6262). * Added blue noise dithering to tonemap shader, which fixed color banding of fog (6271). * Optimized away unnecessary render copy under "useNewRenderPasses 1" (6271). * Refactored blend and fog lights into new backend architecture. For troubleshooting, reduce cvar useNewRenderPasses to 1 or 0 (6271). * Added 30 case to max FPS selection in settings menu. dev16792-10357 * Fixed particles bound to animated joints (6099). * idVec3 is no longer initialized to zero by default (6280). * Integrated Address Sanitizer tool and fixed a few found bugs (6280). dev16789-10349 * Deleted old backend completely + some cleaning (6271). * Fixed map icon wrong name (thread). * Now light entities support noPortalFog spawnarg (6282). * Support fonts aspect ratio correction (6283). * Fixed playerstart customization (thread). * Refactored "render pass" part into new backend architecture. For troubleshooting, try cvar "useNewRenderPasses 0". Also "textures/particles/blacksmokepuff" now works (6271) * Now arithmetic expressions in materials support min/max functions (6271). * Minor initialization cleanup (6280). dev16785-10319 * "r_shadowMapSinglePass 1" now respects noselfshadows flag (6271). * Continued refactoring in shadow maps and render-pass shaders (6271). dev16783-10307 * Backported new rendering backend to uniforms, should work like the old one now (6271). * "Auto" lockpicking difficulty now unlocks pin from after one cycle (6256). * Added "auto-search bodies" feature under tdm_autosearch_bodies cvar (6257). * Added r_shadowMapAlphaTested cvar for single-pass shadow maps (6271). dev16781-10289 * Added first version of direction and volume cues to subtitles (6264). * Allow subtitles to extend duration of sound sample (6262). * Improved slot allocation algorithm for subtitles, a subtitle no longer changes slot (6264). * Fixed bug that stereo sample plays for 2x duration due to length confusion. * Upgraded libpng and rebuilt third-party packages. * Internal fixes of depth bounds test asserts. dev16778-10275 * Allow limited mantling with a shouldered body (5892). * Fixed toggle creep and improved settings layout in the menu (6242). * Fixed bounding boxes of animated entities and particles, enabled r_useEntityScissors by default (6099). * Trigger call_on_exit before call_on_entry when switching locations. * Don't expand bounds of surfaces with turbulent deform (5990). * Removed "gui" spawnarg on GUI message to avoid first frame (6117). Known issues: * Particles bounds to animated joints broken. Changelog of earlier versions can be found here.
  12. @Petike the Taffer Well that was challenging, but I managed to get it to work with a dummy AI (but with a warning message). Using hide doesn't work on the dummy, as each time it moves it un-hides. You need to use an invisible model. I used the atdm:ai_base, which surprisingly worked with these spawn args so it doesn't interfere with the player position and is inert as possible. Then you just need to trigger a follow script, e.g.: void follow_dummy() { $dummy.setOrigin($player1.getOrigin()); $dummy.hide(); //not sure why this is needed, but it stopped working when I deleted it sys.wait(0.2); //needed to prevent game from hanging thread follow_dummy(); } Alternatively, I tried to just bind the dummy to the player instead, but then the follower ai wouldn't follow me.
  13. Author Note: Shadows of Northdale is a new campaign that takes place in a city called Northdale that is situated up in the mountains of the western empire. Across the campaign the player will traverse through the varying districts of the city with each mission featuring it's own unique location as well as different locations in the city hub to access. ACT I is the first mission which is designed to introduce the player to the city hub area and the new mechanics available to them. During the first night in the city hub section there are a couple of places to explore however this will expand and open up further as you progress through the campaign's missions. This mission features some aspects which are different to the usual dark mod FM experience which are: - Food is an item that is picked up and stored in your inventory, pressing the use key with the food item highlighted will cause the player to eat it and gain 5hp - There is an ingame fence where you can purchase gear using any loot you may have found during the mission, you can visit him as many times as you wish but do be mindful of your loot goals - Also inside the fence's shop are contracts, these are readables which detail tasks that a client wishes you to complete for an agreed sum of gold. Upon completing them you will be rewarded with the designated sum immediately - Because you are not a wanted criminal (yet) the citywatch will only attack you if they catch you breaking the law or find you near the scene of a crime - Candles are pinchable in this mission, frobbing them causes Corbin to pinch them to put them out rather than pick them up The mission was designed and tested on 2.05, if you are playing on any other version there may be bugs present. If you enjoyed the mission please feel free to leave a review, I enjoy reading them and it gives me inspiration for my next projects. Tell me what you felt worked and what you felt could be improved for next time. Have fun taffers! - Goldwell. 2.06 UPDATE INFO: If you are experiencing any path finding issues (AI walking around in circles or getting stuck) on 2.06 then please enter the following console command to resolve these issues cm_backFaceCull 0. Thanks goes to Nbohr1more for solving that! Testers Crowind Epifire Kingsal Random_Taffer Skacky SquadaFroinx Voice Actors AndrosTheOxen Goldwell SlyFoxx Custom assets Andreas Rocha Bentraxx Bob Necro Dragofer Epifire Freesound Kingsal MalachiAD Tannar And a very special thank you to the following people without whom the mission would not exist: Epifire for creating some amazing detailed custom models that help bring a unique layer that wouldn't be possible without it. Seriously go check out his modeling page! Dude is very talented https://sketchfab.com/Epifire Grayman for helping to debug a lot of critical bugs in the mission, without him there wouldnt be a mission Kingsal and Skacky for helping out with excellent tips on level design, flow and lighting Moonbo for lending his writing talents to help optimize the briefing video script Obsttorte for making the majority of the scripts featured in this mission, and for dealing with my constant nagging about issues and bugs, you are awesome! SlyFoxx for lending his vocal talents and making the fence character come to life and sound great SquadaFroinx for providing thorough beta reports (that are equally hilarious as they are useful) And finally a huge thank you to Tannar for drawing the fantastic looking ingame map Available via in-game downloader MIRROR File Size: 295 mb
  14. In my mission, there is a script that is supposed to display a message if a player is damaged by an explosion. It didn't work because health stays at 100 even when the light gem shows damage was taken. at the start of script I did this; PlayerHealth = $player1.getHealth(); sys.print("Start health = " + PlayerHealth + "\n"); and it reports 100 (or less if player is damaged already) after the explosion (more) damage is taken per light gem, but this; PlayerHealth = $player1.getHealth(); sys.print("health now = " + PlayerHealth + "\n"); Still shows the value recorded before damage was taken. So how do I test for actual health?
  15. I've been involved in the TDM community now since before we had a game, since way back when we were arguing over lock picking methods lol Finally, I'm finished with Briarwood Manor - my first Fan Mission for The Dark Mod. I've been hatching this for a year so I'm wrapped it's finally done. Briarwood Manor Crowind - made the Briefing for the mission: This is the HD version. Briarwood Manor is a old manor house built and added on to over the years which gives it it's design. The family part is the original home, and two other parts were added on later. Inspiration came from an image in the TDM Editors Inspiration thread. Available through in-game downloader. - available also in the link below. Update Version 1.93 - Fixed a few issues that surfaced, and added a sign to the Armory because people were missing it and thinking the mission was very thin on resources. Remaining Issue: - DO NOT BE SEEN BY THE STEWARD AT ALL! Update Version 1.91 - Removed an erroneous LARGE file that had accidently been in the mission blow the mission size up dramatically other assorted bugs fixed that were pointed out by the Community. Thank you Also replaced the missing script file that controlled the Drop Key which I accidently deleted. LOL Update Version 1.9 - Fixed a bug caused by roof projecting into the sleeping maids room upstairs. Update Version 1.81 - Fixed a bug caused by a faulty newspaper readable that I couldn't fix, so I converted it to a static model that is no longer frobbable. Update Version 1.8 - Fixed a problem with a patch that somehow got misaligned in the previous version of the level creating a ceiling shadow. Update Version 1.7 - Fixed some brush splitting, and a problem with the stairs. Also fixed a readable problem, and a few other minor problems. Added little more detail around the woodshed. Update Version 1.6 - Fixed problem with Crowleys Diary, and a screwed up shadow in the old well. Update: Version 1.5 - Resolved the problems with the Steward and the Dropkey. They should never be a problem again. Unless you decide to hit him, then you are going to break him from his route lol. Fix an sound issue, and fixed a problem where the player could get into places he shouldn't until the right time. lol Improved the performance for the garden area. It should be playable for low end PC's now. If you get stutter issues, drop your video settings, especially the LOD setting. With LOD set to Very Low, Fog will be gone, and detail will be dropped a lot at a distance. The higher you raise your LOD the more you get. ie at LOW LOD Fog comes back. Experiment so you get a setting your PC is happy with. You can use the console command com_showfps 1 to see what FPS you are getting. 30 and above are acceptable. Enjoy. Update: Version 1.4 - Resolved (partially the drop key issue - save before you go into Stewards room, fixed many other minor problems picked up by Abusimplea. Added a new room, made the map a bit more open, solved some of the difficulty issues people had. The map should now be ghostable. I hope. Should be added to the in game downloader within a day or so depending. https://drive.google.com/file/d/1I_-ZJDGUtK7P4-b5zsGsEcYAH0vYdgnw/view?usp=sharing If you download from this link, top right arrow pointing down, is how you download it. Click it. A few things to note: 1+ Hour of gameplay - Easy Difficulty is intended for new players. Hard/Expert for most of the TDM Community. This is a challenging map for new players. Use your tools Features a custom intro (above) and a few custom sounds, and some voice acting. Warning: This mission is not for low end PC's. The house is fine, but the garden will make lower end PC's grind. The map has been made sensitive to LOD settings. So if it's grinding you're PC drop you're LOD settings for it, then you can return them to normal once you've finished. On my Medium PC gtx 760 with Normal LOD I get 30 to 60 fps in the garden. I upgraded to GTX 1070 and get pretty good 60 fps in the garden. Briefing Video made by Crowind and I can't thank him enough. He did an amazing job of this. I was so lucky to have him do this. Cast: Voice Actors (Intro) : 1St Merchant: Crowind, 2nd Merchant: Mykel19XX Corbin: Goldwell Voice Actors (Mission): Corbin played by Goldwell, Morgan Crowley played by V-Man, Giles MacCadie (Steward) played by myself Thank you to my Beta Testers: Cambridge Spy, OldJim, V-Man, Jaxa, duzenko and Bikerdude. Cambridge Spy and OldJim did most of the hard grind in finding problems, so thank you both so much. If you are stuck or need help, fastest way to reach me is message me on my youtube channel (link bottom of this post). Use the resources you were given and you should have no problems. Otherwise post spoiler free in this thread. TIP: Don't be seen by the Steward, or he might glitch out. Credits: Crowind put my briefing text into a more thiefy style for Goldwell to voice. He also helped with refining the trailer for the mission. Bikerdude (did the coal door for me and let me use his moonbeam method) and sorted the performance side of things out and thereby taught me how to do performance., grayman for providing a script to handle the drop key (Abuseinplea for fixing it from bouncing) and grayman for solving some conversation problems. EHR+ or showing me how to do the double secret door and Fidcal for his Fidcal's A-Z tutorial for Dark Radiant. Without this starting point I would not have started. Changes 1.2 to 1.93 - Added a second way to get into the building - Dining Room and Parlour doors now pickable, to make it bit less linear - Electric Light in Lobby dropped it's luminosity from 240 to 220 Little bit darker. - Door on the landing (catwalk) is now unlocked - Spider no longer walks down to the ladder, or clips into the floor. - Opened up the level more so you can choose more how you want to tackle it; except for family rooms (top of stairs) - Fixed a graphical bug with the back stairs caused by TDM upgrading to 2.06 - Added some plants around bottom of garden wall alongside cart. I don't like seeing planes meeting. lol - Made some changes to the fog in the garden. - Fixed a problem with the newspaper that was allowing the no frobbing bug to occur. Enjoy Neon PS: Why does TAB key no longer tab? It drops to the bottom of the page. I have to say I hate this editor.
  16. Inn Business It's business, at an inn, over three nights. Development screenshots: Download: https://drive.google...dit?usp=sharing Update 1.48 uploaded March 8th, 2014, one change: patches key rarely not being frobable in one of its possible spots Big thanks to my beta testers: Airship Ballet, Kyyrma and AluminumHaste! Development supporters of note: Sotha, Springheel and Obsttorte. Also thanks Sotha, for urinating in my mission. ;-) And thanks Kyyrma for the title screen! My appreciation to all forum/wiki contributors, without whom, this wouldn't exist. Thanks to positive commenters on my previous mission too, extra motivation helps! :-) Note this uses campaign features, what you use the first night, impacts subsequent nights. And to quote a tester, "...the level is maybe best experienced in more than one sitting". If you do pause between nights, please be sure to save, you can't begin partway through effectively. (If you accidentally start a night you already completed, just fail the kill objective to switch to another night.) If your frame rates are too low facing the cemetery, please reduce your "Object Details LOD" setting. It was designed with "AI Vision" set to "Forgiving", to be able to sneak through with minimal reactions, if you want more/less, adjust your settings accordingly. There are several random, conditional aspects, and ways of going about things, so others might have slightly different experiences. Post here if you discover hidden objectives for extra points! My condolences to loot completionists, I made a bit on the third night hard, you've got your challenge cut out for you! Speaking of which, there's a TDM bug that mission complete totals too high, here are the real amounts per night: 2026/970/202. Oh, there is something that in the U.S. would be rated PG, in case you play with kids in earshot. I hope you enjoy playing it, feel free to let me know you did, and I'm glad to respond to inquiries (like how stuff was done, nothing was scripted). (Note which night you are referring to if it's something specific.) (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] Developed for TDM 2.01. PS: Thiefette, good news, no spiders! Springheel, if you find an optional objective you can skip...you might find it immersion breaking. Others, no undead! There are a couple other interactive critters though. :-) Edit note: Some posts below were from users of an unreleased version of TDM 2.02 which broke several things, they do not reflect regular game-play.
  17. Have you tried loading a quicksave in 2.11? What version of tdm do you use currently? Have you tried disabling all scripts to see if it's script related? I mean I just share some ideas, I'm sure you know much more of tdm.
  18. I tried the script on the core assets, and find an interesting case called textures/darkmod/metal/flat/tiling_1d/gen_smooth_gold01 This material has time-dependent envmap color: { blend add maskalpha cubeMap env/gen1 red sintable[time*0.1] green sintable[time*0.1] blue sintable[time*0.1] texgen reflect } I wonder whether it was intentional or not. Here is how it looks: I suppose it would be worthwhile to manually review the modified materials, because in some cases the color adjustment was actually meaningful...
  19. 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
  20. I'll try that: I remember now there's an entity used to call script functions on other entities... show / hide are universal events at the core of the base entity, if that doesn't work something must be very broken. Another option I thought of: What if I teleport the atdm:mover_multistate_position entity instead? However I doubt that will work since to my knowledge, dmap compiles elevator positions to some extent so changing them in realtime will likely not work or break stuff, but just in case let me know if that might be safe.
  21. I have an elevator with a button: When the button is pressed it tells the lift move to an atdm:mover_multistate_position entity, which it does by targeting the elevator while having the spawnarg "position atdm_mover_multistate_position_1" to tell it where to go. This works well but I need it to do something special: When an objective is completed, the button needs to make the elevator go to a different position when pressed from that point on. I don't know how to do this: If I target the trigger_relay that runs when the objective is completed to the button, that will only make the button press itself. I can't use an atdm:target_changetarget either since it's not the button's target I need to change but its position spawnarg. I don't want to make a script for something this simple so I'm hoping there's a special entity I can use to get the job done. One solution would be two buttons: Completing the objective makes the first one invisible and unfrobable while making the second one visible and frobable. But I'm not aware of a way to make buttons visible / invisible either. At worst I'll use an atdm:teleport to swap the buttons, that's an ugly solution so making sure there's no better option first.
  22. I know, it's just the only easy way I can think of. Fixed script names is what we have now, tdm_custom_scripts.script or tdm_user_addons.script: Every mod will use them up and thus take them away from other mods. We need something that's dynamic and unlimited. A better alternative is a prefix to indicate you want auto-running of that script: Anything called "scripts/include_*.script" would be a good one, just use an unique name and call yours "include_mod_something.script" which will work if no one else names theirs "mod_something". Even better: Have a keyword at the beginning of the script! Like how scripts in Linux start with #!/bin/bash so file managers know how to preview them: Similarly we could add something like #autoexec at the beginning of ours, though this approach requires the engine looping through all script files to detect this keyword. We could imagine making tdm_user_addons.script unique per pk4. But I haven't even mentioned this one as it goes against how the file system works: You can't have multiple files with the same name and different contents, the latest archive in alphabetical order must always override a file loaded by an earlier archive. What gets close to that is a special text file in each pk4 like a package.txt which references the inclusion script as a flag. FM's kind of do that with darkmod.txt: When each pk4 is iterated by the engine at startup, it could read a script name mentioned there and execute the file referenced. But this seems more complicated than necessary unless this configuration is used for more stuff, maybe to list loaded mods in the main menu with their title / description / author / version the same way missions are?
  23. TDM 15th Anniversary Contest is now active! Please declare your participation: https://forums.thedarkmod.com/index.php?/topic/22413-the-dark-mod-15th-anniversary-contest-entry-thread/

     

  24. I want to adjust the volume of a speaker from script. I have a pan with "beef links" cooking on a stove. as the player takes them away (one by one) I want the "sizzle" sound to decrease. When all have been taken, I turn off the speaker from script. Works fine EXCEPT the volume is not changed. I tried $speaker_sausages.setKey("s_volume", 2); as well as negative values, but it does not change. The starting value on the speaker is s_volume 10. What am I doing wrong?
  25. Ah, pity I wasn't reading the forums back in February. I'm fond of that game, along with Bugbear's other early title, Rally Trophy. I was never too good at FlatOut, but it was always a hoot to play.
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