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  1. hello everyone since i discovered the " tdm_loot_stealth_stats.pk4 " I´m trying for supreme Ghosting . (Thx to snatcher , only cause your modPack i found it ! ) and now that there was mentioned a new Campain for ThiefGold I went in and downloaded the new stuff of 23 It seems Klatremus and Marbelman are more on TTLG , where i had fun reading things in : TTLG Thread: FMs - Ghost/Perfect Thief Results (Part 9) [SPOILERS] my Question : does there exist anything similar to the tdm_loot_stealth_stats for Thief1/Gold-Thief2 - or something to implement in AngelLoader ? P.S. : Klatremus ? what would you need from me to have HazardPay reported as SupremeGhosted ?
  2. A Problem Arises I've paused subtitling of the Lady02 vocal set, because of a problem with the voice clips described here: https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/&do=findComment&comment=490151 While a way forward is being determined, I'll work on a different vocal set. Maybe manbeast, for which Kingsal just provided me the voice script.
  3. My new mission, A Night in Altham, is available. We are already up to version 2! @Dave the Tafferfound an problem that deserves a fix, so here is version 2: https://www.dropbox.com/scl/fi/y4r1dmziuq6clh2im3qz1/altham2.pk4?rlkey=m3cv5v6v70lxbc9xha61nuxoj&dl=1. I will ask @nbohr1more to update the databases. Thanks to JackFarmer (alpha testing and custom ambient music) and the many beta testers (jaxa, Shadow, wesp5, Cambridge Spy, thebigh, datiswous, Mezla, MirceaKitsune, Melchior, Acolytesix, TheUnbeholden, prjames, Bergante). Thanks to @peter_spy for his beautiful Builder Compound assets. This is a large mission, so be ready to take some time. I recommend that you do named saves occasionally (I actually implemented auto-saves for this mission, but it was causing crashes on Linux, so I removed it). This mission has a lot of keys, so it implements a key management mechanism. Keys are removed from the game when no longer needed. This includes when you use a key to open a door, or if you pick a door/lock that also uses a key. Most keys are automatically removed, but there are a couple that aren't (for example, if they open up more than one door). In a certain area, this mission uses the Keyhole Peek feature of TDM. Typically, this is when you lean forward (F key) into a door keyhole and you can see into the next room. But in this case you don't lean into a keyhole. It's a hole of another kind. It's an unconventional use of something that isn't used a lot in TDM; hopefully the mission context will make it clear when to use it. The mission does not use Keyhole Peek for regular doors. Be aware, there is a known problem on Linux, where the peek feature can cause a crash. Peeking is not required for mission completion. This has been tested on TDM 2.11a and the current dev build of 2.12 (dev16854-10518). Scary things warning: Difficulty settings make a difference. Things that are affected by the difficulty level: Enjoy!
  4. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  5. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  6. If the "mission fails as soon as stealth score turns non-zero," that would not be good for ghost players. They might need to find out "how" they failed and experiment to avoid alerting guards. They might need to take those score points as a "bust". They might need to take those score points to complete an objective. Then, mission authors would need to encode exceptions into their missions, which would be a lot of work (if they decide to do it at all). However, part of what makes ghosting challenging and fun is when mission authors do not create their missions with ghosting in mind. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Writing code for these rules would be a huge undertaking. Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Creating an official mode could alienate these dedicated ghost players, because it would clash with what is considered ghosting in the community. Including the Stealth Stat Tool mod in the official release would be more useful. Or, making the audible alert states of guards quick and easy to recognize could help as well. For these reasons, I don't agree with an official "Ghost" mode. If the dev team were to do it, we should consult with @Klatremus so we get it 100% correct or not pursue it at all. (This ghosting bit should probably be in its own thread.)
  7. I loved it. Awesome game. I faceplanted at the people who asked for quest markers in the Steam forums there... Herr, lass Hirn regnen. The game is so great, and so true to the original, because it doesn't hold your hand. When is the new breed of gamers gonna learn.
  8. The subtitles of The Wench vocal set are now available for eventual incorporation into TDM Two versions, created earlier in the year, are released today with just-revised names. The first (created on Apr 21) was fully QA tested under April's 2.12dev: testSubtitlesWenchOriginal.pk4 But it was noticed at the time that some of the voice clips do not correspond well with their TDM event categorizations. So, the second testSubtitlesWench version (created on Apr 24) is designed to be used with corrected voice clip names and categorizations, as detailed in bugtracker 6284. It was hoped that this bug report could be addressed in a timely way, so that this patched version could also be given final testing. But waited long enough; released now without final testing: testSubtitlesWenchPatched.pk4 CAUTION: If you run this version with current 2.12dev and step through the subtitles, at some point it will fail with a console error. It will only fully succeed with a future 2.12dev with bugtracker 6284 changes incorporated. EDIT: Since this was posted, progress has occurred on 6284. The result is reportedly a bit at odds with "Patched". Expect a 3rd, fully-aligned version of testSubtitlesWench to be forthcoming. About The Wench The Wench character is described as "uneducated, saucy and bold. The wench has been around the block; she is confident and flirty." She is further characterized in the wiki as "a low-class woman with something of a foul mouth". This vocal set comes with slightly different versions for soft-spoken women and "barmaids, whores, and female thieves". Statistics Original: In file fm_root.subs there are 535 inlines, including: 50 with an explicit linebreak, intending 2 lines 485 without Patched: In file fm_root.subs there are 533 inlines, including: 48 with an explicit linebreak, intending 2 lines 485 without None of these needed explicit duration extensions. For both original and patched, there are 20 SRTs, including: 19 with 2 messages 1 with 3 messages Of the 41 total SRT messages, there are: 13 with an explicit linebreak, intending 2 lines 28 without In all, in this vocal set, there are: Original: 555 voice clips with subtitles, showing 576 messages. Patched: 553 voice clips with subtitles, showing 574 messages. Corresponding Excel Spreadsheet WenchOriginalSubtitles.xlsx This spreadsheet was organized with an early "v1" barks template.
  9. The subtitles of The Critic (aka Bossy) vocal set are now available for eventual incorporation into TMD: testSubtitlesCritic.pk4 The wiki's "Voices" article describes The Critic as "a slightly upper-class, know-it-all voice", good for a male character who "has an opinion on everything and frequently offers advice. Suitable for nobles, mages, inventors, and snooty servants or guards." For inventors and mages, specific vocal phrases are provided. This speaker is a relatively fast talker, requiring more subtitle time extensions than most characters. Statistics In file fm_root.subs there are 293 inlines, including: 79 with an explicit linebreak, intending 2 lines 214 without 69 of these inlines have explicit duration extensions, as follows: 33 from 0.25 to 0.49, for 17 cps 32 capped at 0.50 seconds, for 17-20 cps 4 with more than 0.50 seconds, for 20 cps. The worst case one of these also was given non-verbatim shortening ("would have" replaced by "would've") There are 14 SRT files, including: 12 with 2 messages 2 with 3 messages Of these, 7 were given a time extension past the end of the clip, in the range 0.20-0.50 sec, analogous to duration extensions in the inline files. (In fm_root.subs, there are actually 15 srt commands. Two of these had the same subtitle text and so shared an .srt file. This file is one of those with a time extension.) Of the 30 total SRT messages, there are: 21 with an explicit linebreak, intending 2 lines 9 without In all, for this vocal set, there are 307 voice clips with subtitles, showing 323 messages. Corresponding Excel Spreadsheet SubtitlesCritic.xlsx As usual, this is based on Version 5 of the Excel Template for TDM bark subtitles.
  10. A couple more: https://forums.thedarkmod.com/index.php?/topic/21739-resolved-allow-mantling-while-carrying-a-body/ https://forums.thedarkmod.com/index.php?/topic/22211-feature-proposal-new-lean-for-tdm-212/ https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/ https://forums.thedarkmod.com/index.php?/topic/22249-212-auto-search-bodies/
  11. In the current user addons system, only one addon could ever be installed at a time. This was because every addon would try to overwrite tdm_user_addons.script, and only the one in the alphabetically latest .pk4 would win. Merging addons was not a practical solution for most since this required a similar level of proficiency as actually creating the addons. Coming to the next dev build for 2.12, this limitation has been lifted by automatically including or calling all script files or functions that start with a specific prefix. Addon creators will need to choose unique names, however, which could for example include one's username. For now, backwards compatibility with the old style of addons will be maintained so they will still work, but they will need to be updated before several can be installed at once. Note to creators: as this may result in a surge of popularity of user addons to "mod the mod", it feels like some remarks are necessary: it's important to communicate to players downloading the addons that these are to be used at one's own risk and there's no certain way to ensure that no mission will break. releasing a stable mission with the default TDM package is hard enough. Addons create another layer of complexity that is out of the authors' hands. So while it's okay to ask, please respect the authors' decision not to support addons. savegames will only work with the exact combination and version of addons that they were created with. Updated instructions for creating addons can be found here: https://wiki.thedarkmod.com/index.php?title=A_to_Z_Scripting:_Script_addons_for_players
  12. I'm happy to present my first FM, The Spider and the Finch. There may be a spider, but no ghosts or undead. It should run a couple hours. It's now available on the Missions page or the in-game downloader. Many thanks to the beta testers Acolytesix, Cambridge Spy, datiswous, madtaffer, Shadow, and wesp5 for helping me improve and making the mission to the best of my abilities. This would not be have been possible without Fidcal's excellent DarkRadiant tutorial. Thanks also to the many people who answered my questions in the TDM forums. Cheers! 2023-12-13 Mission updated to version 3. Fixed a bug where the optional loot option objective was not actually optional. Updated the animations for Astrid Added a hallway door so the guards are less likely to be aggroed en masse.
  13. With my method, you get the results for all the successful matches back in a convenient single temp file (i.e., tabbed pane); each match is a single line, that you can examine and, if of particular interest, click on to open the relevant file in a separate tab within Textpad. I'm not sure that 7zip->Textpad would deliver the same convenient summary, even if it might spare having to pre-expand the .pk4 trees.
  14. Forgot to mention, I’m running the same .pk4 as well. Something must be different, I just can’t figure out what. I’ve asked about addons, etc.
  15. Maybe you have to duplicate the entire FM environment (the .pk4 if packaged) to get it to work?
  16. It has a plugin system, but if you are happy with textpad, then no reason to switch I guess. Actually it doesn't matter, you still would have to open 7zip and then probably open every file seperatly. This isn't worable in your case. But I think you should be able to open seperate files in Textpad this way, because 7zip unzips it temporarly and passes the file to the default external editor (I think), so the editor (Textpad) doesn't need to read inside the pk4 file.
  17. Yeah, there's nothing in the syntax that tells you if the gui parameter is set in a gui script or the engine. Sometimes there's a comment in the script that helps out by saying, for instance, "// set by SDK". If you really need to know - say, you're writing a wiki article - then typically you'd do a full-text search for the parameter name within and across files. Namely, the search scope may include: FM-specific .gui files Core .gui (and sometimes .guicode) files Engine .cpp (and sometimes .h) files, of the source code retrieved from, for instance, github I use TextPad to do this. In the case of (2), I have a local copy of the latest official TDM distribution (currently 2.11), where I have replaced every .pk4 with its unzipped equivalent. Because TextPad can't look inside .pk4 files. In the case of "ModNotesText", method (2) found nothing except the line you indicated. Method (3) found this line in a version of the source code: \darkmod_src-trunk\darkmod_src-trunk\game\ModMenu.cpp(81): gui->SetStateString("ModNotesText", info != NULL ? info->GetModNotes() : ""); So, yes, it's set by the engine.
  18. 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?
  19. Yeah, that's what I was thinking of. When FM independent mods are also circulating this is bound to happen with the current system unfortunately, realized it soon after I started delving into modding. In the mods I posted so far I include the notice that you must edit tdm_custom_scripts.script yourself and watch out for it overriding or being overridden by other mods even then. Thank you lots for this, can't wait! The best solution to me always seemed like the one I suggested: Auto-execute the script with the name of the archive, so if it's "mod_something.pk4" then "scripts/mod_something.script" is automatically ran only from that archive. Only problem is if you put things like version number in the archive's name this would require renaming the script with each update, I wonder if a slightly different way is possible like pattern matching based on any part of the name, but anything among those lines will be a godsend.
  20. Similar: My suggestion is getting rid of needing tdm_custom_scripts.script as a requirement. The problem is that unlike every other asset, be it a def or a skin or model or texture, scripts need to be referenced from a core script file for execution: FM's each need to contain a file with that exact name including their custom scripts. The problem with this is that no mods containing scripts can work out-of-the-box as a drag-and-drop pk4, the same way that say a custom character (just AI model or skin) can: Each individual FM needs to integrate it manually, universal mods aren't possible since the last pk4 loaded will override tdm_custom_scripts.script or tdm_user_addons.script breaking all previous mods referencing their own scripts from those files. The ideal solution would be just auto-loading scripts like everything else. But I imagine this may no longer be possible as it could break a lot of existing things like older FM's. One compromise I believe I suggested was allowing a dynamically named script to be auto-loaded by the engine, which would make it so different pk4's don't override the exact same file and conflict with each other: If your mod is named "whatever.pk4" for instance, the engine should auto-execute the script named "scripts/whatever.script" located in that archive... this would provide an elegant and equally sandboxed solution to this long standing issue.
  21. It's not your fault, I have the same problems. It's just the structure of TDM. Would it be possible like MirceaKitsune suggested to give files outside mission pk4s higher priorities, so that if the game finds the same file again inside a pk4 it is just ignored? As far as I know this works for the base pk4 files just well...
  22. I've updated this mission to be compatible with user mods. @nbohr1moreSorry to bother you again, but would you mind updated the pk4 for this mission? It should work fine now. https://www.dropbox.com/s/taqqvw5li22tkrb/hazard.pk4?dl=0
  23. I blame tdm_custom_scripts.script... which may not be at fault for all such cases, but I blame it none the less as I hate it being a requirement I'd prefer all scripts being auto-loaded like defs and everything else, in alphabetical order so the pk4 with the last name overrides older versions with ones in the FM directory having higher priority: This would finally make it possible to include mods with custom scripts as a simple drag-and-drop pk4, no need to have FM's integrate it or a separate mod installer. Speaking of which: Why not have a mod section in the vanilla installer itself managing those mods? I haven't used the mod workshop yet but understand it relies on its own tool, which is likely not hard to use but we already have an installer which could include these just as easily so more people can find and enjoy them.
  24. The subtitles of the Builder 1 and 2 shared vocal set are now available for eventual incorporation into TDM: testSubtitlesBuilder1and2.pk4 Under the wiki's "Voices", Builder 1 is described as "middle-aged; somewhat zealous; (suits builder guards, acolytes)". Note: The St. Lucia FM has a dozen-odd "conversation" subtitles for Builder 1 & 2 distributed with the core files, and already defined in tdm_sound_vocals_decls01.pk4\tdm_stlucia.subs. These are excluded from the work here. Statistics In file fm_root.subs there are 483 inlines, including: 61 with an explicit linebreak, intending 2 lines 422 without Four of these have explicit duration extensions, all from 0.25 to 0.49, for 17 cps. There are 11 SRTs, all with 2 messages. Of the 22 total SRT messages, there are: 14 with an explicit linebreak, intending 2 lines 8 without In all, there are 494 voice clips with subtitles, showing 505 messages. Corresponding Excel Spreadsheet SubtitlesBuilder1and2.xlsx As usual, this is based on Version 5 of the Excel Template for TDM bark subtitles.
  25. Yeah, but that line is used in a zillion .gui's, for example: tdm_gui01.pk4\guis\readables\sheets\sheet_paper_print_stone.gui(line 124): transition "leftPageCurl::matcolor" "1 1 1 0" "1 1 1 1" READABLE_FADE_TIME 0.5 0; What I said was accurate. But I'll rearrange the text to avoid future confusion.
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