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  1. Interesting idea. Not sure about my upcoming time availability to help. A couple of concerns here - - I assume the popup words uses the "Informative Texts" slot, e.g., where you might see "Acquired 80 in Jewels", so it likely wouldn't interfere with that or with already-higher subtitles. - There are indications that #str is becoming unviable in FMs; see my just-posted: https://forums.thedarkmod.com/index.php?/topic/22434-western-language-support-in-2024/
  2. In post https://forums.thedarkmod.com/index.php?/profile/254-orbweaver/&status=3994&type=status @nbohr1more found out what the Fixup Map functionality is for. But what does it actually do? Does it search for def references (to core?) that don't excist anymore and then link them to defs with the same name elswhere? Also I would recommend to change the name into something better understood what it is for. Fixup map could mean anything. And it should be documented in the wiki.
  3. Sorry, the mission must somehow be bugged for you. I'll need to figure out what went wrong and issue an update. It's likely linked to not reading the note.
  4. I can reproduce all of those. For (1), I propose that the Skin Name field should be non-editable, and have a separate button (usually the "pencil" icon) to show a popup entry dialog for editing the name. I doubt renaming skins is all that common, and it certainly doesn't need to happen on every keypress. But if people object to additional popups, the field could be editable but only commit the changes on ENTER or if a "tick" button was clicked. For (3), single-click to edit in a list is rather non-standard (double-click might be more expected). I propose to have two named entry fields below the list for "From" and "To", rather like the key/value fields in the Entity Inspector, with the fields reflecting the currently-selected list item and allowing changes (committed on ENTER or button click). Not specific to the skin editor, but I think we need an application preference for monospace font size. Reading the declarations is really difficult on my 1440p monitor.
  5. Yes. Sure, I will change it, but I do mind. In addition to changing the forum title, I have also had the name of the pk4 changed in the mission downloader and the thiefguild.com site’s named changed. It's not just some "joke". The forum post and thread are intended to be a natural extension of the mission’s story, a concept that is already SUPER derivative of almost any haunted media story or most vaguely creepy things written on the internet in the past 10 or 15 years. Given your familiarity with myhouse.wad, you also can clearly engage with something like that on some conceptual level. Just not here on our forums? We can host several unhinged racist tirades in the off-topic section but can’t handle creepypasta without including an advisory the monsters aren’t actually under the bed? (Are they though?) I am also trying to keep an open mind, but I am not really feeling your implication that using a missing person as a framing of a work of fiction is somehow disrespectful to people who are actually gone. I have no idea as even a mediocre creative person what to say to that or why I need to be responsible for making sure nobody potentially believes some creative work I am involved in, or how that is even achievable in the first place. Anyway, apologies for the bummer. That part wasn’t intentional. I am still here. I will also clarify that while I love the game, I never got the biggest house in animal crossing either. In the end Tom Nook took even my last shiny coin.
  6. Thanks for the feedback. Perhaps I should make the locating Astrid objective visible regardless of reading the note. Did you end up finding and reviving Asterid after reading the note and were you able to then complete the mission?
  7. I've seen fun workarounds like that in other game modding as well. Years ago, maybe even a decade, some fella who was making a mod for Mount & Blade over at the Taleworlds forums revealed that he put invisible human NPCs on the backs of regular horse NPCs, then put the horse NPCs inside a horse corral he built for one of his mod's locations/scenes and then did some minor scripting, so the horses with invisible riders would wander around the corral. The end result was that it looked they're doing this of their own will, rather than an NPC rider being scripted to ride around the corral slowly. Necessity is the mother of invention. I don't know about the newest Mount & Blade game, but the first generation ones (2008-2022) apparently had some sort of hardcoded issue back in the earlier years, where if you left a horse NPC without a rider in its saddle, the horses would just stand around and wait and you couldn't get them to move around. Placing an invisible rider in their saddles suddenly made it viable again, at least for background scenes, of riderless horses wandering around, for added atmosphere. First generation M&B presumed you'd mostly be seeing horses in movement with riders, and the only horses-wandering-loosely animations and scripting were done for situations when the rider was knocked off their horse or dismounted in the middle of a battle. Hence the really odd workarounds. So, an invisible NPC trick might not be out of the question in TDM, even though you could probably still bump into it, despite its invisibility.
  8. DarkRadiant 3.9.0 is ready for download. What's new: Feature: Add "Show definition" button for the "inherit" spawnarg Improvement: Preserve patch tesselation fixed subdivisions when creating caps Improvement: Add Filters for Location Entities and Player Start Improvement: Support saving entity key/value pairs containing double quotes Improvement: Allow a way to easily see all properties of attached entities Fixed: "Show definition" doesn't work for inherited properties Fixed: Incorrect mouse movement in 3D / 2D views on Plasma Wayland Fixed: Objective Description flumoxed by double-quotes Fixed: Spinboxes in Background Image panel don't work correctly Fixed: Skins defined on modelDefs are ignored Fixed: Crash on activating lighting mode in the Model Chooser Fixed: Can't undo deletion of atdm_conversation_info entity via conversation editor Fixed: 2D views revert to original ortho layout each time running DR. Fixed: WX assertion failure when docking windows on top of the Properties panel on Linux Fixed: Empty rotation when cloning an entity using editor_rotatable and an angle key Fixed: Three-way merge produces duplicate primitives when a func_static is moved Fixed: Renderer crash during three-way map merge Internal: Replace libxml2 with pugixml Internal: Update wxWidgets to 3.2.4 Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.9.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep creating Fan Missions! Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  9. TDM 15th Anniversary Contest is now active! Please declare your participation: https://forums.thedarkmod.com/index.php?/topic/22413-the-dark-mod-15th-anniversary-contest-entry-thread/

     

  10. I've decided to make a list of my posts in this thread thus far. Only the posts where I shared images of real world locations for inspiration (mostly reference images of various historical architecture). 19th century octagon houses as inspiration for more fancy houses of industralists (12 May 2015) Old electric powerplant building in Poprad, Slovakia - red brick Gothic Revival stylistics (17 July 2015) - needs image fixin' Plas Mawr in Conwy, Wales - well-preserved medieval and early modern Welsh townhouse, with interior museum (29 July 2015) Castell Coch in Wales - reconstructed medieval castle, with minor 19th century industrial details (13 August 2015) + addendum Illustrations and concept art for Bree from various game projects (3 September 2015) Run-down Neo-classical manor house in a rural area (15 December 2015) - dated image links, I need to fix 'em Smaller but interesting manor houses and fortified manor houses in Slovakia (30 August 2016) Manor houses and fortified manor houses in Slovakia (13 March 2017) Environmental storytelling inspired by "reading" real world ruins (3 May 2021) Stokesay Castle rural fortified manor house, one of the few of its kind in England (26 March 2024) Houses, inns and market halls of medieval and early modern England (26 March 2024) Aberconwy House in Conwy, Wales - well-preserved 14th century Welsh medieval merchant townhouse (27 March 2024)
  11. Ah, pity I wasn't reading the forums back in February. I'm fond of that game, along with Bugbear's other early title, Rally Trophy. I was never too good at FlatOut, but it was always a hoot to play.
  12. Oh my gosh, thank you for this! After reading what you just said, I realized I've in fact noticed the same thing in another program, but assumed it must be something completely unrelated: I've been working on creasing a CPU based voxel raytracing engine in Python, for which I settled with using PyGame. When the time came to implement first person camera control using the mouse, I noticed it did not work initially... however if I told my code to hide the mouse pointer first, locking it in the center of the window started working. It must be the same thing here in some form, Wayland likely has some very particular expectation on how the mouse pointer must be set in order to be locked. In fact just a few days ago, I tried a virtual worlds software called Vircadia / Overte again to see how it's been progressing. I activated mouse look mode and guess what happened: The exact same behavior of the view spinning endlessly as the cursor drifts away from the center due to lack of locking. So it's clearly happening to many things and not just GTK / WxWidgets related... but no all of them, most games (including TDM itself) work perfectly fine and mouse control never breaks. I'll try your solution later and mention the results, likely tomorrow as it's late now and I need to head off. If it works that would be incredible! At least as a workaround, we could simply not hide the cursor on Wayland, which will look ugly but at least allow using DR without needing hacks until they can solve whatever is happening on their end. Also Plasma 6 was just released, my distribution (Manjaro) will likely be getting it a couple of weeks or at most months from now. I'm curious how that will affect it: Hopefully it won't make the issue worse, but just in case I'd be happy to have a solution in Radiant before then.
  13. I think we can use this script (mod) to extract all textures with specular maps, and if possible, create a map for testing. Unfortunately, I'm not yet familiar with the editor to help with this. I came here because I plan to work on textures more thoroughly, and I'm currently reading the wiki on texturing issues. In general, I'm interested in this topic. Maybe I'm not competent at all, but is it possible to make a texture have a constant reflection (yes/no) and a variable with a setting in the editor/accompanying document (?) that controls the intensity? For example, the same object/texture can behave differently on different maps.
  14. Well then, it's been about a week since I released my first FM and I must say that I was very pleasantly surprised by its reception. I had expected half as much interest in my short little FM as I received and even less when it came to positive feedback, but I am glad that the aspects of my mission that I put the most heart into were often the most appreciated. It was also delightful to read plenty of honest criticism and helpful feedback, as I've already been given plenty of useful pointers on improving my brushwork, level design, and gameplay difficulty.

    I've gotten back into the groove of chipping away at my reading and game list, as well as the endless FM catalogue here, but I may very well try my hand at the 15th anniversary contest should it materialize. That is assuming my eyes are ready for a few more months of Dark Radiant's bright interface while burning the midnight oil, of course!

    1. Show previous comments  1 more
    2. Ansome

      Ansome

      That's the most compelling argument for using Linux that I've heard in a long time... might be time to go hunting for a good distro again. 🤔

    3. datiswous

      datiswous

      The negative though is that the toolbar icons haven't been made for them and although this has been improved, some icons are still more difficult to see. The other issue is that the keyboard-shortcuts in the menu are not shown.

      image.png.0223e17022e1802b8f33452f59da8990.png

      So these (do work, but) are not shown in DR in Linux.

      So it's best to test this before investing time.

    4. datiswous

      datiswous

      This info might also help you:

       

  15. Overall, your pack seems almost perfect to me!) Maybe it would be possible to add a frob outline like in the unofficial patch. I only play with the Steam Deck, and using the console on it is very difficult. After all, each button on it needs to be configured separately. Maybe if someone suggests what I can directly configure in the config, it will completely solve my problem. I haven't played many missions yet, and the ones I remember are the two standard ones and "No Honor Among Thieves." There are a lot of items in these missions. Adding new skills has become frustrating for me because it takes a long time to find the right item in my inventory, and this happens every time. I also wanted to say that I haven't found a proper use for the OBSERVATION, COMBINATION, DISTRACTION, and ALTERATION skills. I play on the highest difficulty and don't feel like it's too hard for me, and all these skills, in my understanding, are designed to simplify the gameplay. In theory, MANIPULATION should also be on this list, but I found a use for it.) But no matter where or how I use OBSERVATION, I always see blackness. Maybe it depends on the map? The main problem is still the inventory. I would like it to have fewer unused items.) I even throw away picked up books and scrolls after reading them to keep them from cluttering up my inventory. I also installed the original Thief games, and it feels like they have a lot fewer items. That's how it is.
  16. @snatcher I understand that when you feel your work doesn't live up to your goals that you don't want it out in the wild advertising your own perceived shortcomings but that leads to a troubling dilemma of authors who are never satisfied with their work offering fleeting access to their in-progress designs then rescinding them or allowing them to be lost. When I was a member of Doom3world forums, I would often see members do interesting experiments and sometimes that work would languish until someone new would examine it and pickup the torch. This seemed like a perfectly viable system until Doom3world was killed by spambots and countless projects and conceptual works were lost. I guess what I am trying to say is that mods don't need to be perfect to be valuable. If they contain some grain of a useable feature they might be adapted by mission authors in custom scenarios. They might offer instructive details that others trying to achieve the same results can examine. It would be great if known compelling works were kept somewhere safe other than via forum attachments and temporary file sharing sites. I suppose we used to collect such things in our internal SVN for safe keeping but even that isn't always viable. If folks would rather not post beta or incomplete mods to TDM's Moddb page, perhaps they would consider creating their own Moddb page or allow them to be added to my page for safe keeping. Please don't look at this as some sort of pressure campaign or anything. I fully understand anyone not willing to put their name next to something they aren't fully happy with. As a general proviso, ( if possible \ permitted ) I just want to prevent the loss of some valuable investigations and formative works. The end of Doom3world was a digital apocalypse similar to the death of photobucket. It is one of my greatest fears that TDM will become a digital memory with only the skeletons of old forum threads at the wayback archive site.
  17. I'd love some criticism, thank you! I'm very glad that you got super absorbed into this FM's atmosphere, I loved reading your theories about the story! Your criticism about the readables/story is entirely valid and highlights an element that is most often criticized about Lovecraft's work: you rarely get straight answers or a clear picture of the greater threat. I encourage you to read the original "The Terrible Old Man" (all of H.P. Lovecraft's works are in the public domain and readable online), as you'll get an idea of how short and vague the source material was as well as the careful moves I had to make to not show my hand too much when constructing the narrative. Whether or not I kept in line with Lovecraft's principles is for others to judge, but I'm glad your imagination went wild with this FM! Your curiosity regarding what the bottles are, what the purpose of the little statuettes is, and immersion into the story from what little breadcrumbs I planted gave me a smile from ear to ear. Thanks, Bergante!
  18. Congrats on the release! Remember to check ThiefGuild as well as the DarkFate forums (via Google Translate) for additional feedback.
  19. You're too kind! I don't think I've created something on par with what some of the veteran creators have put out just yet, but I'm very happy about how well it's been received. It's been especially nice reading messages sent to me about the lighting and sound design inside the house, as I spent a long time tweaking it and was afraid others wouldn't appreciate those tiny details. I'll certainly be back again to release another mission in the future as you've all been very welcoming, especially the dev team!
  20. The Numbers don't lie. It has been 15 years since the release of TDM 1.0 in 2009. I think we should consider a contest to celebrate this. Further, the contest goal should be with the intention of motivating the completion of a campaign that can be deemed official. Here are some possible ways forward: Proposal 1: Middle mission(s) Authors are asked to create a mission that expands the story between "A New Job" and "Tears of St Lucia". This can involve escaping the heavily guarded city perimeter, stowing away on a ship or caravan, attempting to recruit a partner for St Lucia and failing, getting caught by Builders before arriving and having to escape their compound, getting lost in haunted woods on the way there, etc. Any interesting way that the connection between the two official missions can be expanded. Points are awarded for making explicit references to Corbin, St Lucia, and any story elements in the two official missions. If the resultant mission is of high enough quality, it can possibly be made into an official mission. If we get a number of excellent submissions and they do not cause logical inconsistencies, we might even be able to add two or more to the official list. Proposal 2: Intellectual Property distinct approximation of TDS missions Over the years, many have asked that we recreate Thief 1 \ 2 in this engine. Obviously we cannot do this due to copyright law but we could create similar missions and stories that approximate the Thief 1 or 2 designs. That said, I think that most of our audience has played these missions to death so it may be underwhelming to see them arrive in approximate form anyway. What might be better would be to develop a similar story to TDS and make missions that resemble what T1 \ T2 players were dreaming would arrive when TDS was announced and the first screen-shots were shown in gaming magazines. So take any TDS mission you like, examine the story arc and wildly re-interpret something similar but on a much grander scale. Since it's possible that two or more contestants will choose the same mission to re-interpret, we have a slot system were authors need to claim their preferred mission and if it is taken then they must select another one or lose some story points. The slots represent a sketch of what the mission author might try to do rather than a blueprint. If authors can come up with a mission that has almost no resemblance to any TDS mission but would make for a compelling story development in a similar story arc then that can be claimed as an alternative to a slot. Proposal 3: Same as proposal 2 but we stick with Thief 1 rather than TDS. Wildly re-interpret T1 based on what you may have dreamed of when reading the gaming magazines or playing the demo. Slots system to prevent duplicate submissions. Maybe with either proposals 3 and 4, we still require the use of Corbin as the protagonist and a connective enough story that they could also be adapted as middle missions for the official campaign if the team agrees on it. Proposal 4: Another "Connections" Contest. We just allow authors to connect any two missions with each other or expand the story of an existing series or single mission. So those are my thoughts. I'll leave it to players and mission authors to suggest other proposals and if we have some sort of consensus about the most popular proposals then we will make a poll. Realistically between now and October we may not be able to hold a contest with any strict guidelines ( and tricky issues with maintaining a distance to Thief IP ) so proposal 4 may still be the easiest option.
  21. Welcome to the forums Ansome! And congrats on making it to beta phase!
  22. "...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!
  23. New script for mappers: my flavour of a fog density fading script. To add this to your FM, add the line "thread FogIntensityLoop();" to your map's void main() function (see the example in fogfade.script) and set "fog_fade" "1" on each foglight to enable script control of it. Set "fog_intensity_multiplier" on each info_location entity to change how thick the fog is in that location (practically speaking it's a multiplier for visibility distance). Lastly, "fog_fade_speed" on each foglight determines how quickly it will change its density. The speed scales with the current value of shaderParm3, using shaderParm3 = 1000 as a baseline. So i.e. if shaderParm is currently at 1/10th of 1000, then fade speed will be 1/10th as fast. Differences to Obsttorte's script: https://forums.thedarkmod.com/index.php?/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/&do=findComment&comment=310436 my script uses fog lights you created, rather than creating one for you. Obsttorte's script will delete the foglight if entering a fogfree zone and recreate it later more than one fog light can be controlled (however, no per-fog-light level of control) adding this to the map requires adding a line to your void main() script, rather than adding an info_locations_settings entity with a custom scriptobject spawnarg in my script, mappers set a multiplier of fog visibility distance (shaderParm3), while in Obsttorte's script a "fog_density" spawnarg is used as an alternative to shaderParm3 smaller and less compactly written script fogfade.scriptfogfade.map
  24. This is an intereting discussion. So, could one of the mods please move this to a separate thread as to not derail the beta testing thread. As a developer, you spend about 80% of your time just reading code. So, optimizing for readability is very important. The more information you can gather just by reading without cluttering up the code (by needless comments) the better. Hungarian notation helps immensely to quickly prase the displayed code in your brain. Yes, your IDE will show the desired information as well, but a mechanical interaction with the code is required to show it (mouse over or similar). Also, often you are tasked to do code review on webpages that don't offer these nice crossreferencing features of your IDE. Some things are objectively bad, 'though, so the respective rules preventing those things should universally be followed. For instance, much legacy code is nested extremely because at some point in time, it must have been a rule that you only have one return-point in your function (probably a c-residual). Such code is exhausting to read ("what was the else-if-condition some 1000 lines ago leading to this else-case again?") and very likely contains tons of code duplication. Today, we have the rule to only use little nesting and short if-else-clauses, to make the code easy to read and debug. If I come accross such a nested legacy function, I refactor the shit out of that function while trying to understand it, just so the next person after me doesn't have to deal with that horrible mess again.
  25. I've just been reading through some old forum posts about correcting fonts. One of the points Tels makes is that, if correcting a font used in readables, you need to avoiding changing any character's spacing (I read this as xSkip value), to prevent changes in existing FM readables with that font. I suspect this advice is too conservative. You want to avoid enlarging an xSkip, because the resulting changes to wordwraps could potentially lead to line or paragraph truncation. Making an xSkip smaller could lead to wordwrap changes, but these IMHO would be unlikely to be harmful. In that regard, here's the situation with my changes to english Stone fontimage_24.dat (see a few posts previous as File Update for Improved Subtitle Font). Only a few characters got altered xSkips. Of those, the angle brackets were unlikely to be used in an existing readable, because they showed garbage glyphs. The "|" was xSkip-shortened, but also unlikely in readables. Only the badly centered and so xSkip-shortened "J" is thought to have potential to affect existing wordwraps. I have argued here that xSkip shortening is OK. However, I'm willing to revert spacing changes for "|" and "J" if people feel strongly otherwise.
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