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  1. From what I could tell, ai_should_not_handle prevents the AI from ever trying to open the door and prevents it from considering the area behind it traversible, so long as the door remains closed. If it's ever opened (by the player) they are then able to pathfind through it. Monsterclip would be a permanent invisible wall for them, even if the door were opened. Based on my last round of tests, even when alerted they couldn't open the door or go through it. There was some odd behaviour where they milled around in front of the door as though they wanted to go through it, but they never actually tried.
  2. It's pretty much like @AluminumHaste said. Even if every lockpickable object had a lock and I could always detect its location to position the player in front of it, this would mean taking control away and it could potentially lead to unwanted situations, like placing the player in front of a guard, or under a light. One of the goals of this mod is to interfere with gameplay as little as possible (ideally not at all), and that would go against that principle. It is only one lockpick in TDM, yes. But I felt like it didn’t make much sense to pick a lock with just one pick. Not that my solution is perfectly realistic or anything, I just think it looks better this way. I appreciate the feedback
  3. Oohhhh, the day has come! This old lurker releases another creation of his deranged mind...! What has he in store? Does it involve sunlight and pollen and hayfever? Will it involve strange towers and priests with bad breath? Naah, just some mediocre airship type of mission, aimed at the Anniversary mapping contest! I have a lengthy/humourly rant/lore for some of the building process for anyone interrested, in spoiler tags. According to DarkRadiant I have worked 570 hours on this, and that doesn't take into account all hours of coding and scripting. This feels like an insanely huge amount of mapping time for this small mission but I try not to judge myself. DarkRadiant says 570 so...I say thanks to all calm hours at the night shift at work where I could sit and script and write readables. And I also humbly bow myself to the scripting genuses that are on the forums. A special thanks to my girlfriend who (almost) always lets me talk about my projects. She has also written some of the readables and voiced some recordings in the mission. Thanks to Dragofer, Mirceakitsune and Melchior for much needed scripting help. Thanks to YouTube channels BGM President and Sound Effects where I've borrowed some music and sound effects. Thanks to my betatesters; nbohr1more, Bergante, datiswous, Wesp5, nightmare, Jaxa and Cambridge Spy. And a big thank you to the mod in general for still being alive and supportive! ########################################## MISSION RELATED STUFF ########################################## On an airship, heading for Flowerdale a lot of strange things can happen. As some people guzzle down liquor in the bar, some others skulk around in the shadows. Certain people cannot be trusted and there are even those that kill for a living. Somebody may or may not work for foreign powers. But everyone yearns for those shiny pennies. There are some strange things in the cargo, huge coffers that can hold bodies, alive and dead. This story may unfold in several different ways; Three characters can be chosen; Zacharias the thief, Oliver Mortimer, the assassin or Rupert Peabody, youngling of the Wizlas woodfolk. DOWNLOAD LINK https://drive.google.com/file/d/10w_SJSBAxxVFYTwPjJhIo48fEzvuTo1M/view?usp=sharing
  4. I wanted to bring this up for a while and am sorry I took so long. As such this thread is based on an old observation, I didn't retest recently but from what I know this limitation still exists with the latest code. If others confirm it and the issue is considered solvable I may post it to the bug tracker as well. EFX for spatial sounds are an amazing addition we had in recent years, however they suffer from a noticeable limitation: Reverb only accounts only for the location of the player and not that of sound. Sounds originating from a place with reverberation will not cause any echo if the player isn't standing in that room... oppositely sounds coming from outside will be heard with the full extent of the reverb effect in the room you're hearing them from, they should be echoing less due to not originating from the reverberating hallway. Example: Let's say there's a Builder church with a large hallway containing a reverb definition, inside there's an ambient sound of chanting. If the player is standing in front of the church door, they will hear the chanting without any kind of echo: Only once they step through the door and walk inside the echo suddenly makes itself heard. In a realistic scenario you'll hear the reverberation of any sound coming from a room that causes it, even if you're standing far outside that room hearing this noise in the distance. The simple solution would be a mixture between the location of the player's camera and that of the sound source: Each sound gets 75% the reverb defined in the room it's originating from, then on top of that all sounds being heard by the player anywhere have 25% the reverb of the room the player's standing in (current functionality). The more realistic but also more complicated option would be to use the portal tracing already implemented for sound attenuation and make each sound pick up reverb from each EFX room it passes through, accounting for the room of origin the room the player's standing in but also the rooms it's passing through; That way a noise emanating on one side of a building and passing through open windows in a corridor to reach the player on the other side would still echo, even if both that sound and the player are located outside in an area without reverb.
  5. I just submitted a new bug report: https://bugs.thedarkmod.com/view.php?id=6292. In certain specific cases, projectiles don't collide with the player. I've got a test case where a atdm:func_shooter shoots an arrow right at the player, and it goes 'right through' them without damage. It seems to be related to the angle of the projectile (and whether the player is moving or not). This is new to TDM 2.11. It's the cause of the problem that @JavaGod reported playing my mission:
  6. Hello taffers, the people over at TTLG forums have started a speedbuild game jam. 1st Thief Speedbuild Jam It's not a contest, and you have a tentative submission date of Dec 1, to get a mission built for T1-3 or TDM. Looks fun, and I'm going to participate too.
  7. Thank you for the feedback, it's very useful! I did some tinkering with the particle system to have them appear at a specific frame in the animation, but haven’t had much success yet. I didn’t spend too much time on it since I’ve been focusing on adding all the items first, but I’ll definitely come back to it once that’s done. As for the lockpicking, the animation does show two picks even if the player only has one. I’ll try out the file/knife suggestion to get around that. Implementing the lockpick-in-lock part would be very tricky, so for now I’ll just add an option to disable that specific animation in case someone prefers not to have it in its current state.
  8. 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.
  9. The Wizard's Treasure Greetings taffers, I'm delighted to release my latest mission, just in time for the 15th Anniversary deadline. The Wizard's Treasure is a beginner-friendly mission suitable for thieving taffers ages 6-99. A powerful wizard is in possession of a huge and valuable emerald. Find it and steal it! The mission should take about twenty minutes to complete for a first-time player, so it will hopefully be a lot of fun if you're in the mood for a casual heist. Credits: Huge thanks to my beta-testers and sanity-checkers Bikerdude, JackFarmer, and nightmare. Available through the in-game downloader. Enjoy!
  10. It's not discouraging at all, I appreciate you taking the time to provide feedback . I'm trying to understand some of your points better. There's a priority order to what is shown on screen. From highest to lowest: 1) Weapon animations. If a "true" weapon is selected (like the blackjack, sword or bow), none of the animations that the mod adds are played. This applies if the player is standing or crouched. For example, if the player is holding the lantern while unarmed and then chooses the sword, the lantern will be put away and the sword gets unsheathed. With the sword out, leaning or having an item selected does not show the respective animations, just the original sword animations. 2) Item animations. If no "true" weapon is selected, meaning the current weapon is "unarmed", and the lantern or the compass are selected, it will show an animation holding the item. This applies if the player is standing or crouched, because it doesn't make much sense to me that the player would only hold the item while crouched. 3) Other animations (both hands in front, leaning, listening-at-door). These animations are played when the player is crouched and has no "true" weapon or item selected. The only exception is the listening-at-door animation which also plays when the player is standing, since I think it looks cool, but it still gets overridden by a weapon or item. This is the system that makes the most sense to me. That's the current behavior, as I indicated above, unless something isn't working properly. I saw that this is an issue in that post, but I can't make the items part of the mesh because It wouldn't be possible to switch between them, as far as I'm aware. I don't know if this issue is unavoidable and it's not a high priority fix at the moment. Can you clarify what you mean by disadvantage? The lantern is only shown if it is the currently selected item and a "true" weapon isn't selected (and same for the compass). Otherwise it still hangs in the hip regardless of being on or off and you can use the toggle lantern key like before.
  11. With the 2.13 Beta around the corner, I wanted to ask about a specific solution to a specific problem regarding custom weapons. A while ago I made a post where I designed a flash arrow which I suggested introducing to vanilla TDM: For various reasons others didn't feel it made sense so the idea went dead. I didn't mind much since at worst I can feature it in my own FM's. But there's one obstacle with that I hated and wished to see removed: You have to change the player definition for the weapon slots, your FM must copy and override the whole player entity just to add a spawnarg pointing to your weapon entity. If atdm:player_base ever changes in core the FM needs to copy and update it, all just for one parameter. From my understanding there should be a quick way around this; Simply add predefined entities for those slots which FM's can override without having to touch the player def itself, authors are given the entity names for those slots and can set them to whatever they desire. The engine has 16 weapon slots and we have 5 unused, I'd reserve 1 just in case and provide the last 4 to FM's since that's a more standard number. The suggested change should be simple: In tdm_defs01.pk4/def/tdm_player_thief.def entitydef atdm:player_base add spawnargs for def_weapon12, def_weapon13, def_weapon14, def_weapon15 and have them point to a named entity by default. If for example we have "def_weapon12 atdm:weapon_custom1" the mission can define a custom arrow just by including its own definition of atdm:weapon_custom1. By default they should be assigned to null entities that don't do anything if placed as is but won't crash the game either. Here's a full example of how my imagined modification would look, curious if this works without breaking anything if anyone can check: // Placeholder for the last default weapon until one is added entityDef atdm:weapon_empty { "inherit" "atdm:entity_base" } // Empty definitions for custom weapons the FM can override entityDef atdm:weapon_custom1 { "inherit" "atdm:entity_base" } entityDef atdm:weapon_custom2 { "inherit" "atdm:entity_base" } entityDef atdm:weapon_custom3 { "inherit" "atdm:entity_base" } entityDef atdm:weapon_custom4 { "inherit" "atdm:entity_base" } "def_weapon0" "atdm:weapon_unarmed" "def_weapon1" "atdm:weapon_blackjack" "def_weapon2" "atdm:weapon_shortsword" "def_weapon3" "atdm:weapon_broadhead" "def_weapon4" "atdm:weapon_waterarrow" "def_weapon5" "atdm:weapon_firearrow" "def_weapon6" "atdm:weapon_ropearrow" "def_weapon7" "atdm:weapon_gasarrow" "def_weapon8" "atdm:weapon_noisemaker" "def_weapon9" "atdm:weapon_mossarrow" // grayman #2787 "def_weapon10" "atdm:weapon_vinearrow" // grayman #2787 "def_weapon11" "atdm:weapon_empty" // reserve this slot in case TDM adds one more default arrow in the future "def_weapon12" "atdm_weapon_custom1" // weapon slot for custom entity that can be defined by the FM "def_weapon13" "atdm_weapon_custom2" // weapon slot for custom entity that can be defined by the FM "def_weapon14" "atdm_weapon_custom3" // weapon slot for custom entity that can be defined by the FM "def_weapon15" "atdm_weapon_custom4" // weapon slot for custom entity that can be defined by the FM
  12. https://wiki.thedarkmod.com/index.php?title=Briefing#Controlling_Where_the_Player_Starts On the section about "Controlling Where the Player Starts" there is a download link, but it's a dead link. Does somebody have this altered mainmenu_briefing.gui ? Or otherwise, is there a mission where it's used? I thought maybe it could be added to core, to the same file, but have that section editted out by default, or make a renamed version? Same for Button Controlled Animated Briefing and Timed Flowing Briefing (although maybe without the example images), I think they should be things in core. Doesn't take up much space and then they never get lost. Edit: Testmap: https://drive.google.com/file/d/1YQQknGlVJE9TJyItE_H2KjggvrIAuhnf/view?usp=sharing (with working self-made test mainmenu_briefing.gui file) When you start normal startlocation is near sand-sack. When in last frame of briefing you klick on text, mission starts near bucket oposite of room instead. Currently only works up to TDM 2.09
  13. Has there been a bug raised yet for this "stims don't inherit ownership from player" issue? Seems to me that you could fix it in one of two ways: either repair the underlying issue of stim inheritance outright, or just credit the player with kills or knockouts no matter what on the assumption that nobody but the player would be using gas or holy water anyway. That's probably a bit more dubious than just fixing the underlying cause. Pickpocket stats are still wrong too, when you're stealing a broadhead arrow from a guard's quiver. I would firmly suggest that both of these stat miscount bugs go on the priority list for 2.14.
  14. Detection of player, bodies, ropes, etc. by AI depends a lot on how well-lit the object is. The player case is the most important one. It uses its own system to compute lightgem value, which renders additional views on GPU. Even with many improvements over the years, this approach costs a lot in performance, so it cannot be used for all objects which AIs can see. That's why there is another system for computing light values for the other objects. Since the engine was closed source when TDM was originally created, this system is very approximate. It takes into account light intensity and size, but mostly ignores the other factors like shadows, light projection/falloff textures, light texture transforms, blinking lights, lights with some material stages disabled etc. A new light estimate system has been implemented, and it is going to be default in 2.13. In fact, it has already been default since dev17104-10844. As far as I know, it accurately takes into account all the properties that our lights have. It has its own issues of course. It relies on a few samples on the object surface, and it is rather performance-intensive because it casts shadow rays all other the world. I had to distribute its work over several frames to reduce performance cost, so now it takes some delay to compute the proper value (which can also cause problems sometimes). Here is how it works on a test map: What it means for us? On the good side, you should no longer have a problem when you put a corpse into a dark spot under a table but guards still detect it easily as if the table did not exist. On the bad side, the new light values are inherently different, so guards might detect objects in situations where they did not detect them before or vice versa. Also the delay can probably cause some issues e.g. guards acting upon an obsolete value which is updated just afterwards. The effort is tracked in 6546. There are several cvars about this: g_lightQuotientAlgo: value = 0 uses the old system, value = 1 uses the new system. g_showLIghtQuotient: enables debug visualization like in the video above. g_les*: lots of internal parameters to tweak the system (you should not mess with them).
  15. Something that always bothered me about Thief and TDM is how you sometimes go through a sewer or worse, right through a toilet, but you never have appropriate consequences, such as the stench that should reek from you afterwards. So, I think it would be great if TDM had such a mechanic and this should make you think twice before infiltrating compounds through a way that stinks so bad. How can this be done? On the engine level attach to the player a trigger sphere with 2 properties: stench radius and stench strength, by default they should be 0 and always present. The stench radius is needed for enemies' reaction while the stench strength will control for how long the stench is going to persist, basically it controls the speed of shrinking of the stench radius. To have the stench transfer effect, add new property to a trigger, only one is needed - the stench strength which should also function as the gradual stench transfer speed, if the value is very big then the stench transfer speed will be big too. Gradual effect gives some window for error in situations when you touch the stinking trigger for a split second by accident. Afterwards, if the received value is too big then the player may wait for hours for it to wear off passively, unless he finds somewhere a clean water which will gradually reduce the size of his stench sphere to 0. The water itself doesn't need any new parameters, just check if there are no stench triggers touching the player and he is in swimming state instead of just slightly immersed in the water volume. It is better to add stench strength to a trigger instead of only water volumes, because not only water can stink, a level designer may place this trigger anywhere he want, for example in an animal stall or on a random pile of crap in the corner or in the bushes where you might hide from a guard. The stench effect needs some new icon for HUD, a double purpose one that will show environmental stench and player's own stench at the same time. Environmental stench should have hiding effect for the player's stench if it's bigger. Also, would be fun to give the stench trigger sphere to some enemies, like the undead, or a guard that didn't use a bath for months and their own stench radius should affect yours the closer you stay to them, this should be even faster if you pick them up killed/KO'ed, like a contamination effect. Human enemies should react to the stench in a similar way they react to the player's visibility except the game should check the proximity to the stink sphere and the sphere shouldn't penetrate walls, but L-shaped corridors shouldn't be an obstacle either. Enemies also need some new reaction barks and probably a bit of new animations, such as if the stench is too strong, then they should cover their noses. I think, this will be a great addition to the realism and the proposed method will make all older FMs unnaffected by this mechanic because they don't have any of such properties in the level data and were never designed around them.
  16. Author Note: This is a brand new mission and a new entry into the accountant series. There are some different than usual puzzles in this FM, so if you find yourself stuck try to think about your pathway forward in a logical manner. And if you're still having troubles then pop by this thread and ask (preferably with spoiler tags). This FM is brand new and serves as the first installment in The Accountant series, a few years back there was a small prologue style mission released however I felt that it did not represent The Accountant series so I decided to go back to the drawing board and do a whole new mission that's larger, has a better level design and has a story that lines up closer to what I plan to do with the accountant series. The mission is medium sized and you can expect between 30-90 minutes to complete it depending on your playstyle. Beta Testers Captain Cleveland Crowind Kingsal PukeyBee Skacky SquadaFroinx Voice Actors AndrosTheOxen Epifire Goldwell Stevenpfortune Yandros Custom assets Airship Ballet Bentraxx Bob Necro Dragofer DrKubiac Epifire Kingsal MalachiAD Sotha Springheel SquadaFroinx Available via in-game downloader File Size: 233 MB - Updated to v 1.1 (01.06.2018)
  17. I looked into it with debugger. The mission_start sound shader does not run because it has "private" keyword, which means that only the entity which emits it can hear it. In your case "speaker_1" is the emitting entity, so player does not hear it. Now I see that only mission-related sounds have this keyword, and I wonder why is it even needed. I suppose it was necessary in Doom 3 multiplayer to make sure only local player hears some sounds he emits. But does it make any sense in TDM? Perhaps comment out all the "private" flags?
  18. As if you didn't already know. If there's a long section in a level that requires a lot of travel (eg, a tunnel without a teleport, beneath a building, those massively long grates, a section of swimming where the player will lose a little health, just to make them scared, etc..) the score, or lack of, the volume and several other factors come into play. It has a residual / lasting effect. This is also true for loading screens for levels that take a "long" time. How music (even foley) is used in level design is a subject I've had to research of late - here is an interesting study as an introduction, although I am sure there are more simple articles with less graphs: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3713348/ One trick to use on a corridor / whatever where nothing is going to happen, but it's safe for the player to move - is simply raise the ambient / music volume as this inspires confidence in the player and unconsciously cues them to run down that corridor a little faster than they might otherwise. // if it's locked - there's always scihub. also here's an article, rather than a study, for people who don't like words, but want info: http://nautil.us/issue/9/time/how-music-hijacks-our-perception-of-time
  19. Happy 15th Anniversary to The Dark Mod! As of October 17th. 2024, 15 years have passed since the TDM 1.0 release! In that time, we evolved to most or all of the features that players were asking for since the concept of TDM was first mooted in the TTLG forums in late 2004. Campaign Support, Soft Shadows, EFX Reverb, Multi-Core Rendering, Uncapped FPS, Ambient Occlusion, Subtitles, are among the roster of perennial requested things that have been brought to life by the development team in addition to the core Thief 1 \ 2 game-play items like the Lightgem, Rope Arrows, Swim-able water, lock-picking and ( of course ) advanced AI enemies. To commemorate this occasion, please join us in celebrating the Release of 5 missions for our 15th Anniversary Contest! . The Imperial Sword Bikerdude was encouraged to reclaim an abandoned version of his older mission and rework it into a new one. Now the formerly lost work is a glorious new experience with scripted dialog, special events, and a decayed imperial cityscape! . The Wizard’s Treasure Thebigh has made yet another bite-sized mission with a focus on quality game-play and challenge. The mission is extra impressive for the scope and visuals achieved since his decision to join the contest was fairly late compared to other entrants. . You Only Fly Thrice DeTeEff has continued his progression of high quality and complex releases. Another relative late comer to the contest, this mission is a tour-de-force of excellent game-play ideas and is quite handsome with excellent volumetric lighting and modular asset usage. . Volta 3: Gemcutter Kingsal has decided to release his long awaited Volta Series sequel to be included in the contest. DO NOT MISS THIS MISSION! . Pinnacle: A Test of Talents UncertainTitle and TwilitWitch decided to risk their first mission release to be included in the contest roster. The use of both modular assets and many custom models give this mission a familiar yet refreshing visual appeal. . Please join the celebration and vote in the forum threads for each respective mission based on their contest criteria ( Game-play, Story, Visuals ). . . The Dark Mod 2.13 “Developer Build” The Dark Mod 2.13 is still a few months away from release but we wanted to highlight the fact that a few more of the long requested changes have been added in the upcoming release! . Parallax Occlusion Mapping! In the above video, you can see a that TDM has finally incorporated the long requested effect. This wont be applied to all textures since there may be some problems with visual anomalies and performance but we are already preparing for a future where lots of textures use this new and more three dimensional surface effect. Better AI sight! While the AI have always been good at seeing the player due to the lightgem ( sometimes “too good” so we had to nerf their sight ), AI have had various challenges seeing things like bodies, missing objects, opened doors, weapons, blood, etc. This is because it is not practical to give all entities \ objects their own lightgem. Instead we have used very simple math to represent lights which don’t match shadow and light textures. In 2.13 a new sampling approach aims to improve this so that AI can better see ( or not see ) items and bodies in a way that better matches the actual lighting in the mission. Mission Search! There is now a search window where you can specify the mission author or title to help you find your preferred mission rather than scrolling through over 170 missions. You can also change how mission titles are rendered with either the original title or the title with prefix words like “A, The” moved to the end. Improved Training Mission! The Training Mission has been upgraded to include a Vine Arrow tutorial, a Slow Match tutorial, EFX Reverb, Volumetric Lights, and some performance optimizations! Translation Packs! Between TDM 1.06 and 2.0 Tels and the translating community started translating many missions but these translations required that the original mission be altered in a way that made it harder for the mission authors to revise. The meant that translation packs were in limbo being hosted by 3rd party sites \ forums along with their orphaned old missions. The translators over at the Darkfate forums came up with an solution by including not only the translation strings in the translation pack but also the altered map files, GUI defs, etc that had translation work done to them. This would leave the original mission untouched but allow translation packs to override some parts. We have gone through the old archive of these translations and have reworked them to work with the latest version of TDM (and the associated missions). Most of the translations are Russian ( due to the continued work of the Darkfate people ) but many of the early TDM missions also have German, Italian, French, etc translations too. Subtitles! Datiswous has been creating story subtitles for many of the existing missions in the TDM mission database. Most authors have incorporated these into their official releases, otherwise players can still add them to the FM folder. . Hidden Hands: Blood and Metal Campaign Just before the 15th anniversary entries were starting to arrive, JackFarmer released an enormous 5 mission campaign that continues his well regarded “Hidden Hands” series!
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  20. TDM Modpack 5.0 Compatible with The Dark Mod 2.13 (only!). The download link can be found in the opening post. Introducing... ~ THE LIGHT STONES ~ The shortcomings of the Light Gem come from the fact that we normally have nothing to compare its luminosity with and it is many times difficult to tell how lit we are. Fully concealed? Slightly lit? Besides, no wonder the original creator(s) of the Light Gem had to come up with the red frame because at some point it is impossible to discern medium from high brightness. The Light Gem has served us well but the time to mod it has come. Inspired by a comment by @Zerg Rush here is my take on the light indicator: This new light indicator does not make use of the red color. As far as usability goes I think it is best that we stick to yellow for light, red for health and blue for air. The Light Stones mod probably isn't the perfect solution but a step in the right direction for sure and the best thing of all is that I didn't touch a single line of code: the effect is achieved by simply altering five images. Light levels are calculated by the game engine the same as always but the outputs are displayed differently now. Love it? Hate it? See the Light Stones in action and let us know what you think! This mod is available in all missions. ~ Visually Visible Player Weapons ~ On the subject of light, according to the Light Gem Stones having the bow or the sword sheathed make you a tad more visible and I thought we could organically let players know by making these weapons "visually visible" in the dark. While I was at it I also made the Blackjack slightly visible for players to be able to discern its texture in very dark conditions instead of seeing a black shape. The change in the blackjack is minimal and I don't expect any complaint. This little tweak is included in Core Essentials and it is available in all missions except in A House of Locked Secrets, Hazard Pay and Noble Affairs. ~ Modpack Settings ~ Up until now we used an external file to configure some controls and now this functionality has been built into the game and the "Auto Commands" mod has been decommissioned. Simply click on the Modpack banner in the Main Menu to access this screen and setup controls to your liking: I haven't figured out yet how to detect if a particular mod is installed and this screen is always the same regardless of whether you have a mod or not. I will look to improve this in the future. ~ Inventory Menu ~ In previous iterations of the Modpack the Inventory Menu has gone through several visual and functional upgrades and this time thanks to @datiswous and @nbohr1more we can change the sorting of the items: ~ Flash Grenade & Shock Mine Mods ~ There's nothing new for players in these mods but I want to stop here for a second to say something. When creating mods I not only do my best to make them compelling and compatible with most missions but I also try to anticipate what mappers might do. The Flashbomb had never been modded by any mapper but due to some limitations during the 2.11 times the Flash Grenade mod was doomed to break a mission and it eventually happened in Kingsal's Moongate Ruckus. Despite it being my problem I wasn't sure how to tackle the situation and Kingsal was very kind and in an update he included a fix in his mission to avoid the incompatibilities. @kingsal, I once asked you include the file "def/tdm_playertools_flashbomb.def" in "Moongate Ruckus". I finally had time to review my mod in detail and make it as resilient as possible so feel free to remove the file in your next update. Thank you very much for your understanding. On a side note, the Shock Mine mod was also created during the 2.11 times and it has now received a similar treatment and the modded mine shouldn't break anything in the long run. ------------------------------------------------------------------------- Fellow @wesp5, For this release I revisited and updated most of the mods and some are of your concern: The bottle fragment in the "Fragile Bottles" mod used to replace the original entity but I changed it to replace only the model (and the skin) thus preserving the entity. This approach is way safer to guarantee compatibility with crazy stuff mappers might do. By default, FPS are uncapped in 2.13 and the "Blinking Items" and the "Loot Animations" mods have received and update to make them feel more or less the same under any FPS. Consider updating these mods in the Unofficial Patch. ------------------------------------------------------------------------- Once again, thanks @Dragofer for making standalone mods possible, thanks @stgatilov for everything you do, thanks @taaaki for hosting the game and maintaining this place and, last but not least, thanks @nbohr1more for all the house keeping. Here is the full change log (the download link can be found in the opening post): • v5.0 New release - Compatible with TDM 2.13 (only). - LIGHT STONES: Initial release. - AUTO COMMANDS: Decommissioned (replaced with an in-game menu). - CORE ESSENTIALS - MISC: Player weapons are visually visible in the dark. - CORE ESSENTIALS - MISC: The inventory grid/menu allows sorting items. - CORE ESSENTIALS - MISC: Inventory count removed for non-stackable items. - CORE ESSENTIALS - SMART OBJECTS: Added names to some actors / ragdolls. - CORE ESSENTIALS - FRAGILE BOTTLES: Bottle fragment now replaces the model instead of the entity. - CORE ESSENTIALS - LOOT ANIMATIONS: Mod revisited to make it work nicely with high FPS. - CORE ESSENTIALS - BLINKING ITEMS: Mod revisited to make it work nicely with high FPS. - FLASH GRENADE & SHOCK MINE: Removed potential incompatibilities with future missions. - SHOCK MINE: Shop price doubled (80 gold now). - SKILL LOOP: Final update to make it more versatile in destination. Happy Taffing!
  21. @nbohr1more, I just recently noticed that back in Oct you reported in https://www.ttlg.com/forums/showthread.php?t=152771 I didn't see anything about this in the current "What's New in 2.13". Will this new functionality actually happen for 2.13, and if so what FMs can now be re-downloaded to get the enhanced translation packs? Particularly "early TDM missions [that] also have German, Italian, French, etc translations". Pointer to any new bugtracker/forum/wiki info about this appreciated.
  22. TDM Modpack v4.6 This update makes the TDM Modpack compatible with the development version of TDM 2.13, in case you want to test or use 2.13 now or during the upcoming beta phase and miss some mods... This new version of the Modpack remains, of course, compatible with 2.12. Let's take this opportunity to introduce a new mod: FORWARD LANTERN MOD I think this image explains very well what this mod is about: The implementation of the player lantern light has always bothered me. And while I understand the idea behind it, and despite its long radius, it feels annoying and frustrating for some reason. I started thinking about it and I realized the problem had to do with how light is distributed on screen: most of the times all I want is to focus on what's right ahead of me but the light forces me to focus on the sides. These two images should make my point very clear: ~ CURRENT ~ ~ NEW ~ On the technical side it is worth noting I moved the origin of the light from the hip to the bottom of the spine. I did this because in some situations the light would clip through objects and disappear but now that the light is well buried into the body clipping is impossible. Let us know your opinion about this mod and the player lantern in general! This mod is available for all missions except Flakebridge Monastery, Hazard pay, Moongate Ruckus, Snowed Inn, Vota 1, 2 & 3., which come with their own tweaks to the lantern. --------------------------------------------------- THE LOOP SKILL GET ITS FIRST UPDATE In the initial release I explained I was very conservative with the approach and in order to avoid potential issues you shouldn't be too close to walls or objects when using the Loop. Well, you will be glad to know a workaround has been found and the Loop is as responsive as it gets now and you can use it almost anywhere. Almost? I still haven't figured out how to force the player to crouch and the exception remains when there isn't enough vertical space. I hope someday the developers allow mappers and modders to force the player to crouch so that this mod can be fully realized and mappers can start their missions in vents or tight spaces. - Whoops, I'm outta here! You will probably notice that the Loop feels like it takes a little longer now: I detected that when jumping to some locations the engine needs some lead time to render the new environment. The jump essentially takes the same time as before but I added an extra second right after the jump to allow the engine to render everything properly. --------------------------------------------------- FINAL REORGANIZATION Starting now each skill is presented in its own slot and the Shadowmark Tool has been removed from Core Essentials and it is presented separately as well: Such a nice set of Mods we have! I hope you have fun with this new version of the TDM Modpack! The download can be found in the opening post. Here is the full changelog: • v4.6 New release - Minor changes to make it compatible with the upcoming TDM 2.13. - FORWARD LANTERN: Initial release. - SHADOW MARK: Now in its own mod slot. - SKILL UPGRADE: Skills now presented in their own mod slots. - SKILL LOOP: More responsive. Update to allow the engine render the world timely. - SHOCK MINE: Description added to the shop. - CORE ESSENTIALS - MISC: Decreased brightness of the Objectives and the Inventory. - CORE ESSENTIALS - MISC: Decreased brightness of stock newspapers. - CORE ESSENTIALS - MISC: Removed two anticlimactic player dying sounds. Cheers!
  23. I don't think idDebris will work in TDM. Its mentioned a couple times in the source code related to projectiles and there is a defunct def of it in d3_junk.def. AFAIK - we need to use the flinder objects which I know grayman did some work on back in probable 2.7 or 2.8 to make them usable. Unfortunately I couldn't get them to ignore their own collision, maybe there is a spawn arg I'm missing. Another issue is if you break a crate by an elevator or by a door, the flinder objects could potentially stop the elevator or door from moving. So I could either have them disappear after a time OR make them grabbable so the player can move them out of the way. I opted for the later because it made more sense.
  24. I think it's good to make sure it's only happening in 2.13 and not also in 2.12. If it also happens in 2.12 it's probably just an (lod related) mission bug that the missionmaker (bikerdude) has to fix. I already send your post info to him (he's not on the forums)
  25. SLOWFALL POTION @Dragofer and I have been working on making a slowfall potion that we would like some feedback on. Keep in mind, this will only work if you have the latest dev17234-10914 build installed otherwise TDM will not startup. If you want to put this in an existing FM, simply add the pk4 to the FM folder and type #include "script/slowfall_potion.script" in your tdm_custom_scripts.script file. This slowfall potion has several spawnargs that mappers can customize for their own special use cases: "duration" ---- How long the slowfall effect lasts. Default value is 15s "gravity" ---- Affects the strength of the player's gravity. Default value for slowfall potion is 125 "braking rate" ---- Deceleration rate in units per second squared when the player's falling velocity exceeds the maximum allowed fall velocity. Default value is 150 "max_fall_speed" ---- Maximum velocity a falling player will reach. Default value is 500 "horizontal_velocity_multiplier" ---- How much the player can move forward/backward while falling. Default value is 1.005 "end_sound_lead" --- Lets the end sound start playing this number of seconds before the potion effect ends. Much like the invisibility potion in Kingsal's Volta campaign, this potion has a "potion_end" sound that goes off just a second or before the slowfall effect ends, allowing the player to make any last-second maneuvers before they fall normally. I've included a test map as well, so you can play around with it and fall to your heart's content. Hope you like it! Special thanks to @kingsal for letting us use a custom sound and doing some early testing! slowfall_test.pk4
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