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  1. I don't consider this an urgent or highly important feature, but found the concept useful enough to ask and may definitely use it on my maps. I actually don't know if it might already be implemented: No FM I'm aware of does this and it's not mentioned on the AI Relations (Editing) page either, however the AI Relations (Scripting) page mentions a gradual sys::OffsetRelation function but doesn't specify if it's also a gradual change in the AI's behavior. When setting team relations you normally have just 3 options: -1 (enemy) 0 (neutral) 1 (friendly). There is one limitation in this system: They seem to be integers and not floats, meaning you can't also express an amount by which the teams should be allies or enemies. Having this ability could have interesting use cases: You may want teams that still oppose the player but don't care that much and will only attack if you get right in their face or stick around for too long. As such you should be able to use values between 0 and +1 or -1 to indicate an interest level in the relationship, as well as values above +1 or below -1 to boost the AI's friendliness or hatred toward another team beyond its normal levels. Consider for instance a FM where thugs protect a territory they own: They don't like the player wandering into their turf, but seeing you is more of an annoyance than an emergency... they aren't as motivated to catch you as a citywatch guard who knows the player is a wanted thief and will immediately jump to apprehend you. In this scenario the relationship between thugs and the player could be changed to -0.25: Now you can walk between thugs for a few seconds and they will ignore you at first, but if they see you for too long you're eventually getting attacked. A super simple implementation would be to merely multiply the AI's alert increase rate from a target with its abs(relationship) toward it: If you set it to -0.5 for instance, AI on that team will take twice longer to be alerted by you until eventually attacking, same for allies who will be slower to notice a friend in trouble... meanwhile if you set it to -2 AI on that team will go alert twice faster than normal. I presume this solution can be done by changing one line somewhere in the alert code, and should have the accurate behavioral effect intended without reducing visual / audio acuity... no existing FM or default behavior should be affected either since I can't think who would be using those values if this feature doesn't already exist.
  2. If TDM were an RPG with an inventory system like CP2077 or a bethesda game yeah I imagine the primary function of interacting with a body might be related to inventory management. Again the developers of that game had a context sensitive input, they prioritized what it should do based off of their game and what the player is mostly likely to need. This is not making a stronger case we should not do the same thing for our game. You have never bothered to explain why in this game a player would need to prioritize dragging and manipulating a body over shouldering it beyond it being being “inconsistent”.
  3. 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/
  4. This pinned thread's purpose is to collect links to all the discussion threads for new features to be added in 2.12: [2.12] Multi-addons support [2.12] Auto-search bodies [2.12] Turrets Allow mantling while carrying a body New lean for 2.12 Frob to use world items [2.12] Viewpos on player HUD and screenshots English Subtitles for AI Barks Subtitle Enhancements [2.12] Improved Interaction Culling and a related bug report thread HERE As well as older feature collection threads: [2.10] Feature discussion threads [2.11] Feature discussion threads
  5. After taking a gaming break for 1 week, i decided to get back into playing games yesterday especially stealth game like TDM. Coincidentally, this new fan mission appeared in the online mission archive when i was clicking "download mission" button, so I decided to download & try playing it. I like this manor/estate fan mission so far. i like the starting point of this FM where you have to venture silently into small-scale spider-infested forest. On a related note, i have sporadic spider phobia and again this mission helped me to desensitize myself to spider. I usually find the entry point to the manor disguised as a wall with loose bricks or covered with tall green grass but i have to find stone walled key for this one
  6. Static lights only, lights should be cutting through the portals by far, however one is rotated by 45* on the wall which could perhaps be related. Here's a DarkRadiant screenshot for now, showing the setup best as it can be seen... I selected both the interior and exterior light entities that might be involved.
  7. I'm happy to present my first FM, The Spider and the Finch. There may be a spider, but no ghosts or undead. It should run a couple hours. It's now available on the Missions page or the in-game downloader. Many thanks to the beta testers Acolytesix, Cambridge Spy, datiswous, madtaffer, Shadow, and wesp5 for helping me improve and making the mission to the best of my abilities. This would not be have been possible without Fidcal's excellent DarkRadiant tutorial. Thanks also to the many people who answered my questions in the TDM forums. Cheers! 2023-12-13 Mission updated to version 3. Fixed a bug where the optional loot option objective was not actually optional. Updated the animations for Astrid Added a hallway door so the guards are less likely to be aggroed en masse.
  8. With my method, you get the results for all the successful matches back in a convenient single temp file (i.e., tabbed pane); each match is a single line, that you can examine and, if of particular interest, click on to open the relevant file in a separate tab within Textpad. I'm not sure that 7zip->Textpad would deliver the same convenient summary, even if it might spare having to pre-expand the .pk4 trees.
  9. I noticed the plate has that issue in every FM... strangely enough I didn't think to report it and my brain just accepted it as being a normal occurrence, especially since I think this one has been the case since TDM existed. Basically if you look at it from certain angles, that plate becomes fully bright. No idea if it's the reflection or something else. May be related to another little anomaly I noticed: When a frobable item is located in front of a mirror and you look at it to make it bright, the reflected version is twice brighter. Here's a screenshot where me looking at the lock box is highlighting it and that's making it abnormally shiny in the reflection:
  10. I beta tested A Night in Altham again and found a few engine related issues. First off the new "screenshot_viewpos" command doesn't actually show the viewpos, it makes the console appear in the screenshot but the view position doesn't make it in in the frame. Here is an image taken with this command: It doesn't seem like a clean solution to make the whole console appear anyway: I wonder if it's possible to make just the viewpos appear at the top of the render in a special display with this command. Also this FM was a good occasion to test peeking. Thankfully it no longer crashes the engine on Linux or what the old problem was. Problem is that everything's black instead: You see nothing while peaking, just parts of the keyhole overlay and that's it. Thus peaking remains broken, whether this issue is also Linux only or not.
  11. Whenever I try to open The Dark Mod, it shows a grayish-white Screen when opened, then when I click on it it lags and shows me the not responding popup, so I try to close it. I have reinstalled it 3 times. When I first installed it, It worked properly for the first week or so, but has been reoccurring since then. I don’t know what’s wrong with it, I install it the right version (I have a Windows 10 64-bit desktop), I try to do everything correct, and it still won’t work properly. I have a video, link related: https://youtube.com/shorts/csugorI4jkU?si=TuxhoWOU2XkHFhPm
  12. 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.
  13. @kingsal Thanks for the interest. In Hazard Pay you included "script/tdm_user_addons.script" to load @Dragofer's Stealth Statistic Tool and that prevents players from using this file to load additional add-ons. script/tdm_user_addons.script #include "script/tdm_statistic_message.script" void user_addon_init() { statistic_message_init(); } "script/tdm_user_addons.script" comes with a useful "user_addon_init()" that gets called automatically but unfortunately we don't have an equivalent in "script/tdm_custom_scripts.script" so we cannot use "script/tdm_custom_scripts.script" and we must think something else. Unless it is decided to do without the add-on, I propose we make use the map's own script "maps/hazard_night.script" since it comes with a "main()" that gets called by the game automatically, as explained in the Wiki: #include "script/tdm_statistic_message.script" void main() { statistic_message_init(); // rest of your code } Once we do this we can safely delete "script/tdm_user_addons.script". In addition to all this I suggest deleting "script/tdm_frobactions.script" since it is not doing anything other than preventing other mods from working. ----------------------------------------------- Summing up: Replace "maps/hazard_night.script" with the one attached to this post (*). Delete "script/tdm_user_addons.script" Delete "script/tdm_frobactions.script" (*) For this exercise I downloaded a fresh copy of Hazard Pay from the built-in downloader. Happy to discuss further. hazard.zip
  14. 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.
  15. Public release v1.7.6 (with Dark Mod support) is out. Improvements since the final beta 14 are: Fixed a few remaining bugs with zip/pk4 support. Game Versions window now properly displays TDM version. Import window no longer has a vestigial off-screen TDM field (because TDM doesn't need or support importing). Web search option is now disabled if an unknown/unsupported FM is selected. If an FM with an unknown or unsupported game type is selected, the messages in the tab area now no longer refer to Thief 3 ("Mod management is not supported for Thief: Deadly Shadows"). The full changelog can be viewed at the release link. The de facto official AngelLoader thread is here: https://www.ttlg.com/forums/showthread.php?t=149706 Bug reports, feature requests etc. are usually posted there. I'll continue following this thread though. Thanks everyone and enjoy!
  16. @stgatilov, thanks for sharing your thoughts about the original ideas behind the 3 levels, which I had not previously seen put so well. I was surprised that you considered that some of an individual AI's barks might go under "effects" instead of "speech". @snatcher likewise thought that, in effect, an AI's barks should be divided, though draws the dividing line elsewhere. I agree with you about the primary existing TDM audience for subtitles: those players appreciating help with spoken English, specially in dialects. I think partially-impaired-hearing individuals will also benefit. But, given subtitles in TDM and our newly prototyped method of indicating speaker sound source, I think we have an opportunity to enlarge the potential TDM community to include deaf players, or those who like to play games with sound off. This does involve sound categorization and visual cues, beyond just toggling story/speech/effects. Such cues could be universal (seen the same by everyone), or controlled by new options, to accommodate personal interest (or lack thereof). Let me be more specific. Consider the 2-level visual cues that snatcher preferred (while leaving open where to draw the line between the 2, or whether 2 is really too few). Examples of universal+fixed, which for barks could be done by me in the .subs file, are: bracketed vs unbracketed white vs yellow font, done by string markup. (This has significant drawback and limitations). Alternatively, there is categorization performed engine-side and passed to the GUI as one or more variables. The results could be universal, or the passed value(s) could be affected by additional optional settings. Displayed results could be, for instance: white vs yellow font, done by text font color choice Stone vs Carleton font wide vs narrow font wide vs narrow background field two different background tints or opacities colored border around backgrounds, with two different colors (Also, without involving new GUI variables, the engine could add brackets to selected strings) Turning to what additional optional settings might look like, at the basic level, you could just have an option that turns visual cues on or off. So, for example, if the visual cue was font choice, turning the visual cue option to off would cause all subtitles to use the same default font. More specificity is, of course, possible. (Maybe too, stgatilov, you could sneak in a related option to suppress "Just you wait!" audio and only play story clips!) If the barks were to be subdivided by the engine into (in this discussion) 2 categories, it could be done by a new per-line option in the .subs file, e.g, -cue 1. Or the categorization could be done entirely automatically on-the-fly by the engine, at the moment it's looking at the AI's current state & most recent state transition, in order to select a sound shader to play. It would probably use the standardized state-transition names as found in the AI .def files, e.g. "snd_foundDeadMale" rather than AI-specific sound shader names. So there would be a list of "snd_..." to determine when g_cue=1 instead of the default g_cue=0.
  17. Good work! I enjoy short missions because things are nice and focused - you get in, you get out. Also I tend to do better with the loot amounts and I was able to get all the loot without too much trouble, which is rare for me. If I were to make a suggestion though - I found the intro briefing sequence a bit distracting because it was so obvious the narration was pitch-shifted to make a deeper voice. If you felt the original voice wasn't deep enough for your needs, I would either get someone on the forums to record it for you or just leave as is. That's my only real complaint and it's not even about the mission itself, so pretty good first start!
  18. 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).
  19. Beta 11 Fix finished-on state auto-update was unreliable Slighty improve scanner title/author detect Tags are now named some whatever regular-version-looking thing to force GitHub to put the newest at the top
  20. Bookmark everything you have an interest in. The Algorithm can still be useful for finding related content, but it can't be relied upon. As for the adblocking, I have different setups that are all still effective at blocking ads, and I spent no effort tweaking these. I usually don't use a user account. Maybe YouTube hasn't rolled everything out yet, IDK. YouTube does have alternate sources of revenue, such as taking a 30% cut of superchats, and 50% cut on channel memberships. For the ads it does run, mobile users block ads less often than desktop users and are probably considered more valuable by advertisers from the information that can be extracted about viewership. I don't think YouTube is particularly unprofitable, and Google is probably willing to run it at cost just to have a cultural behemoth in its pocket. Theoretically, the costs of running a video platform can go down if storage, computing, networking, and codec advancements counteract growth. Google also has advantages over upstart competitors, such as the ability to design its own transcoding chips.
  21. 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.
  22. I'd like to better understand what you want. The design of dragging bodies is to hold frob (key down) to drag and release frob (key up) to let go. That way it's impossible to walk away while unintentionally dragging a body. Plus, it's quick to grab and move several body limbs in rapid succession. This is thought to provide a better experience, especially for new players. Towards the beginning of this thread, I created a "tdm_frobhold_drag_body_behavior" cvar. https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/&do=findComment&comment=487580 "tdm_frobhold_drag_body_behavior", default:"1" Which drag body behavior? 1 --- on frob key up, drop body (limb). 0 --- on second frob, drop body (limb), TDM v2.11 (and prior) behavior. That cvar was removed shortly afterwards, because it was said that it wasn't needed. With that cvar set to 0, a second frob would be required to let go of the body. Is that the behavior that you want? If so, I can add that cvar back. Also, I saw elsewhere that you want the ability to revert back to the old way. If you mean that all of the controls match TDM 2.11, that can be done with "tdm_frobhold_delay 0" and there will be a menu setting to disable it as well.
  23. 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.
  24. Possibly related? https://wiki.winehq.org/Winelib_User's_Guide
  25. 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.
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