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  1. Thanks! 1) Doing LONG_PRESS PAD_A (what I, for lack of knowledge, call "jump-mantle" or "_jumpmantle") differs from doing PRESS PAD_A ("_jump"). "_jumpmantle" differs from "_mantle", so they must be mapped to different button-calls. "_jumpmantle" differs from "_jump", so they must also be mapped to different button-calls. This appears to be the case, but it is not evident (or changeable) in DarkmodPadbinds.cfg. "_jumpmantle" seems to be hard coded to always connect to the same button as "_jump" but with a long press. It is as if bindPadButton PRESS PAD_A "_jump" is not actually just binding PRESS PAD_A to "_jump", but rather interpreted as "link PAD_A (regardless of button press time) to behave exactly like keyboard SPACE for short and long presses". I would have expected the default DarkmodPadbinds.cfg to explicitly read: bindPadButton PRESS PAD_A "_jump" bindPadButton LONG_PRESS PAD_A "_jumpmantle" bindPadButton PRESS PAD_B "_crouch" bindPadButton LONG_PRESS PAD_B "_mantle" ... but neither LONG_PRESS PAD_A or "_jumpmantle" is listed in the file. If there are actions "_jump" and "_mantle", I suppose there must also be an action "_jumpmantle" since it is possible for the player to do all those movements: * "_mantle" does the movements "crouch on the high surface, then stand up" * "_jumpmantle" idoes the movements "jump slightly forward, then land standing on the high surface" * "_jump" idoes the movements "jump up, then land exactly where you started" If the actions "_jump" and "_moveup" are not synonymous, then perhaps the action "_moveup" is what i call "_jumpmantle"? 2) Thanks for the link! It was useful in more than one way. I'll link to that page from https://wiki.thedarkmod.com/index.php?title=Bindings_and_User_Settings#Gamepad_Default_Bindings if I can get an account on the wiki, which proved more difficult than i thought (https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/). However, it does not answer my question how to find out the name ("<button>") used for a button on my gamepad. Basically, I would need to press the button on my gamepad and some program could tell me "That button is called 'PAD_A'". In my case, I have a gamepad "Logitech F310" (https://commons.wikimedia.org/wiki/File:Logitech_F310_Gamepad.jpg) which has a "Logitech button" (see image) that I want to use. I was hoping to find out the "button name" for that button and then edit DarkmodPadbinds.cfg to map it to a function. 3) ... but if that button has an "unusual name" that TDM does not recognize, then it may perhaps not work. E.g. if that button is called "PAD_LOGITECH" and TDM cannot recognize that name, then I cannot map anything to it via DarkmodPadbinds.cfg. Using QJoyPad I can map any keyboard key to it instead, as a workaround, but I cannot map MODIFIER to it (since MODIFIER cannot be set to a keyboard key). If current implementation is still called "experimental", then I must say it works very well; @cabalistic: kudos for that! I may not have continued playing TDM had it not worked with a gamepad.
  2. It is possible that this is a setting that needs to be activated to work: https://mantisbt.org/forums/viewtopic.php?t=23221
  3. This is something I'm working on currently. I'm having isues with stencil shadows (beta212-03, maps work correctly in this case). The left edge does not cast a shadow, while the right does. Edit: The problem went away after further work on the map. But I guess I need to look closely for issues like this. They are easy to miss.
  4. I am going to sort-of reveal that this is loosely like the nature of my upcoming mission. I noted it here when JackFarmer asked about things that are coming along in this post: https://forums.thedarkmod.com/index.php?/profile/37993-jackfarmer/&status=3943&type=status It too is a builder church. The player is requested by a hopefully famous character in another mission to handle some business that is affecting the congregation. I am looking to invoke some info and history laid down in other missions as a hook story.
  5. Mandrasola is a small sized map in which aspiring thief Thomas Porter steals some herbal products from a smuggler. The mission was created by me, Sotha and I wish to thank Bikerdude, BrokenArts and Ocn for playtesting and voice acting. Thanks goes naturally to everyone contributing and making TDM possible. This mission occurs chronologically before the Knighton's Manor, making it the first mission in the Thomas Porter series. Events in chronological order are: Mandrasola, The Knighton's Manor, The Beleaguered Fence, The Glenham Tower and The Transaction. The winter came early and suddenly this year. Weeks of strong blizzards and extremely harsh cold weather hit Bridgeport hard. With the seas completely frozen, a rare occurence indeed, most of the City harbor commerce has stopped completely. Vessels are stuck in the ice and no ship can leave or enter the City, resulting in the availability imported goods declining and their prices skyrocketing. One of these imported items is Mandrasola, a rare herbal product, which is imported overseas from the far southern continents. Mandrasola has its uses in alchemical cures and poisons, but mostly this substance is used for its narcotic qualities by commoners and even the nobility. The problem with Mandrasola is that excessive use is extremely addicting and the withdrawal effects are most grievious. Many are utterly incapable of stopping using Mandrasola and are transformed into quivering human ruins if they do no get their daily dose. And now this expensive and rare substance is running out from the whole City. Me and my fence, Lark Butternose, would love to grab this monopoly to ourselves: selling the last few doses in the City would probably be worth a fortune. According to Lark's sources, there remains only one smuggling lord who still has Mandrasola in stock. The problem is that this individual maintains an exclusive clandestine operation and only supplies a few nobles. Despite our best information gathering efforts we couldn't learn who the smuggler is and where he or she operates. Luckily we have an alternate plan. While searching for Mandrasola related information, we learned that a noblewoman called Lady Ludmilla is addicted to the substance and has paid high prices for small amounts of it. We also know that she has visited frequently someone in the Tanner's Ward waterfront, and since she goes to the area personally we believe she is visiting the smuggler. The plan is simple: I must monitor Ludmilla's most likely entryway to the Waterfront and then follow her to the smugglers hideout. I'd better be very careful around Ludmilla. She must not realise I'm following her or she probably won't lead me to her dealer. Hurting her is also out of the question. After she leads me to the smuggler's hideout, I can take my time to break in carefully and steal all the Mandrasola I can find. While I'm there it wouldn't be a bad idea to grab some loose valuables as well. I've now waited in the blistering cold for a few hours already. Looks like there are a few city watch patrols in the area to complicate matters... I think I heard a womans voice beyond the north gate. That must be lady Ludmilla, I haven't seen many ladies in these parts. I'd better get ready.. Links: Use the ingame downloader to get it. WARNING! Someone always fails to use spoiler tags. I do not recommend reading any further until you've played the mission.
  6. 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!
  7. I created the page: https://wiki.thedarkmod.com/index.php?title=Lightgem In the source I placed the following text: <!-- Page text made by forum user Fiver: https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/&do=findComment&comment=491145 --> Personally I think the page isn't really necessary because the info is already present under HUD.
  8. What I found is that changing the color of the text by using the escape character [^] is a feature of the Doom 3 engine and not something created for the subs in TDM. What is happening in your "extremely bolted" example is that when using a color other than the default we are also rendering all eight "shadows" in that other color, hence the bold appearance. The above solution doesn't solve a thing and I cannot think of anything other than having the source code deliver a copy of the subtitles stripped from color escape characters. In any case, imagine for a second you are watching a TV series and each episode comes with subs in different colors...
  9. Sorry about that, will do this next. I just tested every r_skip one by one, zero difference. Even setting r_fboResolution to 0.25 doesn't increase it by a single FPS which is very strange. Here are the average results with shadow quality set to Very High (r_softShadowsQuality 48) for maximum impact, map Written at the player start position and angle: 2.11 Beta 2, stencil & soft shadows: 105 FPS 2.11 Beta 2, stencil & hard shadows: 105 FPS 2.11 Beta 2, maps & soft shadows: 80 FPS 2.11 Beta 2, maps & hard shadows: 90 FPS 10211, stencil & soft shadows: 25 FPS 10211, stencil & hard shadows: 25 FPS 10211, maps & soft shadows: 25 FPS 10211, maps & hard shadows: 25 FPS Worth noting: If I look away and into the ground while staying at the same position, it will jump back to some 100 FPS. The max 144 FPS is still achieved in the main menu so there's no hard cap.
  10. Our friend Skacky ( and his team "Feuillade Industries" ) has released a full sized Thief expansion \ campaign "The Black Parade": https://www.moddb.com/mods/thief-the-black-parade t is finally here! After 7-ish years of development, The Black Parade is finally released. So, what awaits you in this campaign? - 10 huge, open-ended and meticulously crafted missions with varied themes packed with content. - A brand new protagonist thrown into a dark, intricately woven story of crime and conspiracies. - 4 new tools happily supplied by the undermarket, at a price. - Many tweaks to the AI to make the game a bit more challenging but still fair. - A brand new "banter" system where AIs greet each other during their rounds and nightly life. - 28 voiced characters totaling roughly 1,800 new lines of dialogue. - 30 minutes of gorgeous hand-drawn briefings and cutscenes. - Brand new AI motions making the denizens of The City look more alive. - Full English subtitles. In The Black Parade you play the character of Hume, a hardened criminal who was sent into exile as a punishment for his crimes. The year is 833, you are now back in The City, a sprawling metropolis of soot-caked brick, greasy fumes and noisy machinery, with many a sinister conspiracy whispered behind closed doors. Lost and without a penny to your name, you are back to your life of thievery and must find your old associate Dahlquist. Shadows and silence are your allies. Light is your enemy. Stealth and cunning are your tools. And the riches of others are yours for the taking. The Black Parade aims at being a love letter to Thief: The Dark Project, and we hope we succeeded! It is recommended to have played through Thief: The Dark Project and/or Thief 2: The Metal Age at least once beforehand, since these missions are overall tougher than the base game. The Black Parade also comes with a few tweaks to the classic Thief gameplay formula: - Hume is not a Keeper and thus never received Garrett’s training: AIs will now notice you if they bump into you or vice versa, sometimes even in a perfect shadow. Be careful! - Hume can move banners aside instead of having to slash them. - Hume has additional footstep sounds for chains and pipes; these are metal sounds that aren’t as noisy as regular metal (about as noisy as stone/wood). - Water arrows can now be used to expand moss patches. - Servants will re-light extinguished torches on higher difficulty levels. - Servants may clean moss on the floor if they notice it on higher difficulty levels. - Zombies now smash wooden doors open instead of simply opening them. - Electric lanterns carried by guards can be turned off. - A few guards in the campaign are outfitted with heavy armor and helms so they cannot be knocked out using the Blackjack. - Hume can pick up small creature corpses such as spiders or sweels. DOWNLOAD (912 MB) MIRROR 1 MIRROR 2 Here is a very handy guide by nicked on how to set up Thief Gold for Fan Missions. !!!IMPORTANT NOTES!!! The Black Parade requires NewDark 1.26 or above! Make sure you use the latest version of TFix/TFix Lite before playing! The Black Parade should be launched with FMSel, NewDarkLoader or AngelLoader. It is not recommended to launch this campaign with DarkLoader or GarrettLoader. Note that mods such as Thief Gold HD Mod, NecroAge or Enhancement Pack are not compatible with this campaign. Remember that this is a campaign for THIEF GOLD, not Thief 2! Known issues: - Due to the complexity of the missions, there can be cases where some NPCs might get stuck walking against walls. There is unfortunately not much that can be done about this. Happy 25th anniversary to Thief: The Dark Project, and have fun taffers!
  11. Your latest design is OK, but doesn't touch on several aspects that I addressed in my design: ring lower edge no longer crushing the top of 1st line text excess backing field below text 2nd line trimmed, to allow space for (1) backing field behind ring, as I believe requested by snatcher & datiswous I could further discuss this and the narrowing issue, where views differ, but I'm more than OK to "switch from background boxes to outline around text", as you suggest. There is still leaves improvements to ring vertical spacing - a la (1) - and not have the ring interior be transparent (probably just opaque) - similar in spirit to (3). And of course, actually implementing it in the beta. snatcher found 8-fold to be visually best. The minor artifacting with the scaled Stone font (e.g, a wisp to the left of a capital T) will become more prominent with drop shadows. But that could be addressed in a font update to include native Stone 12pt in 2.13
  12. I dunno, it seems to me that if you're not going to show the ring widget (because, say, it's the narrator talking, so second parameter SUBTITLE_SPATIALIZED is false), you shouldn't show the tab it sits on either. About the red dot location. I understand what you are saying about perspective earlier, but that might have been more apt when the ring had a thicker lower edge. As it is, I tested by first facing the sound source, then turning 180 degrees. I expect the red dot to be about the same distance from the ring perimeter... that's why I tweaked by 0.5 px Hmm, maybe we should at least try to get subtitle font color among the possible CVars. That is probably the least controversial. I see the choice as either to be fully flexible (triplet for RGB) or, easier for the user, just a boolean (white vs yellow). Either would work for me. You guys? BTW, it is possible to markup particular words in the subtitle with a primary color, for emphasis. @datiswous, you asked about this a while ago. Did you actually apply it to any game FM? The 2 obvious colors for emphasis are red and yellow. A yellow emphasis would be lost if all the text was yellow. Another potential problem: if the fake drop shadows were an option, then the markup would also override the black shadow with color, leading to the emphasized word becoming an unreadable blob. (This could be resolved by the engine providing a second version of the text string, stripped of markup.) Otherwise, maybe a policy for subtitlers: "no markup on subtitles"
  13. Haven't tried 2.12 yet but I want to ask,any work done on ambient occlusion? I have found it to improve the looks of many missions but it didn't work well always. For example when changing your view some of the fixed shadows in the corners vanish. edit: Ok I tried the 2.12 latest version and I liked the leaning more than the previous versions also deactivating the mantle roll feels like an improvement for me. Movement is closer to the first two originals of the series. Also is there a way to keep settings unchanged when installing a new version? Everything resets even if i tick the box to keep the original file up on installation.
  14. I did play a little with the last two betas (stencil shadows) and did not notice any lighting/shadow issues. I did not look that closely, though.
  15. I wonder if you could test 9x versus 4x-diagonals and 4x-non-diagonals? Maybe the extra 5 renders don't add much. There probably is some minor performance effect. I think you're still showing the widget too high, so it seems to be associated with the wrong subtitle. I prefer @stgatilov's original vertical positioning, even though it pushes the widget's lower edge against the top of the caption lettering. I wasn't sure what you where trying to point out as a problem... was it the word wrap? Yeah, the automatic word wrap with centered text can look ugly at times. An FM author can choose to insert a manual line break in that case. I do that routinely all the time for barks. Since padding is part of the background box, sure. It occurs to me now that maybe, to improve the appearance of text centering, the background box should also have equal-size padding on the left. That is, the location and size of the inner box is unchanged, but the outer box is wider and its origin shifted left, so the inner box is centered horizontally within. The padding can certainly be made smaller. I imagine the seed value of 17px was for a worse-case character like "W", that was then rounded up to 20. We could shrink it by: - choosing the seed character as the widest that might actually be at the end of a line followed by space to cause word wrap. Probably "w" or "A". - not rounding up - scaling by the compression aspect ratio I'll try to come up with a new number. No problem here with having the background by default. But recognize there's a compromise between world visibility and text readability. Can't we make it possible to turn the background off for people who hate it so much that they avoid using subtitles because of it? "...visible in all circumstances" may be too high a bar. The simple implementation would be a single CVar that toggles the background on/off and possibly, conversely toggles fake drop shadows off/on.
  16. I am pleased to announce the release of our new fan mission, The Hare in the Snare: Part 1 Mission type: City Missions + Inn/Tavern Description: People are being abducted off the streets and a Watch Captain requires the services of a thief to help him find out why. Download link (v1.0.2-release): https://drive.google.com/file/d/1HYvM_u56wDB16uIlb7qgS_q3P24V69MO/view?usp=sharing Credits: Mapping and original characters: @Frost_Salamander Story, readables, custom models, voices and cinematics: @Kerry000 Menu title track produced and mixed by @JackFarmer with selected gigagooga sound samples Beta testers: @Cambridge Spy @Zerg Rush @Amadeus @Acolytesix @Lzocast @wesp5 @nbohr1more @Kerry000 @ate0ate @Wellingtoncrab @prjames Additional thanks: @Dragofer, @nbohr1moreand @peter_spyfor technical help @Springheel for the modules and tutorials @kingsalfor allowing @Kerry000to abuse his manbeast everyone else on Discord and the TDM forums who offered assistance Requirements and notes: This mission requires TDM 2.09. Earlier versions will probably work but you might see one or two missing models. You may experience some FPS drops in some areas with lower-end hardware. Mid-range and above should be fine. If you have issues, I highly recommend you use shadow maps instead of stencil (settings -> advanced -> shadows implementation). It makes a big difference. For 'Hard' and 'Expert' the light gem sensitivity has been increased by '1' (meaning easier for AI to detect you). Screenshots:
  17. I will take a look this coming week. In my heart of hearts, I'd rather make "background or not" a user choice. The simple version of that wouldn't be too hard: just a CVar settng the backing field visibility. The more sophisticated version, where no-background implies fake-drop-shadows, requires more thought to make it live with the backing field code.
  18. In the first post of the other topic Geep proposed: Then Stgatilov's answer: But I think applying subtitles in different languages shouldn't be too hard I would think, but I don't know how the current translation system works. The engine should apply the correct subtitles based on the applied language setting, this doesn't need a whole new language system I think. Not sure who's going to write those subtitles though. I can only do Dutch and English and nobody needs Dutch I think. I suggest further discussion of this to take place in topic https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/
  19. I recently switched from a 27" FHD screen to a 34" 1440p 21:9, and now I see this : https://i.postimg.cc/t4Xb2gV0/ws5-2021-04-07-20-37-05.jpg
  20. Creating a new thread for this as it was being discussed in an old beta-testing thread starting here: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/&do=findComment&comment=490751 I suppose the main questions are: when should this spawnarg be used, if at all? why was it introduced in the first place? Can we get it documented properly on the Wiki so misuse isn't propagated? @stgatilov @Dragofer
  21. I have stencil shadows enabled. What are those old cvars? Btw. I was still using last dev version, because the beta came in when I was playing it. Now I upgraded to b1 and started playing ws3 (with subtitles).
  22. Hello! Tracking down information on software and plug-ins that work with D3 / TDM can be a tough. So I have created a thread here where people can post what software/ plug-ins/ tutorials or other references they've had success or failure with in TDM. 3DS MAX 2013 64bit .ase - Default .ASE model exporter works. However you have to open the .ase file in text edit and manual change the *BITMAP line on each material to read something like: "//base/textures/common/collision" which allows the engine to read the correct material path. md5.mesh / animation - Beserker's md5 exporter/importers for 3dsmax. http://www.katsbits.com/tools, Importing and exporting works. The model must be textured, UV'd, with a skin modifier attached to the bones to export. PM me (Kingsal) for help with this. Imported models using the script will not be weighted appropriately, so this is not recommended if you are simply trying to edit existing tdm content. (Use blender instead) MAYA 2011 32bit md5.mesh - So far I've not had any luck with Maya 2011. I am using Greebo's MayaImportx86 for Maya 2011. I've got the importer working however I get a "Unexpected Internal Failure(kFailure)" and the import fails. This could be due to something finicky in Maya that I am not doing correctly. Will keep trying.. Blender 2.7 about - Blender is commonly used and pretty well supported on the forums/ wiki. Various versions may work as well - https://www.blender.org/download/ md5.mesh / animation Blender MD5 importer/exporter (io_scene_md5.zip): https://sourceforge.net/projects/blenderbitsbobs/files/ Sotha's guide Blender Male/ Female rigs by Arcturus - Here Edit by Dragofer: more links found in this post.
  23. So I was interested in how the soft shadows work in TDM and came across this video. At around 40 minutes in he starts discussing the stair stepping in the soft shadows and supplies a fix. What he does is use bi-linear interpolation on each PCF sample, instead of nearest neighbor. He says it is a hack but the result looks great. I have a AMD RX 580 and using higher settings of soft shadows brings the GPU to its knees. Using soft shadows is a huge performance hit ~25%. Lowering the shadow map resolution to 512 does not help much. But using this method should allow using low soft shadows and low shadow map resolution and still enable smooth transitions from shadow to light.
  24. V2.12beta crashed at the mission "the shadows at northdale" ---snip--- 354 msec to load m1 Interaction table generated: size = 0/512 Initial counts: 4418 entities 406 lightDefs 3765 entityDefs Restarting ambient sound snd_thieves_highway'(phantoms) with volume -8 Changed location from 'loc_apartment_streets' to 'loc_thieves_guild'. The ambient 'snd_thieves_guild' (music_thieves_guild) for location 'loc_thieves_guild' is now playing. Changed location from 'loc_thieves_guild' to 'loc_apartment_streets'. The ambient 'snd_thieves_highway' (phantoms) for location 'loc_apartment_streets' is now playing. Changed location from 'loc_apartment_streets' to 'loc_thieves_guild'. The ambient 'snd_thieves_guild' (music_thieves_guild) for location 'loc_thieves_guild' is now playing. WARNING:Cannot find sound snd_lockpick_lock_picked on door atdm_door_96x48_2hinge_29 DEBUG: entity atdm_loot_painting_medium_5 was frobbed and frob_loot runs DEBUG: entity atdm_loot_painting_small_7 was frobbed and frob_loot runs Trying to load image models/darkmod/props/textures/painting03_l_d from frontend, deferring... Trying to load image models/darkmod/props/textures/painting03_l_d from frontend, deferring... signal caught: Segmentation fault si_code 1 Trying to exit gracefully.. terminate called after throwing an instance of 'std::shared_ptr<ErrorReportedException>' double fault Aborted, bailing out shutdown terminal support About to exit with code 6 ---snap---
  25. Was about to say the issue happens with both shadow maps and stencil shadows. Then I remembered I have r_shadowMapCullFront enabled since it improves performance a little. That explains why I get those leaks even more than everyone else
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