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  1. A Problem Arises I've paused subtitling of the Lady02 vocal set, because of a problem with the voice clips described here: https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/&do=findComment&comment=490151 While a way forward is being determined, I'll work on a different vocal set. Maybe manbeast, for which Kingsal just provided me the voice script.
  2. This is a Skyrim-style door which opens just a bit into a black_matt "void" before teleporting the player to a different area of the map, which may represent the other side of the door. This is used for connecting physically separated map areas with each other, such as when there's an exterior/interior split of a building or ship to allow for more mapping freedom. It's based off the func_mover, so it's only distantly related to normal doors and works slightly differently. Usage is to specify rotate/translate/move_time/accelTime/decelTime/snd_open/snd_close, target an info_player_teleport entity and optionally the corresponding door on the other side. It'll trigger all other targets and automatically detect up to 2 door handles. Currently no support for locking or AI pathing. At the end of the video you see something to be careful of: don't put bright lights on the other side of the door where the player can get seen. Also noticed the audio is a little bit delayed in this video. teledoor.pk4 The download comes with a prefab and entity def with tooltips for new spawnargs. Drop or extract the .pk4 in your FM folder and you will find a new entity atdm:teledoor in the folder movers/doors. Remember to update your tdm_custom_scripts.script if you've already modified yours. This is the scriptobject: And entity def:
  3. To anyone willing to help with a minor but useful voice acting/vocal set-related project: I'd like to upload a 3,5 MB zip to a cloud, but I don't have a dropbox account (and mediafire has become weirdly unreliable for zip downloads). Would anyone be willing to share their storage space for a few weeks ? The zip file contains the player character voice files (grunts, etc.) and I'd like to share the link with VAs I've asked for help with completing the female version of the player character voice files. Just so they could have a point of comparison with the existing voice files, to have a clear idea of what we're aiming for with the female version of that vocal set. Thank you for any help with this, it's a minor thing, but would be incredibly helpful ! Cheers...

    1. Show previous comments  1 more
    2. Petike the Taffer

      Petike the Taffer

      Thank you. ? Open your darkmod folder, find the pk4 file "tdm_sound_vocals01". Make a copy of it into some other folder elsewhere. Rewrite the format manually, from .pk4 to .zip.  If that doesn't work, use the converter I provide in the attachment (just put it in the same folder as the copied .pk4 and click it). Once you have that vocals .pk4 copy converted to .zip format, you can upload the zip to your dropbox. Like I said, it's only some 3,5 MB, in both .pk4 and .zip format. Then send me the dropbox link, so I can share it with the VAs. Thanks a ton !

       

      PK4-ZIP.bat

    3. Tarhiel
    4. Petike the Taffer

      Petike the Taffer

      It seems to be working well. Thank you for your help. :)

  4. Though this is a more general question and less related to light leaking bugs per say, I'd still like to ask to be sure: Does using shadowcaulk instead of caulk teach lights to better detect rooms and ignore entities behind such brushes, thus texturing walls with it improves performance? At first I thought that's the case but likely not since I think the recent light optimizations use visportals to check rooms outside of the light's field of vision.
  5. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  6. I recently had a crash with 2.12 with (beta) mission The Spider and the Finch, but it was a fire arrow and the crash happend at the moment of explosion, so I asumed it's performance related.
  7. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  8. Announcing the release of Sir Taffsalot's Sword. Summary This is my tribute to Sir Taffsalot (Gary Pugh), whom we recently lost. He was a valuable contributor in mission creation, beta testing, and idea contribution. You are tasked with recovering Sir Taffsalot's ceremonial sword, which has been stolen from him and spirited away to the mansion of one Lord Asher. While dealing with (or avoiding) Asher's guards, you need to find the sword and a couple special objects related to Sir Taffsalot. Since Asher isn't a nice fellow, there is (of course) the need to also find evidence he is up to no good. Download You can obtain a copy through the in-game downloader. It requires 2.05 or later. Build Time Roughly three weeks to build and three weeks to beta test. Thanks to my testers Amadeus, Bikerdude, and Epifire. I18N Initially, this mission is not ready for translation. As soon as I'm certain there are no killer problems, I'll produce an I18N-ready version. Enjoy!
  9. I loved it. Awesome game. I faceplanted at the people who asked for quest markers in the Steam forums there... Herr, lass Hirn regnen. The game is so great, and so true to the original, because it doesn't hold your hand. When is the new breed of gamers gonna learn.
  10. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
  11. After several months of hard (although very enjoyable) work, I’m proud to announce the release of my first FM - “Cole Hurst 1: Eaton”. Mission description In the northern town of Eaton, Lord Mayor Zelmer is hosting a lavish party at his luxurious estate to celebrate Eaton's establishment... The city's elite, a famous musician and even the Queen will be partaking in tonight's festivities. Screenshots Download “Cole Hurst 1: Eaton” should already be available for download in the game, but you can also grab a copy of version 1.0 from here. To install this copy, simply place the downloaded file named “ch1_eaton.pk4” in your “[the dark mod]/fms/” folder. Notes I would say this FM could primarily be considered a “traditional mansion heist” mission. These were by far my favorite type of Thief 1/2 levels which I have very fond memories of playing through as a child. I suppose this is my humble attempt to create something vaguely similar... I have tried my best to make the story, the readables and the conversations as interesting as I could and so I really do hope that some of you will find it enjoyable. The mission features: I already have some relatively concrete ideas for a follow-on mission in mind, so hopefully I will have time to continue my mapping efforts soon(ish) :) Contributions I have been overwhelmed by the amount of people interested in helping me with this mission. A huge thanks to each and every one of you! Story Kelly Hrupa Voice actors: twhalen2600 (AKA @Benny_the_guard) Kelly Hrupa Testers: @Acolytesix- brisk puzzle solver @duzenko - the man with the admin tools @JackFarmer - objective wrangler @Shadow - a certified spider-monkey who refuse to stay caged @Cambridge Spy - an eagle-eyed book-worm @wesp5 - eager candle-snuffer @madtaffer – readability advisor @prjames - spider assassin @suzy8track – book magician @datiswous – destroyer of crates I would also like to say a special thanks to @Dragofer who has been very helpful with debugging and general advice in cases where I had absolutely no idea what to do. @duzenko has also been very responsive to any game-related bugs that I’ve encountered during the beta phase and also thanks to @nbohr1more for handling this release for me. As I am completely new to mapping in general, I also found @Springheel‘s wonderful TDM New Mappers Workshop extremely helpful when I was first getting started, so thank you very much for creating it. Known bugs/issues While this mission has spent quite some time in beta testing, I’m sure that some of you will discover shortcomings that my wonderful beta testers and I have overlooked. In that case, please do get in touch and I will make sure to address it (to the best of my abilities) in a future update. There are unfortunately also a few (primarily cosmetic) things that I have been unable to solve – at least for this release: The small church model used in Gatwick square has low-resolution textures applied Some picture frames do not match the original frame after being stolen Strange looking shadows on the greenhouses in the garden Visible vertical lines on some interior walls Various gaps/holes in some of the models that I have chosen to use The female mansion lobby guard occasionally sound like a dude
  12. Hey Geep, Sorry, I am not following this topic but perhaps this can help in getting some feedback. In TDM 2.11 we have: Story: Display only story-related subtitles On: Display subtitles for all speech Off: Disable subtitles Can you explain in few words without going technical..? Changes / improvements already in place Short term goals (achievable or not) Long term goals (wishes) Does the current scope have anything to do with hearing impaired? Just asking because it is not clear to me: hearing impaired have very special needs the general audience don't need (nor want).
  13. Front ends- still work (Piped, Invidious..), also FreeTube, SMPlayer also permits to view videos in streaming from YT and others, the Feed Reader of the Vivaldi browser also permits view YT videos embedded, Andisearch can reproduce YT sandboxed in the search results, all this still without ads. Only real alternative to YT don't exist, maybe the nearest is Odysee with way better privacy and ethical business model, not related to Google.
  14. Fresh start. Never with saves. High Expectations is my best bet to force a crash, followed by Volta Cauldron. I have experienced occasional crashes with the bow in different missions since I started playing TDM and I sometimes like playing with a self-imposed no-save policy and I learned not to trust the bow, hence my interest in this bug. In High Expectations I start the mission, take a right turn in the tunnel and go to the square where the Hotel is. I then start acting like crazy: run, crouch, mantle blackjack somebody, raise the bow, press buttons a dozen times, do something else... If I don't get the crash I restart the mission and try again. I eventually get the crash.
  15. Announcing the Release of 'Requiem' for The Dark Mod! Download Download the latest version of the Dark Mod here: http://www.thedarkmo...wnload-the-mod/ Download the mission here: Mediafire: http://www.mediafire...u89/requiem.pk4 Southquarter: http://www.southquar...ons/requiem.pk4 Fidcal.com: http://www.fidcal.co...ons/requiem.pk4 Create a folder in your Dark Mod install with the path "darkmod/fms/requiem" and place the downloaded .pk4 file inside. When you load up The Dark Mod, the mission will appear on the "New Mission" page. Requiem can also be found directly using the in-game loader. Gameplay Notes While this mission is playable in TDM 1.8, for an optimal experience please download and play in TDM 2.0 (or higher). Most inventory items in the game can be dropped, so no need to carry them around after they are no longer of any use. Note that If you use noclip or other console commands while playing, there is a good chance that you will break the intended flow of gameplay. Credits Mapping and Readables: Gelo R. Fleisher Voice Acting: Goldwell Additional scripting: Obsttorte Additional textures and assets: Flanders, Sotha, Grayman, Springheel, Bikerdude, Obsttorte Additional map optimizations: Bikerdude Testers: Bikerdude, Obsttorte, Gnartsch, AluminumHaste, Baal, nbohr1more, PPoe Custom Soundtrack: Leonardo Badinella - http://leonardobadinella.com/ Additional Music: Lee Rosevere - http://freemusicarch...c/Lee_Rosevere/ Marianne Lihannah - http://www.funeralsinger.net/ Vox Vulgaris - http://www.last.fm/music/Vox+Vulgaris/ A note from the author Hi all. While I've been involved in indie game development for a while now, I'm first and foremost a writer. My most recent project has been a novella that tries to capture the visual feel and tone of the Thief series (you can find the link below). As I was writing, I found myself playing a lot of Thief and Dark Mod fan missions, and got to thinking that maybe I wanted to make one myself, as a companion piece to the book. When I finished up writing, I had a bit of down time and decided to take the plunge. Having never done any serious mapping before, my plan was to make a small mission that I could bang out in a month or two and call it a day. Well, as sometimes happens, the project got a little bit bigger than I had planned. Ten months, and lots of elbow grease later, Requiem is finally ready for you to play. I'd like to thank everyone who helped pitch in to help make Requiem come alive, from those who took the time to answer my many questions on the forums to those who actively contributed to the FM. I especially want to thank Bikerdude who served as my mapping mentor, and Obsttorte whose clever scripts really turned what was in my head into the game that you are playing. Above all, I want to thank you for downloading and playing Requiem; I hope you enjoy it. Links of Interest Author's Blog: http://gfleisher.blogspot.com/ Companion Novella (Amazon): http://www.amazon.co...k/dp/B00BYEW02M Companion Novella (Smashwords): http://www.smashword...oks/view/298956
  16. I wouldn't necessarily say there is a lack of interest, rather this is lower on the priorities list than other things. I agree that we should consider xdata support though. Especially since it would be easier to hook existing translation code into. ( Though there is also a line of thought that we should completely revamp our translation mechanism and expanding the existing mechanism will make that even harder. ) There's no hard and fast rule but I would say the priorities go something like: 1) Crashes or breakage that needs to be fixed ASAP 2) Community code contributions 3) Community asset contributions 4) Things that are "interesting" or "fun" to implement 5) Things that are "easy" to implement 6) Things that the developers feel would really improve the project game-play 7) Code cleanup and structural fixes 8 ) Performance improvements and optimization 9) Accessibility improvements ( subtitles, translation, etc) 10) Bugfixes for existing assets 11) Enhancements to existing assets 12) New graphics features Given that we are a volunteer project, the priority list is always gonna be a mixture of "proper priorities" and things that are easy, interesting, or fun to implement. Grayman's approach was to survey the bug tracker for trends that revolve around a somewhat narrow topic and then compare that to community comments about the topic and develop a new design that covers all contingencies related to the topic. This would fix a large number of bug reports at once since it would either make them obsolete by removing the wonky parts of the prior design or make the design better match how players interfaced with the issue. The only downside to that approach was that covering "all contingencies" sometimes meant a very large conditional tree and that would span a huge swath of the project code ( thus risking lots of unforeseen bugs ).
  17. Horror themed fan mission - exploration of seemingly deserted keep in the middle of swamps. Spiders, undead, darkness. ----------------------------------------------------------------------------------------------------------------------------- This is the story about the fate of my family. My uncle, Ralph Mac Roberts, is the baron of a keep nestled deep within the Rahenaen marshes. It was once an important outpost tasked with guarding one of the few Builder roads that cross the marsh, but after the Inventor`s Guild built a system of nearby dams that flooded the whole land, the road closed and there was no longer anything to watch over anymore. The keep itself needed reinforcement against the raising water level and the trade routes become almost impassable, not only for the carriages but for lone couriers as well. There hadn`t been any messages coming from the keep for over a year and my father was about to assemble a caravan so he could go on an expedition to the keep himself. However, in the middle of the night before he was set to leave, a carrier pigeon landed on his windowsill. My father received the letter and read the apologies from my uncle and his family, excusing their long absence. As a way to make reparations for their extended silence, my uncle invited me to the keep to stay there for a fortnight or so. My uncle had instructed me to leave my horse three leagues away from the keep by the nearest charcoal burning hut and hike the remainder of the road on foot, as the trek through the marsh is treacherous for horses. The weather will be awful this time of year, but my father insists that I should go anyways to ensure that our relatives are okay. These plains become dreadfully deserted - to the point where you more expect to meet the dead than the living. And by the way - I think I`m lost. ----------------------------------------------------------------------------------------------------------------------------- Download link: https://1drv.ms/u/s!Aj1DVS465udZgVkXteBbr6cUxdPH Thanks: to the TDM team for great tools, and all the contributors for their assets, to betatesters: Amadeus, Bienie, Boiler's_hiss, Dragofer, Filizitas, Judith, nbohr1more, s.urfer, again to Amadeus for proofreading and text tweaks, and to all the players for their time! Few screenshots: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=434716 http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=429558 http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing/?p=434507 Enjoy! Walk-through !major spoilers! Finding a way across the marsh area: Getting inside: Bed objective: Light sources: Maps: Enemies: Room objective: Hut objective: Sealed objective: Gold: Key: Bodies:
  18. Anyway, Linux is backburner until I get TDM support release-ready and an AL public release is out. AL on Linux would be awkwardly in between worlds, supporting 4 games that must run on Wine, and one game that's native. That sounds like a headache any way you look at it. I know some people have been able to run AL on Wine, but from screenshots I've seen it doesn't even look right, some of the GDI drawn stuff looks janky without the high quality scaled filter it's supposed to have, and dark mode doesn't fully work either afaik, etc. So I don't think AL on Wine is that great a solution in the first place, even if it could interface with native TDM. Now, AL as it stands is stuck on Windows - and WinForms at that - because of the need for the RichTextBox (WinForms has the only acceptably performing one). Making a native Linux version would need a cross-platform UI, so Avalonia or something else as long as it does theming and a virtualizable datagrid I guess. And then I would have to remove rtf support for that version, and then interface with Wine for Thief but native for TDM. Like I said, sounds like a huge headache. However, a separate Linux app that only supports TDM but otherwise has all of AL's functionality would be MUCH simpler to make. AL's code is already modern-.NET-ready except for the UI, so I would "just" have to learn Avalonia or whatever, and then simply copy AL's code wholesale and rip out anything not TDM-related (which is a large portion of it). That would lessen the "one-stop shop" factor, but would still be way more feature-rich than the in-game mission manager. But that's for the future if I feel like taking it on. For now, I'm just going to get TDM working at a public release level for AngelLoader and offer my sincere apologies to Linux users.
  19. Possibly related? https://wiki.winehq.org/Winelib_User's_Guide
  20. This is certainly a different issue. It renders bright lines along scissor rectangle of some visportal area (happens near visportals). It might be the same as 4660, but much more likely to appear after the optimizations. UPDATE: No, they are not related. I'll soon commit a fix for this scissor issue, and those two issues from 4660 still happen. In fact this problem is clearly distinguished by the fact that bright lines are always horizontal or vertical (go along light scissor rectangle), and they move as player moves even if light + shadow casters are still. UPDATE: Hopefully fixed in svn rev 10463.
  21. It is possible to add: Entity spawnarg --- means that this entity should casts shadow even if it's beyond walls according to area/portals. Worldspawn spawnarg --- same meaning as p.1, but applies to all entities in the map. This is OK if the mission is rather up-to-date. The older missions (like before 2.08 maybe) were compiled with older dmap. While I tried to add some compatibility cvar for dmap, it is still likely that fresh dmap will behave differently. You'll have to test the whole map thoroughly, and probably fix dmap-related issues everywhere. On the other hand, adding spawnarg is risk-free, since it does not require fresh dmap. Yes, the major part of the problem is that these caulky walls don't manifest any issues until you carry a light source into specific position. The original game would be buggy only if simple static light is in that position, which is much easier to test. Maybe filter away entities in DarkRadiant and look for visible caulk. I think mappers put caulk on surely-invisible part as an optimization, since otherwise this brush surface would actually be rendered (although only to depth buffer, which is cheap). But some of these surfaces should cast shadow, so it is no clear which can be replaced with caulk and which not. My suggestion is: Create a dedicated thread regarding light/shadow issues. Move the messages from this thread into it too. Analyze cases one by one. It can easily happen that some issues are caused by other things. Decide what to do when we have enough info.
  22. Hi MirceaKitsune, This whole thread mainly is about the TDM Modpack (I acknowledge the title can be misleading). This probably isn't the place for the Keypad but you and your mod are welcome here. The TDM Modpack is limited to mods that can be used right away and with ease by players in existing missions. Your keypad must be thoughtfully and carefully integrated into a map therefore such mod isn't suited for the Modpack. @wesp5's Unofficial Patch includes, among other features, tools for mappers such as a flint, an invisibility potion... and even prefabs although I am not sure if these are new or updated versions. I can support your work and I am happy to try and collaborate where I can but having a mod formally integrated into TDM is out of my reach. Either you have the contacts or you get lucky and your mod is found of interest by someone with the knowledge and/or the power. I would definitely like to see your Keypad featuring in future missions and while I can hardly put two brushes together in DarkRadiant I will have a look at it. My suggestion to increase your chances is to provide a small test map along with the mod to showcase your work. Why you talented people aim so high. Build something small that is complete on its own. Release. Expand your something and make the current whole complete on its own. Release. Expand...
    1. GameDevGoro

      GameDevGoro

      one of my favorite reads :) buuut it also makes me a bit frightened at how robust these systems become, even though they are built far from robust. It's some kind of magic, for sure haha. Like you have ways of calculating things that are errorprone, but because they are, they don't show up in the game. they were simply avoided/worked around. Rock solid, but not really :D

    2. jaredmitchell
  23. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  24. Thanks everyone for the kind words and feedback! Version 1.1 - https://drive.google.com/file/d/1IiHuD293mIb-kQL_t5dJzKnsnkXl4IN_/view This version has better performance, thanks to b1k3rdude (@Bikerdude - it's not tagging for some reason?) who redid the visportaling in the outdoors area (as well as monster clipping the outdoors, and some decoration on the flat rooftop) - can't thank you enough! This has major impact on the outdoors FPS. I also replaced most of the faux-skybox models with their lowest LODs. Other fixes: Unfortunately still unsure about freezes related to the bridge moving...
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