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  1. Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange)
  2. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
  3. Thanks. The version in the TDM console is now showing as 2.11 #10264, which I assume is 2.11a? EDIT: Should have read the original post a bit better. Guess the changes are in the pk4 files.
  4. 1. Do you have any non-"tdm_" pk4 files in your root TDM directory? 2. Do you have any files in "dds/guis/assets/game_maps/"?
  5. @kin Here are more details about how I reduce footstep sound volumes. I extract the footstep sounds from tdm_sound_sfx02.pk4. sound └── sfx └── movement └── footsteps └── player ├── metal_jump_land01.ogg ├── metal_jump_land02.ogg ├── metal_jump_land03.ogg ├── metal_jump_land04.ogg ├── metal_run01.ogg ├── metal_run02.ogg ├── metal_run03.ogg ├── metal_run04.ogg ├── water_crouch_run01.ogg ├── water_crouch_run02.ogg ├── water_crouch_run03.ogg ├── water_crouch_run04.ogg ├── water_jump_land01.ogg ├── water_jump_land02.ogg ├── water_jump_land03.ogg ├── water_jump_land04.ogg ├── water_run01.ogg ├── water_run02.ogg ├── water_run03.ogg ├── water_run04.ogg └── water_run05.ogg I use a bash script (for Linux) that I wrote to reduce the volumes using FFmpeg. #!/usr/bin/env bash set -eu IN_DIR='sound/sfx/movement/footsteps/player' mkdir -p output/"$IN_DIR" for i in "$IN_DIR"/metal_run*; do ffmpeg -i "$i" -filter:a 'volume=-4dB' output/"$i"; done for i in "$IN_DIR"/metal_jump*; do ffmpeg -i "$i" -filter:a 'volume=-10dB' output/"$i"; done for i in "$IN_DIR"/water_run*; do ffmpeg -i "$i" -filter:a 'volume=-10dB' output/"$i"; done for i in "$IN_DIR"/water_crouch_run*; do ffmpeg -i "$i" -filter:a 'volume=-10dB' output/"$i"; done for i in "$IN_DIR"/water_jump*; do ffmpeg -i "$i" -filter:a 'volume=-5dB' output/"$i"; done Then, I put the resulting output sound files in darkmod/sound/sfx/movement/footsteps/player/. (If I change anything in the future, updates will likely be at https://gist.github.com/daftmugi/68bcf3835fdb95e5a7b8148edcc14d38.)
  6. You can try my alternative footstep sounds package which addressed the things you described together with a lot of other footstep sounds both for player and AI if you want to. https://forums.thedarkmod.com/index.php?/topic/17631-new-footstep-sounds/
  7. Another thing to keep in mind is that def file properties are embedded in the save file, so a mission restart is required for def changes to take effect. If you aren't doing this already, you might want to consider keeping your TDM directory under version control. I use Git for config, def, script, gui, and other plain-text files. I also commit overridden textures, but otherwise I don't commit executable, pk4, or other binary files.
  8. Mods can this moved again? @Acolytesix- can you make sure you post in the beta thread instead of this one please (this one is public, the beta thread is only for logged-in forum members): https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/
  9. sure - I would only ask that you follow the thread to make sure you don't report stuff that has already been mentioned: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/
  10. heh i was thinking the same though it might just have been a glitch when writing the names are pretty similar. But for correctness it is called the dark engine and the newer version that allows us to run these beauties on win10/11 is called newdark. newdark is kinda interresting as it just suddenly popped up on a french forum some time ago by an anonymous developer with the alias le corbeau who allegedly got his hands on the original source code and started updating it for modern OS. this was the original thread i believe -> https://www.ttlg.com/forums/showthread.php?t=140085 bikerdude was on that forum to when the patch hit i noticed hehe.
  11. Okay, I had no idea, I have googled it up now and you are right, to my own surprise. Done, I´ve put some paragraphs which were previously not in spoiler tags into spoilers.
  12. Thebigh is right. The pronunciation tripped me up too, but that is apparently how Leicester is pronounced. Also @TarhielI'm glad you are loving the FM but do you mind putting spoiler tags on your post please
  13. Another option is to unpack the tdm_base01.pk4 and copy the glprogs into it then repack it. : )
  14. Pretty good medium sized mission with interesting story. I found it too difficult though, so I got stuck. Good that you have a hints section. But maybe it's an idea to give more in-mission clues for lower difficulties (although I wasn't playing on easy)? I found some "issues" that I post in screenshots later, but I found especially that the Ambient light in full darkness seemed too bright? Btw. Maybe also there's a lack of specular in some of the textures? Also this still has ambiant light related code in the material, which is overriding what the engine currently does? Don't know if that would matter. Btw. There's lots of redundant and double files in the pk4. especially in the textures, dds, maps and guis folders. So if you would make an update in the future, you could look into this aswell.
  15. We will look at some of this stuff, but SPOILER tags, please!!!
  16. Here we go! Fixed a lot of little issues and included prefabs for the rustic versions: If you need to change anything particular, check the spawnargs the new prefabs override on the keypad and button entities... skins colors and sounds are all customizable, I even wrote editor vars explaining what they do when you select each field in DarkRadiant. electronic_keypad_v1.1.pk4
  17. This may make sense in that the performance impact of the volumetric effect can scale with how much of the effect is filling the screen. We shipped with a “performance mode” but had to setup the entities by hand to do it (so it’s not perfect). If you change the LOD detail settings to “Low” or “Lowest” this will disable certain lights, particles and such that can be very heavy to render. You can try these settings and see if you notice an improvement. If not sending us some pictures of heavy areas (with spoiler tags please) will be helpful with tuning these “performance modes” in subsequent patches. Thanks for playing!
  18. Strange, it shouldn't be doing that. That question mark box typically appears when a model definition can't be found. Can you see and add the keypad or buttons as a func_static from the model browser? EDIT: I see the problem. The def defines the path as "models/darkmod/electronic/keypad.lwo" but I included it in "models/electronic/keypad.lwo" when packing. Sorry about that! Just change the directory structure for now. I should re-pack the pk4 but wanted to wait in case I'll update anything else.
  19. Interesting, although I'm not sure what to make of that. One of my favorite games (The Chronicles of Riddick Assault on Dark Athena) was published by Atari, and, they don't even seem to care to keep the activation servers running much. Or remove/change the copy protection, which doesn't work at all on Windows 11. I really hope that Nightdive delivers at the end of May... I'm not one of the shit storm crowd (it's absolutely horrible on the Steam forums...), but, 7 years of development is a long time, and delaying the release obviously has become a bit of a habit, to say the least.
  20. (I apologize for the odd poll question layout. I wasn't able to add five yes-no questions, because polls are limited to three questions.) Hi everyone, I've recently been working on some patches for issues that I've read about from players on the TDM and TTLG forums — and Discord. My goal is to make it as easy as possible for players, especially new players and those who need usability/accessibility options, to find what they need in order to have a better TDM experience. I've already written the GUI and game engine code for these settings, which I've been using in my personal build. The reason for this poll and discussion is to both guide the finalization of my work and collect data to help inform the dev team. Which patches I submit depend on the outcome of this poll, discussion, and what the dev team agrees to accept. Once decided, I can coordinate with the dev team. I've attached screenshots of what the new settings menu would look like if all of the settings are accepted. Below, I have detailed each menu setting, so you can have an easier time understanding each one. Very important to keep in mind: None of these settings change TDM default behavior. They are all opt-in. If you are already happy with the behavior of 2.10, 2.11, etc. and these menu settings are accepted, nothing will change for you. Rename "Always Run" to "Run Mode" with options "None, Always, Toggle" After 2.11 was released, @i30817 requested that "toggle run" be added to the settings menu. Its cvar is already in TDM as "in_toggleRun" (same as Doom 3). I propose renaming the "Always Run" setting to "Run Mode" with options: "None", "Always", and "Toggle". None = in_alwaysRun 0; in_toggleRun 0 Always = in_alwaysRun 1; in_toggleRun 0 Toggle = in_alwaysRun 0; in_toggleRun 1 Show Blackjack Helper @Wellingtoncrab suggested that the new blackjack helper be added to the settings menu. Its cvar was added to 2.11 as "tdm_blackjack_indicate". More info: It's the new blackjack helper added to 2.11. When the game detects that the blackjack can be used for a successful hit or KO, the blackjack will rise slightly. I propose a "Yes/No" setting for this. Slider for "View: Head Bob" @ChronA requested a way to disable head bobbing, because a viewer watching him play was having severe motion sickness. Also, there was a bug in TDM that made setting the head bob in the console not stick after loading a saved game. (Even with 2.11, if a mission overrides the "tdm_player_thief.def" file and sets "pm_bobroll", "pm_bobpitch", "pm_bobup", and other cvars, it will override player preferences.) As far back as 2008, players have had trouble setting head bob. Another one from 2018. At the end of 2022, @Shadowex3 registered just to voice the need for a way to control head bob. I propose that a slider be added to adjust the amount of head bob. This would use a new "pm_headbob_mod" cvar with a value between 0.0 and 1.0 (default 1.0, no change). The "pm_headbob_mod" would be a multiplier for "pm_bobroll", "pm_bobpitch", and "pm_bobup". The advantage to this approach is that missions like Volta 2 and Hazard Pay would not need to adjust their "tdm_player_thief.def" files for head bob to work properly. And, the player can still adjust "pm_bobroll", "pm_bobpitch", and "pm_bobup" as they like. Slider for "View: Mantle Roll" This is similar to head bob for those who are sensitive to motion. Its cvar was added to 2.11 as "pm_mantle_roll_mod". A Thief player on Discord said, "2.11 will have a cvar to tune down the mantling animation at last." I propose that a slider be added for "pm_mantle_roll_mod". Auto-Search Bodies @Zaratul requested the "auto-search bodies" feature from Thief 1 & 2. Its cvar was added to 2.12 dev16783-10307 as "tdm_autosearch_bodies". I did a poll on the a Thief Discord server and roughly 20% of players there use the Thief auto-search bodies feature. I propose a menu setting for this, so that players coming from Thief 1 & 2 can easily find it.
  21. Sorry for the late reply. This is the file. It was shared by Dragofer on the discord. z_handheld_lantern.pk4
  22. The electronic keypad is something I've wanted for a long time, along with laser tripped alarms which are next on my TODO list. I'm happy to announce they're a feature I just finished as part of a futuristic campaign I began working on! The version included here is extracted into an individual pk4 for other mappers to use. I may improve mine over time like using a GUI for the screen, for now this is a simple but finished version which does exactly everything intended. It consists of the custom script and def, models created and exported from DR reusing existing sounds and textures (only text labels had to be created), as well as prefabs for model sources and quickly placing a keypad on your map (broken or unpowered versions included). The device is operated using 12 buttons forming a numeric keypad inspired by old mobile phones, stand close look at each key and frob to input: Give your keypad a "text" spawnarg to set a password (multiple codes supported), entities targeted via "trigger_on_success" will execute when the correct code was typed, you may also set "trigger_on_fail" spawnargs to trigger targets when a bad code was written. Existing input can be cancelled with * and must be confirmed using the # key at the end, once unlocked pressing any key will re-trigger targets and lock the device back up. One aspect I'm unhappy with: I couldn't find a way for the script to directly access the entity triggering it. Because of this I had to define an additional "atdm:target_callobjectfunction" targeted by buttons which itself targets the keypad. This is only an annoyance for sanity's sake as I hoped I'd only need the keypad entity and individual buttons, yet there's also a little yellow cube sticking around which every button has to go through. Let me know if you're aware of a way to work around this; I know the script can use sys.onSignal(SIG_TRIGGER, self, "foo::bar") to run a function when triggered, but there doesn't seem to be a way to access the entity doing the triggering which is required to know which button was pressed and get its symbol. Here's the initial version with a few screenshots of how it looks and works. Feel free to use them in your FM's and share the result here! I'd love to see missions where you need to find codes in readables and remember them to access places, even having to piece them together from different sources... remember you can also use short passwords which are typed like an SMS hence the letters on the keys, for example "abe" would be "11122" (a = 1, b = 11, e = 22) 0 acts as space though I wouldn't write long sentences as they can be annoying to type in. electronic_keypad_v1.0.pk4
  23. You'd certainly want that override to happen. I don't know if it does. You could try a test by providing an override .ogg & subtitle. Specifically, as an override target, in 2.11, Dragofer provided a dozen subtitles for The Cynic voice as part of the core; see tdm_sound_vocals_decls01.pk4\subtitles\tdm_ai_cynic.subs. If you want to make a version of my testSubtitles... FM specifically for these dozen, here is content for an appropriate fm_test_subtitles_shaders.sndshd: BTW, this voice is used by two AI characters: tdm_ai_guard_citywatch (defined in tdm_ai_humanoid_guards01\def\tdm_ai_guard_citywatch.def) tdm_ai_thief (in tdm_ai_humanoid_guards01\def\tdm_ai_thief.def)
  24. FYI, as this project goes forward, I plan to work first on barks for which a text vocal script is available. Complete bark text are available - via the wiki's "Voices" - for these: The Thug [done] The Grumbler [done] The Pro [done] The Mature Builder (Builder3) [done] The Young Builder (Builder4) [done] The Lord [done] Simpleton [done] Average Jack [done] The Lady [done] The Wench [done, final revision] The Commander [done] The Moor [done] The Maiden [done] These vocal sets are also referenced under "Voices", but the bark text is missing: Builder 1 & 2* [done] The Drunk [done] The Cynic [done] The Lady02 [done] The Critic [done] (* Builder 1 just uses Builder 2 vocal assets. Also, beyond the scope here: there are a few "conversation" clips used in the Saint Lucia FM, not intended for general use, even though they are distributed with the core. These differ between Builder 1 and 2, and are "verbosity story". Their subtitles are distributed in the core as file tdm_sound_vocals_decls01.pk4\tdm_stlucia.subs ) If you have bark text for any of the missing vocal sets, please get me a copy. Thanks. There are additional vocal sets not referenced under "Voices". These are low priority for me. Probably all except the newer manbeast (which is the only one that has a substantial amount of English) will be put off beyond 2.12 release. They are: manbeast [done] player [mainly various grunts] raven horse generic elemental spider revenant zombie werebeast Further out still, there are numerous non-AI sound clips for which "effects" subtitles might be provided. Many of these are found in tdm_sound_sfx01.pk4 and tdm_sound_sfx02.pk4
  25. What are the current missions with subtitles present? To my knowledge (I update them from your responses as well): A house of locked secrets A new Job A Night in Altham Braeden Church By Any Other Name Hazard Pay Mandrasola No Honour Among Thieves One Step Too Far Requiem Seeking Lady Leicester Sir Talbot's Collateral Sneak & Destroy (v2) Somewhere Above the City Tears of St. Lucia The black mage The Hare in the Snare, Part 1 Who watches the watcher Written in stone WS1: In the North WS2: Home Again WS3: Cleighmoor WS4: The Warrens WS5: Commerce Bank Eye on the Prize The Terrible Old Man I added the included in mission ones to the mission list on the wiki: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod Missions that have voice sound files in them, but don't have subtitles yet (I have looked in all the mission pk4 files for such voice soundfiles):
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