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  1. Is this really a problem? Maybe we can figure that out before reverting the "J", which previously was so badly spaced it looked like it had a space character after it. It would be helpful to identify which missions have such pseudographics. I suspect it's a small number. And those using Stone font smaller still. In that regard, I did some preliminary experiments, limited to a cohort of 46 FMs on my machine with expanded FM .pk4s, that I can do full-text searches across files on, with TextPad. (@stgatilov, I imagine you are in a position to similarly and more conclusively search the entire english FM collection.) I searched with characters (or short strings) that would be likely to be found in pseudographics. For untranslated FMs, I searched in filenames of form *.xd . For translated FMs (those that had string "#str_" in their *.xd; there were 8 such FMs in my cohort) I searched in file english.lang Results Many search strings were useless due to too many false hits: "_" Widely used as part of internal xd name. Used on separate line as heading underscore. "/" Widely used as part of internal xd name. "\" (except "\\") Widely used \n or \" escape character "--" (assuming single dash is everywhere) Several in a row to bracket a heading, or as part of a letter's signature. Used on separate line, as heading underscore or as border between paragraphs These search strings were moderately useful, showing up in just a few FMs (tho none were pseudographics on examination): "=" Used on separate line as heading underscore (in penny3's erasing.xd) "+" Used as bullet points, or (several in a row) to bracket a heading (in penny3's erasing.xd; in bcd's english.lang) These search strings were most promising: "|" Only 1 hit, but it's a table-form pseudographic! (northdale1's snowedinn.xd) "\\" (i.e., escaped \) No hits found in my cohort Inspection of snowedinn.xd showed this: Note that it uses book_calig_mac_humaine.gui; so this pseudographic was not in Stone font
  2. Basically correct, but most of the TDM missions are not on an open field, but in narrow town environments. As has been said before, the bowman could have moved or hid himself. I see that a lesser problem than them not reacting to melee attacks which must come from nearby!
  3. I'm not sure if that's true. I think it's his own choice (at least that's what he said to me on discord). Although you're a teammember yourself, so maybe you know best what the status is. But when he's so involved with TDM it's a little strange. He's active on the wiki, he's active on the bugtracker, he has active contact with teammembers and mappers on discord, working on different missions.
  4. 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
  5. That bug has been around for over a decade though. In some missions, changing FOV in console would only work when frobbing an item. I always assumed it was a bug in the game, but it's possible it's a bug in certain missions due to scripting. But I've definitely encountered it a LONNNNNNNG time ago.
  6. I'm thinking existing maps are kept as they are today, and keeps using the same assets as today. This so they can stay the same as today and won't deviate from how their author intended them to be. The existing missions won't be libre, but it is quite possible that the authors don't want them to be libre. If an author of a mission said "this mission itself is libre, but it relies on NC assets" then it would be possible to replace the NC assets to libre assets and the entire mission would be libre. Yes. If a mapper wanted to create a libre mission they would need to restrict themselves to only using libre assets. In this post, I suggest that Dark Radiant should allow mappers to search/filter media/gamedata by license (if DR does not already do this). Such a filter functionality would help facilitating the creation of a libre mission.
  7. Now that I've finished The Black Parade, I'm definitely open to checking out more NewDark era missions. I want to see what other ideas are possible now that the Dark Engine has been unchained.
  8. Another mission I can highly recommend is The Scarlet Cascabel. Probably even the best of the missions I played. Really great.
  9. Okay: I replayed a few missions with difficulty set to Hardcore which is the maximum setting. Nothing obvious changes: All of the same issues persist, including the ability to beat up a guard with no reaction by climbing on a table in total darkness. All that changes is guards running to your location a bit more accurately when seeing you from a distance, attacks however don't count as sight. I decided to record a video for this thread to show my point, Crucible of Omens: Behind Closed Doors. What's happening here: While standing on a ledge that should be reachable by a stair, I shoot the guard in the back as he's walking away. His first reaction is to run down the stairs in the completely opposite direction. A few seconds later he comes running back up, only to go in a crevice at the other opposite end of where I was located. By sheer chance he heads somewhat toward my initial position, after which he runs down the stairs again. He finishes his alert state far away, looking for me far at the bottom of the stairs where I clearly wouldn't have been located. How this could have been better: The guard was shot in the back, it doesn't take a genius to tell that's where the arrow came from. He should have picked random positions in a cone originating from his view and facing toward me at the moment of the shot: He shouldn't come running to my exact location which would be both difficult and unrealistic, but should have searched in my general direction such as the wooden door to my right.
  10. The mission doesn't keep going but I kept going and found more stuff. And I kept going and found more stuff. And I kept going and found more stuff... By The Cookbook is The Bakery Job on steroids. Probably the best mission among the very small, simple, humble missions in the TDM catalogue. Congratulations, @Skaruts. Very well done.
  11. Is that so? Well then, it takes more than one shot to kill a Bull Moose! I do have ideas on what the recipe could have actually been, if you and anybody else wants to know, here it is in spoiler: I always loved when missions have a climax and then you finally read it, you finally know it. You know what they say; curiosity killed the cat...And satisfaction brought it back. I will never NOT play a mission's sidequest. Also I'm glad to know you're very eager for TDM mission making, wonder what you have on the works, no doubt it will be as great as this one and that is much to say knowing that, again, it's your first mission!
  12. I'm rather surprised, for a "first mission", this was so visually appealing that it reminded me one of many Chocobo's classics. I hope your interest in TDM is still big, because I'd love to see more missions from you! By the way, what was Bert's secret?
  13. I just want to thank for this neat mission design. Enjoyed every corner and every detail. Its a hobby to check for new TDM Fan missions Great mission, although I used noclip sometimes because I play for fun Thanks!
  14. I tried to debug this. It turns out that "global variables" includes all immediate values (including string literals which take 128 bytes each) and all global function declarations (4 byte per function, including even engine events). I see 119240 bytes before starting Iris, and 124924 bytes after starting it. On Bakery Job, I see 109680 before starting game, 109700 bytes after starting it. So It seems that core game takes about 110K, but Iris itself takes only about 10K, and the limit is at 196K. Does not sound like a big problem for missions. With addons, you have to compile all of them at once, and perhaps there is a lot of code, so you reach the limit. Ok, let's double MAX_GLOBALS for 2.12.
  15. I think it's an issue with v2.11 (dunno if it's also present with v2.12). For example, I noticed it with the first guard (Builder) in Written in Stone (but also in other missions). I couldn't really successfully replicate it every time though, just sometimes. You blackjack someone, and the blackjack just goes through, without hitting the NPC.
  16. And shelve new initiatives for 12 months. At a glance, the below script-heavy missions are orbiting close to the boundaries: A house of locked secrets Hazard Pay Iris Painter's Wife Shadows of Northdale ACT I Seeking Lady Leicester Written in stone All it takes is a little push. Each new release of TDM comes with new core scripts and sooner or later something needs to happen. Let's hope the next "big one" doesn't get impacted.
  17. You mean that he isn't K.O.-able, or that the blackjack just goes through him? The latter seems to be a bug with some NPC's since at least 2 TDM versions. At least I've experienced it in quite a few missions now.
  18. a nice mission, had a lot of fun Thanks, I hope you do more missions
  19. Here's my first FM. A small and easy mission, inspired by Thief's Den and The Bakery Job, where you must find and steal a cook's recipe book in order to save a friend from going out of business. Download: Mediafire (sk_cooks.pk4) TDM Website's Mission Page The in-game mission downloader Thanks to: The people who helped me get this far, both in the forums and on Discord. The beta testers: MirceaKitsune, Mat99, Baal, wesp5, Cambridge Spy, jaxa, grodenglaive, Acolytesix ( Per the author in the beta testing thread. ) Skaruts has given permission to the TDM Team to add Subtitles or Localization Strings to this mission. (No EFX Reverb.) If anyone from the Community or TDM team wishes to create these we will gladly test them and update the mission database.
  20. Yeah I guess you could make a script that loads missions, then teleports to different area's and makes screenshots (actually I made a similar script for envshot a while back), but then you have to review all those screenshots? Maybe just a script that changes calc in something else and don't look back (maybe this is dumb)?
  21. With TDM 2.12, after the credits finished, the "Mission Complete" screen did not display. I found that the screen was black and I could hear my footsteps when I tried to move around. I think the reason for the mission not completing successfully was that the "Do not kill or harm allies" objective was never marked as "1 = STATE_COMPLETE" instead it was left as "0 = STATE_INCOMPLETE". Note, I didn't use noclip throughout the mission. Same as: https://forums.thedarkmod.com/index.php?/topic/18054-fan-mission-the-accountant-2-new-in-town-by-goldwell-20160509/&do=findComment&comment=458491
  22. How about using TDM automation framework (and maybe pcem/qemu)? More info see: https://forums.thedarkmod.com/index.php?/topic/19828-automation-features-and-discussion/
  23. Is there something wrong with the forums lately, or is it my browser? I've been having trouble formatting posts, and just now I couldn't format anything at all.

    I'm using Vivaldi.

    Usually I have to: select text, click bold, nothing happens, select again, click bold, then it works. 

    Same for other stuff, like creating spoilers, bullet points, links. Nothing works the first time. 

    1. datiswous

      datiswous

      I have no problem. I use Firefox. @Zerg Rush also uses Vivaldi. Have you tried without extensions, or in another browser?

      (btw. bold, italic and underline have shortcut keys: Ctrl B, Ctrl I and Ctrl U, you could try that)

       

  24. Saw this FM in my list and it said my last playthrough was in 2020 so figured I'd try it again to see what was updated. What a good gem this one was! I think it's at the top when it comes to story and world building, one of the FM's where readables do a lot to immerse you and paint what's going on while events are dynamic and actually feel involved: I'd paint this as a textbook example on doing progression and elements of surprise in a FM... just my own feeling, but recent ones have become a bit too linear and predictable even if the graphics are more impressive, I feel kind of nostalgic for missions like this. With that being said, I should end with a hilarious thing that happened at the end and had me laughing out loud.
  25. Updated my previous post with youtube vids. Youtube is a lousy website for this kind of thing, though... If only imgur wasn't being a crap... Anyway, my system is old and slow, yea, but I'm not sure this has to do with that. This seems to never happen to me in other people's missions, and in my missions it's only the first time I enter a location. I've also had @Mat99reporting having this issue with my mission as well, but I don't know what kind of system he has.
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