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  1. 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.
  2. I helped with the story on a few missions: Elixir, Behind Closed Doors, Written in Stone. ?
  3. Hey marbleman. Just taking the opportunity to thank you for your walkthrough vids of Thief 1, 2 and TDM missions. I found quite a bit of help with finding stuff in there. Thanks for your missions as well.
  4. 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.
  5. That is not the way the mission page structure on thief guild works. A download link must link to the direct FM package. A link to the missions page has another separated box on the page. You'd have to contact the admin of thief guild to update the links or debate on the general structure for future prove updating of each mission.
  6. Btw. https://www.thiefguild.com/ has outdated links for mission downloads (Sneak and Destroy got outdated with this update, for example). I think all missions there should link to the mission page here https://www.thedarkmod.com/missions/ for the download.
  7. 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/
  8. In before fan mission where Garrett becomes Jack the dizzy Ripper under some vile necomancer's spell.
  9. Yeah it would be cool to see some more detailed statistics and it’s a shame they aren’t really captured. Since we are talking about fan mission platforms, where players also make the content for the game, I feel like the best thing we’ve got is you can look at the number of content releases for the games. Keep in mind the graph counts campaigns as single missions - so for example NHAT and TBP both count as 1 mission. A good year for TDM has has approaching maybe 50% - mostly we’re 25-30%. https://www.ttlg.com/forums/showthread.php?t=152494 You could also look at the number of ratings thief missions get on https://www.thiefguild.com/ vs TDM ones, but that is pretty iffy in that you could chalk that up to more awareness of the site in the thief community than TDM Out of curiosity is there a reason a thief player can’t be a new player? I kind of think a player is a player and new players would be ones who are playing the dark mod who weren't? Is there disagreement the base of players most likely to pick up the game are fans of the thief games? They are certainly the most fruitful place to find feedback on the game beyond the sphere of this forum that I have seen. When we were trying to finish up SLL there was a lot of discussion on the forums about how long it had been since there was a release for the game. I am thankful that the stats show at least some stability over the years in terms of releases for TDM, but the trend for all of the games is decline. Not doing anything is a valid response if that’s what the devs want to do - it is not possible to provide evidence that any effort will slow that inertia. As a player and content maker I would just prefer trying to find feedback where it is offered from players who were willing to try the game but ultimately could not engage with it and see if there is anything that can be done within reason to ease them into the game. The game has a lot to offer imo. All those players are potential contributors - contributions in turn attract players - it’d be nice to see the cycle go on as long as it can.
  10. I don't know what you mean by that, but I got the impression that several of the latest changes were made to get the old Thief community more interested in TDM. In that sense this isn't really about "new players" and I would like to see some numbers of e. g. how many people download each new TDM mission compared to how many people do so with new Thief missions to learn how big our communities are. Anyway back on topic, the new mantling speed and roll are fine for me!
  11. Question: What are the requirements for adding subtitles to missions? It seems that the subtitles that are not included in the mission as an update are also never downloaded. You can see the number of downloads in the post. It could also be that nobody cares about subtitles, but maybe I shouldn't go that far. If subtitles are not tested by anyone but me and the mission author doesn't care or isn't around, can they still be included without them checking it out? I think it's an addition, not a modification. I guess I should ask for permission prior and if I don't get a satisfactory answer don't do it?
  12. The 2.11 (and prior) feedback came from TTLG and Thief discord servers. During early testing, several of these players and Thief FM authors expressed renewed interest in trying TDM and some have become regulars of TDM because of recent changes. I consider that a win for the TDM community, because more players and mission authors are good for us. More mission authors means more missions for us to enjoy; more players means a bigger audience for those mission authors. (I'm vague here about who the players are for privacy reasons, but you can find them by searching TTLG, Thief discord servers, and TDM discord servers.) As for the mission authors, the dev team got feedback from them during development of the increased mantle speed in 2.12. The main feedback that was listened to was that mantling should be faster, especially the overhead mantle. As for who they are, perhaps they can chime in here to let you all know.
  13. Thank you both! I remember running into the func_* entity types during the tutorials, I should dig into those more and see what else I can do with them. Took a little tweaking, but I got my fan rotating.
  14. ...and if the model of your fan should also have a rotation (as for example in the greenhouse in HH VF), then proceed as follows: 1. convert the unrotated model of the "real" fan into a func_rotating (A) as described by dragofer. 2. depending on the orientation, select the x or y_axis property (if you enter zero for both, the fan will rotate around the Z axis) 3. now give A the desired rotation 4. clone A, place it in a blue-room and convert it into a func-static (B) 5. give A the property "bind" - B"
  15. This is done by converting the fan to func_rotating via the classname spawnarg. Once converted, check the inherited properties to see a set of spawnargs that control how it rotates.
  16. I feel like I've seen spinning fans in vents before on maps I've played in the past, but going through the models/prefabs/etc in DarkRadiant, I can't find anything pre-made for it, and searching the Wiki didn't turn up anything I could find. I know Entities can be moved in DR (hence doors, windows, elevators, etc) but what would I need to do to make a fan blade model spin on its axis inside a fan frame?
  17. hmm newer winter nights that is quite a while since i last played any in that series, liked it ok though i allways been more of a diablo fan myself all the way from diablo 1 to diablo 4 mixed in with some wild years in world of warcraft as a member of one of the largest guilds. also played darkstone dragonage divine divinity and a slew of other rpg's. newer been much into the turn based variants before now though i did at some time play bg2 which ended horribly for me also tried dungeons and dragons but i could newer quite get used to it. i was an avid shooter player in my youth counterstrike, quake 1 2 3, medal of honor etc. earliest pc games i played where duke nukem, redneck rampage, carmageddon, omikron the nomad soul, outcast, quake 1, half-life, system shock 1 and 2 thief and a few titles i cant remember anymore . before the PC i played stuff like sid meyers civilization on my commodore 64 plus a variety of the titles avaliable for it at the time. mass effect was one of my favorites in the more recent years the andromeda offshot while having a nice combat system newer really got me though.
  18. The Lord of the Rings, The Return of the King won an absurd amount of Oscars as a reward for a superb three-part movie ride. Thief: The Dark Project, The Black Parade deserves a similar treatment as the leading vehicle of 25 years worth of Fan Mission content.
  19. That, and the amazing atmosphere and soundtrack. TBH, I don't mind the graphics at all. But, I don't mind the early Tomb Raiders' graphics either. That's something I would criticize about it: The missions are just too complex, and confusing to navigate, for the most part. I think they exaggerated a bit there. It also kind of takes the wind out of the sails, if every single mission is such a monster. In some, I just rushed through the end to finally finish the mission. The original missions in both Thief 1 and 2 were pretty well balanced between moderately sized and large missions, and they had a good feel for "climaxes" in the actual main story.
  20. Yeah I think everything can be done already. Every cutscene needs seperate camera viewpoints, but this has been done before in missions I think. Multiple choice gui with dialog options. When you select one, you get a new dialogue option, or a script runs and something happens.
  21. I'm a huge fan of those games, but I'm putting off getting BG3 because I'm a bit too worried they'll be too much like the Divinity games (from Larian). Those were good, but a bit too cartoony for me and I never came close to finishing them. I just didn't feel compelled to invest the time into them. If you don't want to manage a party in Baldurs Gate games, just go solo. Your one character gets all the XP instead of it being spread out among the party members . If you feel you are missing out on companion quests, you can just take them in your party while you do their quest and then ditch them.
  22. I know this is semi on-topic and likely guaranteed to never happen. But I still can't help dreaming of TDM someday getting a cinematic dialogue system like in DeusEx: If you get close to or frob an important character that has something to say, movement is blocked and you go into a third person view staring you both down while the music changes, every few lines the angle shifts so you see yourselves from a different direction as you talk to each other. The most awesome thing would be dialogue options still, those I'd dream of seeing even more. Imagine being able to tell different things to a character in a prompt, changing some choices based on what you say! Could be used both as a simple store for street corner vendors... or to tell friendly AI to take different actions like waiting or following you or fleeing, I know TDM doesn't go for those types of missions but I still see it as a worthy possibility. Technically both could be done with a script. So if I ever need it I might put together such a dialogue system myself in a custom entity. Would definitely be fun to see someone else experiment with this through the new subtitles though.
  23. 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
  24. 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.
  25. One last chance! In the two mock-ups attached to this post I am printing out each block of text a total of 9 times. In my humble opinion this is as close as we can get to a true outline. 9 times may sound excessive but I recall very complex in-game digital screens with tons of text and graphics in Doom 3 and I assume my approach cannot hinder performance in any way. I can be wrong, though. Download a pk4 and place it in your TDM root folder. Do not use quicksaves/loads, start a new mission when switching pk4. Delete the pk4 once you are done with testing. Some missions to give this a go: Seeking Lady Leicester: Intro Braeden Church: Beginning The Black Mage: Intro + Beginning A New Job: Intro + whole mission Here is a comparison in extreme situations (better to experience it in-game because of image compression): Outlined white [z_Subs_212_NoBG_Yellow_v5.pk4]: Outlined yellow [z_Subs_212_NoBG_Yellow_v5.pk4]: And also attached the original, improved version [z_Subs_212_YesBG_Geep_v4.pk4]: z_Subs_212_NoBG_Yellow_v5.pk4 z_Subs_212_NoBG_White_v5.pk4 z_Subs_212_YesBG_Geep_v4.pk4
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