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  1. Just curious, based on this discussion: http://forums.thedarkmod.com/topic/19239-soft-r-gamma/?p=427350
  2. I spent the morning aligning my windows inside and out with the wall brick textures, but after saving and dmap, it still looks off in-game. It's quite bizarre. I tried deleting the .cm and .proc, and running dmap again (several times) but it didn't help. I don't have any dmap errors either. Any ideas what is going on? additional info: rather than adjusting the textures I edited the brushes, grabbed all the relevant vertices and adjusted the height of the window recesses. On the outside of the house I moved the window facades. Everything is appears to be aligned perfectly in DR, but is way off when I run the game.
  3. Oh wow, that is amazing! It must require a custom script I imagine? Didn't think that was possible even with one and the S/R system, that's very impressive. Definitely curious about a few things: Does it distinguish between collisions with the glass and frame? If the arrow hits a metal part it shouldn't do anything, it should only break if the glass in particular was hit. If the lamp is triggered by a switch, does flipping it no longer turn the light on once it's broken? Can you use a broken skin rather than model? With some lamps it would be easier to only change the skin and replace the glass, of course both should be supported based on what works best for each lamp.
  4. What Stgatilov mentioned about the psychological aspect of some lights being breakable and others not is going to be the toughest hurdle for you to overcome with this idea. Realism with the clear glass casing idea is nice, but you are still fighting against the rigid Thief programming that electric lights are always unbreakable. It needs to be very obvious, perhaps best identifiable at a glance, that it can be broken by the player. Consider how all explosive barrels in video games are red: it immediately differentiates them from regular set dressing barrels. I don’t believe that I would be able to consistently identify or interpret a clear glass bulb as different from any electric light. Add a red stripe to them, give them a specific recognizable light texture, make them look inherently damaged, etc. You may need to sacrifice a degree of realism in order to communicate what is thus far a contradictory mechanic to the player effectively.
  5. Is it possible to export ASE mesh as CM collision model (and then somehow view it to visually confirm if it's good or not) ? If I select my model and then go to File > Export Selected as Collision Model, I get model selection dialog window popping up and when I select model there and hit Ok, nothing happens (window closes and I am back in the Editor). No .cm file gets saved.
  6. It seems the unsnapped vertices were a bit of a red herring. The cause was simpler: the textures just don't align. When copying a shader from a receding/slanting surface to another one, the texture is tilted/rotated (like the side of an inclined wall made of bricks: it will "point" downwards) and this, I assume, happens to the patch too. If you "unrotate" it so the side of the bricks stays parallel to the ground, there's a seam as the textures are misaligned. It became obvious when using a tiling surface. I have managed to align the slanted surfaces at eye level, but the farther up or down you go, and the more sides you add to the object, the more misaligned they get. With a flat texture like plaster and some trimming, it could be hidden quite well I think. In case this is useful to someone, or for any future noob, here are a few pictures:
  7. Ever since I worked on "Chalice of Kings" with Bikerdude, I have wanted to get flame particles with new particle glares into the core mod. My reasoning was that the candles have glares and the un-glared torches look mismatched. This proposal was met with mixed reactions, so (knowing the history of TDM feature proposals...) I have created a technical demo. You may download it here: zzz_flameglare.pk4.txt (fixed) Just rename without the .txt extension at the end and place it in your Darkmod directory. Here are some screens. Using particles for this is probably the wrong way to go now that Duzenko has an emissive light feature in his branch: http://forums.thedarkmod.com/topic/19659-feature-request-emissive-materialsvolumetric-lights/
  8. Hi, I'm messing around with patches to see what can be done with them, and I have a couple of questions. None are critical issues, as a matter of fact, I doubt I'd notice them or cared if I were playing someone else's map, but as I'm learning, knowing what can't be done is sometimes as important as what can be done. Here's the thing: is it possible to bevel a surface not parallel to one of the orthogonal axes, in other words, a slanted bevel? To be more specific: I'm having problems with snapping it to the grid; it doesn't want to. I mean, I have done the bevel, and it looks nice from a distance, but the slanted surface refuses to snap to the grid, which causes a visible, although small, seam (or at least I assume that's the reason.) And projecting the texture is also a bit of pain. Let's see if I can attach a picture... OK... [a few/lots of minutes later] messing around with it one side now looks much better (almost imperceptible seam, tbh,) but the other side still looks off. I still can't snap to the grid the four corners (interestingly, it's the main brush, the frustum, the one that refuses, not the bevel, which is perfectly snapped). I can snap three of the four corners, but there is always one that shifts on its own will, even when using the smallest grid. See the next two pictures, where I have the main brush and the patch selected; the dots overlap except that one. And if I snap that one, another will shift (clockwise? I think.) I mean, that's like... what, 1/3 of 1/8 of a Doom Unit? 1mm? Not game-breaking, really, and nothing that can't be hidden with some trim or just in shadows, but I wonder if there's a technique for this or what I did wrong. [Hmmm, after some thinking, I wonder if my issue was creating the original cube on grid X and then cutting the triangular corner for the bevel on a different grid size so the corners were weirdly placed... I'd have to test that out] And speaking of seams, is it possible to make a smooth texture transition from the surface of a cylinder (or ring or whatever) to its cap? See the third picture, which is the rounded base of a column. If it's not (or it takes a lot of effort or editing), then it's no big deal, as there are more important things to worry about. But if there's a quick & easy way (natural projection hasn't worked for me in this instance), it would be good to know. Thanks!
  9. The latest dev build (dev16629-10139) supports Wavefront OBJ format for static models. Some details: Model must consist only of triangles. Quads/polys will produce warnings and won't work properly. NURBS/lines/etc are ignored. Normals and texcoords are mandatory for all triangles, otherwise model loading will fail. Widely used extension for RGB vertex colors is supported (standard OBJ does not support vertex colors). TDM materials are referenced by "usemtl textures/test_obj/rock". Standard MTL files are not supported yet. Unlike LWO and ASE imports, which try to automatically merge close vertices, no postprocessing is done for a model in OBJ format. As far as I understand, it means less suffering with smoothing groups for instance. Also it means that loading OBJ model is very fast, even for a large model. The only downside thus far is that zipped LWO file can be smaller than zipped OBJ, but I don't have exact numbers yet (I'd be happy if someone can help me with it). Speaking of OBJ format, there are several pending questions: Should we support MTL format (common subset) in TDM engine? Or as import plugin in DarkRadiant? Should we support referencing part of OBJ file as model in TDM map? Is it common to export several LODs into one OBJ?
  10. The weapon hack is something that IIRC forces a model to render in front of everything else. It's limited by the fact that it can only apply to .md5mesh models, currently, such as the viewmodel of the player's arm and any weapons attached to the arm.
  11. Edit: in post 5 I discovered Whisper which does this task MUCH better. So don't use vosk. Some of the info till post 5 is still relevant for subtitle editing in Kdenlive in general. I previously posted about this in a status update. To make it a bit more in-view for the future I post the info also in this topic. I recently figured out how to make subtitles work for missions following this wiki guide: https://wiki.thedarkmod.com/index.php?title=Subtitles You can type in the subtitle-text manually either in the .subs or .srt files (in a text-editor) or use an video editor for that (recomended for .srt). What is also possible on some advanced editors including the free and open source multiplatform (Windows, Linux and Intel-Mac) Kdenlive editor is to auto generate the subtitle text for you from the audio or video file. You can then export to an .srt file that works directly in tdm. If you want to use the subs files for shorter sentences, you can just copy text from the .srt files. In Kdenlive you can install speech to text libraries from VOSK. For this to work you have to download and install Python. Info how to do the process of installation and usage can be seen in the following video (6.5 minutes): To sum it up: Configure first time: Install Python. (on Windows) During setup, you have to select Advanced Options and there mark Add Python to environment variables (super important!). In Kdenlive go to menu settings, click on configure Kdenlive. In that configure window, click in the left menu on Speech to text. There you click on the link to download speech models. On the website ( https://alphacephei.com/vosk/models ) you can click on a model download link, but keep the click pressed and move your mouse with the link to the configure Kdenlive window. Kdenlive then asks to install the model from url. vosk-model-en-us-0.22-lgraph is probably decent for most use cases. but you can install and test them all. To use it: First load an audio or video file into the view by dragging the file in one of the audio or video bars at the bottom (video: v1, v2 or audio: a1, a2). Click on menu Project > Subtitles > Edit Subtitle tool. You see an extra Subtitles bar on top. Now you select the audio or video file (it is sellected when it is outlined with an orange border) in the specific bar and then click on menu Project > Subtitles > Speech recognition. In the Speech recognition dialog, you select the correct language model and choose option Selected clip. After generation, you can preview the generated subtitles via the top right window. Make sure it is at starter position for playback. Using an audio file, you see a black background with the subtitles on top. Now you can tweek the position and edit the text directly in the Subtitles bar. This takes up the most time. Unfortunatelly the generation is not flawless, so you have to correct some words. Tweeking the subtitles for Requiem took me hours, becouse I wanted them to line up differently. Usually the subtitles are not generated as full senteces. This looks sloppy. If you want to add subtitles quickly without spending much time on it, it can be done this way. If you want to do it right, it still takes a lot of time in my experience. To export to .srt is shown in the following video: Although actually it's just one step: Click on menu Project > Subtitles > Export subtitle file. Alternativelly you can just save the kdenlive project and then the srt is exported as well. Every save will update the srt file. I might create a wiki article about it later. Kdenlive edit window:
  12. Noticed all of these only because I played TDM by doing the opposite of stealth to practice swordfights. None of these bugs appeared as long as I played the game stealthily. Should also note that I used Snatcher's Core Essentials @snatcher on and off, but your mod does not alter the AI anyway, correct? Bugs happened both ways. 1) AI freezes in combat - https://bugs.thedarkmod.com/view.php?id=6371 It happens a lot with auto-parry disabled. It never happened with auto-parry enabled. It never happened with some guards, while it happened many times with specific guards. They unfreeze when player dies, or when AI is forced to re-equip the melee when player returned from a spot that usually causes them to throw rocks. Also experienced behavior of them only slowly walking towards me at the pace of "hunched sneakily searching mode", attacking once finally in proximity. 2) AI may collectively lose the ability to hear any of the players noise caused by footsteps / landing. Still unsure of what causes this, but Lockner Manor has a good layout to get to the result. Just follow the right-most path and repeat the process of winning sword-fights with City Watch, and then jump around the next guard to see if they can hear you. If they can not hear you, likely nobody can. If they still can, just combat them too and you will likely have deaf AI by the time you have dealt with the 3 Watch Guards outside. In my experience, when they hear the death scream well enough to run to its location or start searching - the deafening did not work. 3) Helmeted AI does not react to (nor hear) players overhead sword strikes made directly on helmet, stealthily from behind. Not sure if the same issue as deaf AI bug, but happened at least once while it was active. (Lockner Manor) 4) (Moor?) AI may lose the ability to hear AND see player after nearby swordfights and after two slashes to bloody their face. (I may have also Moss Arrowed them to face). Any sword strikes I make simply go through their model with no audio of impact. Collision still gets player detected. (A Good Neighbor) 5) Crash to desktop when archer puts bow away to take out melee (while I may have collided with them on staircase). (Lockner Manor) 6) Crash to desktop when I shot a shortsword-wielding charging Noble. Sound of a deflected arrow played (same that you hear when shooting a stone wall), when I expected a flesh-hitting sound. (A Good Neighbor) 7?) Sometimes AI says "Ow that hurt" merely because I block their strikes. - Is this an intended feature? Do they take actual damage too? Anyway, I didn't find mentions about many of these issues. Reporting aside, if you want me to experiment with something or find ways to replicate - I don't mind updating this thread, as I plan to mess around with sword-fights anyway. Just posted this initial version should anyone want to chime in with similar experiences, and I wanted to know if some of these bugs could be mission-, or mod-specific. Maybe caused by much or unfortunately timed quicksaving / loading?
  13. I manually integrated and tested your PR. There is good news and bad news: The good news is that when running with the "GDK_BACKEND=x11" flag, using the clipper tool no longer breaks the window forcing me to restart DR afterward, the model / entity viewer no longer experiences the issue either. The bad news is that flag is still required, every viewport retains the problem if running Radiant in Wayland mode, we still have a big problem Linux users will increasingly run into as distros adopt it (KDE Plasma 6 now uses Wayland by default). So please integrate the PR if it doesn't break anything, it makes life much easier in the meantime! But this should remain open until either DR or WxWidgets or Wayland solve the core issue that exists when running in native mode.
  14. I've figured it out! There are 2 parts: 1. The FreezePointer class has a mismatch, it blanks the cursor on the top-level window but does the pointer locking on whatever particular sub-window (i.e. the 2D view widget) calls for it. The cursor has to be explicitly blanked on the same widget that locks the pointer. 2. The clipper tool updates the cursor whenever the mouse moves, even if it's in the middle of dragging and should be hidden. It was easy enough to guard against changing the cursor while the mouse capture is active. This also fixes the same issue that was happening in the 3D view of the model viewer (but not on the main 3D view). I'll submit a PR shortly, @greebo or others will need to test this change on Windows to make sure it doesn't do any harm there. EDIT: The PR is here: https://github.com/codereader/DarkRadiant/pull/37
  15. "...to a robber whose soul is in his profession, there is a lure about a very old and feeble man who pays for his few necessities with Spanish gold." Good day, TDM community! I'm Ansome, a long-time forums lurker, and I'm here to recruit beta testers for my first FM: "The Terrible Old Man", based on H.P. Lovecraft's short story of the same name. This is a short (30-45 minute), story-driven FM with plenty of readables and a gloomy atmosphere. Do keep in mind that this is a more linear FM than you may be used to as it was deemed necessary for the purposes of the story's pacing. Regardless, the player does still have a degree of freedom in tackling challenges in the latter half of the FM. If this sounds interesting to you, please head over to the beta testing thread I will be posting shortly. Thank you!
  16. Something I was thinking of: Even if some assets are non-commercial, are all assets at least accounted for to make sure they're credited accordingly and can be distributed? I ask following an issue in another great project I work with called Red Eclipse: They don't have NC assets but did have a few texture packages they had to remove because they later found out their clauses were incompatible with the project. If this hasn't happened in well over a decade it's very unlikely anyone would complain today and request removal for any reason, but if any resource had its license misunderstood that could destroy existing FM's unless perfect replacements were found. Obviously I presume the team never included any asset randomly found on the internet without verifying their explicit requirements in detail, but it doesn't hurt to check. I think the best that can be done otherwise would be to have a list of which assets are libre or have the NC clause: That way a map can choose to use those models and textures that are free if the author wants their FM to be fully libre, albeit this would handicap an author in what packages they can use. If core assets like character models or textures are also NC, the idea is likely pointless as you can't make a FM without those, at best you can skip a few texture packages... not sure about other things like core scripts or defs, since they're technically code I presume those are GPL?
  17. 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/
  18. 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)
  19. The real St. Alban was a pagan who became a celebrated religious personality, this All Saints Day 2010 The Dark Mod places its own spin on this mythical figure. Screenshots: Intro: "'Business' has been slow lately, even more so after most of my gear got snatched during a Watch raid... I've since been forced to hit the streets and pick pockets for a living. But my luck was about to change, last night I was approached by a red hooded figure with a proposition... As we sat down in a dark corner of a nearby inn, he told to me that the Builders of St. Alban's Cathedral in the Old Quarter had recently unearthed a discovery that might lead to the final resting place of some saint." " But before I do anything, I need to get my tools and stash from the evidence room at the local watch station." "with the hawks, doves will congregate they will drop honey from the cliffs wine will surge over the earth the sheep will wander harmlessly with the wolf then the wicked will rise, but to retribution" - 'scripture of St Alban' There is a new version out now, see the following thread St Albans Cathedral version 1.6 Build Time: about 2-3 months. Thanks:- Huge respect to the Dark Mod team for such a great mod and for all the hard work they put into it and continue to put into it. Special thanks to Fidcal, Serpentine and others for their help on the forums and to Testing:Ugoliant, Baddcog, Grayman, Lost soul, Bjorn and Baal (for doing all the Vp work in the town. Readables: Ungoliant and Mortemdesino for all awesome work on the readables. Resource: Fids, Grayman, Ungoliant - guis, models & images. Misc: Loren Schmidt - the author of the map I based the cathedral on. Info: # Like Thief2, some things are climable, pipes, wall vines etc.. You can also drop some of the keys, some door that are frobbabe mean there is another way inside - explore u taffer! # Due to TDM being a lot more of a resource hog than T2 I have been forced to limit the number of Ai in the mission, but they have better placement than my last mission. # On all difficulty levels the player starts with vertualy no tools/weapons, there are weapons to be found - read, read, read! # For the love of all that is holy, read the briefing otherwise you will problems completing the mission. Known issues:- # This mission will have less than optimal fps at a few points on the map, mid range DX9 card(X1900/GF7800) or higher required. # On low end PCs I recommend, V-sync is off, AA is off, Aniso is 4x or lower and that any and all background apps are closed.
  20. There are many uses of this texture, and all of them use this compression algorithm. Perhaps replace it with full black texture would be better, since it already works that way. I wonder why this texture was even created with (1, 1, 1)... //matt black - there are already blacks but cannot get _black nor bc_black to reference as diffusemap // NB: this texture still has default specular reflections. For complete black, use black_pure below textures/darkmod/sfx/black_matt { qer_editorimage textures/darkmod/sfx/black_matt_ed diffusemap textures/darkmod/sfx/black_matt } The original code comes from 2008. And there is also 4151, where black_pure and white_pure materials were added. I hope someone familiar with assets will help decide
  21. Yep... just what I was thinking of, except it's even worse than I remember now that I see it. Biggest limitation with stencil is you can't have alpha texture shadowing, so stuff like plants had to have their shadows turned off. I'd say this is the most important reason why enabling map-only effects was a good decision, followed by other improvements and potential future features like transparent / colorized (stained glass) shadows.
  22. Not with "real human hands" I don't. This isn't Condemned or Bioshock =D I figured it was a model, but not "magic". I wonder if there is a mission with living statues? Thank you for the mission... I'll start the next episode
  23. You cheeky nandos. XD Have you not considered using the screen? She walks behind it, there is a shadow of her lifting her arms, the light flickers - POOF - model swap, she steps out clothed. Although, there had to be something preventing the player from walking behind the screen. I liked how you handled her undressing to begin with. What startled me earlier tho, along with creepy music while the Builder's priest sings in the background, is the dress mannequin... with human hands.
  24. I thought it would be convenient to collect in one place a list of all mods\addons\improvements created by the community for TDM. After surfing the entire forum I collected the following list of mods, and I present to you their list below. I will be glad if you correct me and provide any other links to mods that I may have missed. Graphic mods Fresnel Mod (MoDB link) Flame Glare Mod (MoDB link) ModPacks Unofficial Patch (MoDB link) TDM Modpack (MoDB link) (with the possibility of separate installation) Gameplay mods Augmentation Mod Wearable disguises Player Lamp (beta) Adjust player speed with mouse wheel Stealth Statistics Tool & Loot Stealth Stat (MoDB link) Textures TDM Texture Mod Small UI tweaks Reflections to all materials containing specular maps Sounds New Footstep sounds Collection of adjusted sounds by Anton Thiefier Sounds Blackjack Draw/Sheath SFX (MoDB link)
  25. 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.
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