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Showing results for '/tags/forums/shorter fms/'.
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Looks like it waits for something (a wheel?) probably wall-mounted to rotate 360 degrees in the x plane before opening the associated door. Since it hard-codes that rotating object as func_static_1858, this script is intended for 1 particular FM. (Lots of FMs have a func_static_1858... of ones I have on my hard drive, I didn't see a likely "wheel" candidate.)
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Fan Mission: The Wizard's Treasure [15th Anniversary Contest]
MirceaKitsune replied to thebigh's topic in Fan Missions
Very nice and pleasant little FM. At first I thought it's a bit older given the simpler design: I think I'm getting too used to working with the building modules and imagining them everywhere I loved the atmosphere and overall feel, you could tell it's a mages place. Architecture seemed a bit too simple but it works. Fair gameplay and good flow, shorter but had enough unexpected parts to be interesting. -
I think what's of most interest here is Stone font, the default for subtitles, and its calculated width-compressed value. The TDM scaling factor for subtitles is no longer 0.25, instead 0.24. So any actual displayed string length is now shorter than what this utility calculates, by about (24.0/25.0). "About" because calculated results is rounded to int. Beyond that, when I updated Stone 24pt for 2.11, I tried really hard to not have to change the underlying xskip values of any character. But to be absolutely correct, it would be good to review the xskip spacing array embedded in this program, against the current DAT/REF file xskip values. Probably the scale factor should be an optional parameter for this utility. I'll put an update of this program on my list of things to look at in 2025. For now, just do the 24/25 recalc.
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How about AI voice generation using the already existing voices?
STRUNK replied to STRUNK's topic in TDM Editors Guild
I have installed F5-TTS with pinokio: https://pinokio.computer/ It's remarkable how fast this model is and how easy to use. Just find some longer voice clip and use it as reference audio. Under Multi-Speech you can upload more voice clips and give them tags/Speech Type Names, of use this for different voices alltogether, then simply start the scentence with {your tag}. {your tag2} etc. I took 4 clips from the moor tagging them soft, normal, angry and shout, then making them say the same line: YourCamel.mp3 It works very fast and the quality is very much the same as I got out of tortoise-TTS, but seems not as good in keeping the character of the voice. -
Weird! Go to fms/wizt, delete darkmod.txt inside or the whole folder and then redownload the mission.
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Yeah, I agree with chakkman. Modpacks can easily break a lot of the scripting that has been done for this particular FM (and it could break other FMs as well). That crystal teleport also uses a lot of custom scripting. I'd try playing the FM without the modpack and see if you get the same issue. I myself just downloaded the FM fresh off the servers and have had no issue with the crystal teleport
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Black box on moveable candles/holders and brazier with fire.
DeTeEff replied to DeTeEff's topic in TDM Tech Support
I'm thinking about moving all fms/custom folders and delete the whole game and reinstall... -
Fan Mission: Volta III - Gemcutter [15th Anniversary Contest]
Tarhiel replied to kingsal's topic in Fan Missions
This was an aboslute blast to play! I did not expect anything less after other fms from you So far, my most favourite of missions from this contest, with imperial sword as a close second. Still have 3 more left to play. Again - I loved the setting (I always wonder how do you do this life-like level design, where you use a lot of sharp angles and symmetrical geometric shapes (i.e. the square with the warehouses and a statue in the middle), yet the levels doesn´t seem bland nor boring), whole middle-eastern aesthetic and setup of the story. Also lightning and whole lot of a new textures (?). And making a boat - a limited space of usually rectangular rooms not boring and monotonous and dividing it into sections, which are vastly different to have for a player something to explore - hats off. I also noticed some of the missions have this ability where if you take a loot, it does not just disappear, but it instead fly over screen to you - is that something you as a mission creator have to turn on? I find that effect cool. I absolutely enjoyed the shooting minigame - that was brilliant idea, as I find those targets underutilized in missions and this finally forced me to shoot something else beside rope arrows I was able to find 6 out of 8 secrets, 7th I had to help myself with , but I couldn´t find the 8th secret, although I have all the loot, so maybe some script didn´t execute properly? Can I have a list of secret locations (in a spoiler tag, of course)? PS: Oh, and I forgot to mention that beautiful intro animation - did you do that yourself? That was breathtaking - I love the original Thief (or Black Parade intros, for that matter, as they are homage to the original), but this was very nice upgrade and modernization over the traditional style. -
Fan Mission: Down by the Riverside, by Dragofer (2016/09/25)
Dragofer replied to Dragofer's topic in Fan Missions
Thanks for the heads up. Combining the two FMs into the same archive is troublesome because they will try to share assets that are different between Tales of the Riverside and Down by the Riverside and will therefore break each other. I've changed the download link to one that I know should work. The book has a few hidden objectives attached to it that get completed when you reach certain pages. In any case, it's probably better addressed in the tech support forums and will need a copy of your savegame to trace back to what's causing the crash. -
Happy 15th Anniversary to The Dark Mod! As of October 17th. 2024, 15 years have passed since the TDM 1.0 release! In that time, we evolved to most or all of the features that players were asking for since the concept of TDM was first mooted in the TTLG forums in late 2004. Campaign Support, Soft Shadows, EFX Reverb, Multi-Core Rendering, Uncapped FPS, Ambient Occlusion, Subtitles, are among the roster of perennial requested things that have been brought to life by the development team in addition to the core Thief 1 \ 2 game-play items like the Lightgem, Rope Arrows, Swim-able water, lock-picking and ( of course ) advanced AI enemies. To commemorate this occasion, please join us in celebrating the Release of 5 missions for our 15th Anniversary Contest! . The Imperial Sword Bikerdude was encouraged to reclaim an abandoned version of his older mission and rework it into a new one. Now the formerly lost work is a glorious new experience with scripted dialog, special events, and a decayed imperial cityscape! . The Wizard’s Treasure Thebigh has made yet another bite-sized mission with a focus on quality game-play and challenge. The mission is extra impressive for the scope and visuals achieved since his decision to join the contest was fairly late compared to other entrants. . You Only Fly Thrice DeTeEff has continued his progression of high quality and complex releases. Another relative late comer to the contest, this mission is a tour-de-force of excellent game-play ideas and is quite handsome with excellent volumetric lighting and modular asset usage. . Volta 3: Gemcutter Kingsal has decided to release his long awaited Volta Series sequel to be included in the contest. DO NOT MISS THIS MISSION! . Pinnacle: A Test of Talents UncertainTitle and TwilitWitch decided to risk their first mission release to be included in the contest roster. The use of both modular assets and many custom models give this mission a familiar yet refreshing visual appeal. . Please join the celebration and vote in the forum threads for each respective mission based on their contest criteria ( Game-play, Story, Visuals ). . . The Dark Mod 2.13 “Developer Build” The Dark Mod 2.13 is still a few months away from release but we wanted to highlight the fact that a few more of the long requested changes have been added in the upcoming release! . Parallax Occlusion Mapping! In the above video, you can see a that TDM has finally incorporated the long requested effect. This wont be applied to all textures since there may be some problems with visual anomalies and performance but we are already preparing for a future where lots of textures use this new and more three dimensional surface effect. Better AI sight! While the AI have always been good at seeing the player due to the lightgem ( sometimes “too good” so we had to nerf their sight ), AI have had various challenges seeing things like bodies, missing objects, opened doors, weapons, blood, etc. This is because it is not practical to give all entities \ objects their own lightgem. Instead we have used very simple math to represent lights which don’t match shadow and light textures. In 2.13 a new sampling approach aims to improve this so that AI can better see ( or not see ) items and bodies in a way that better matches the actual lighting in the mission. Mission Search! There is now a search window where you can specify the mission author or title to help you find your preferred mission rather than scrolling through over 170 missions. You can also change how mission titles are rendered with either the original title or the title with prefix words like “A, The” moved to the end. Improved Training Mission! The Training Mission has been upgraded to include a Vine Arrow tutorial, a Slow Match tutorial, EFX Reverb, Volumetric Lights, and some performance optimizations! Translation Packs! Between TDM 1.06 and 2.0 Tels and the translating community started translating many missions but these translations required that the original mission be altered in a way that made it harder for the mission authors to revise. The meant that translation packs were in limbo being hosted by 3rd party sites \ forums along with their orphaned old missions. The translators over at the Darkfate forums came up with an solution by including not only the translation strings in the translation pack but also the altered map files, GUI defs, etc that had translation work done to them. This would leave the original mission untouched but allow translation packs to override some parts. We have gone through the old archive of these translations and have reworked them to work with the latest version of TDM (and the associated missions). Most of the translations are Russian ( due to the continued work of the Darkfate people ) but many of the early TDM missions also have German, Italian, French, etc translations too. Subtitles! Datiswous has been creating story subtitles for many of the existing missions in the TDM mission database. Most authors have incorporated these into their official releases, otherwise players can still add them to the FM folder. . Hidden Hands: Blood and Metal Campaign Just before the 15th anniversary entries were starting to arrive, JackFarmer released an enormous 5 mission campaign that continues his well regarded “Hidden Hands” series!
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Websites prove their identity via certificates, which are valid for a set time period. The certificate for forums.thedarkmod.com expired on 10/18/2024. Error code: SEC_ERROR_EXPIRED_CERTIFICATE
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Fan Mission: The Wizard's Treasure [15th Anniversary Contest]
Amadeus replied to thebigh's topic in Fan Missions
Moody remote winter setting - Check! Really cool snowy mountain skybox that I'm super jealous of - Double Check!! Fun wizard-based gameplay - Triple Check!!! This was a ton of fun to play, and I'm a total sucker for atmospheric wintery FMs like this. Great work! -
Oohhhh, the day has come! This old lurker releases another creation of his deranged mind...! What has he in store? Does it involve sunlight and pollen and hayfever? Will it involve strange towers and priests with bad breath? Naah, just some mediocre airship type of mission, aimed at the Anniversary mapping contest! I have a lengthy/humourly rant/lore for some of the building process for anyone interrested, in spoiler tags. According to DarkRadiant I have worked 570 hours on this, and that doesn't take into account all hours of coding and scripting. This feels like an insanely huge amount of mapping time for this small mission but I try not to judge myself. DarkRadiant says 570 so...I say thanks to all calm hours at the night shift at work where I could sit and script and write readables. And I also humbly bow myself to the scripting genuses that are on the forums. A special thanks to my girlfriend who (almost) always lets me talk about my projects. She has also written some of the readables and voiced some recordings in the mission. Thanks to Dragofer, Mirceakitsune and Melchior for much needed scripting help. Thanks to YouTube channels BGM President and Sound Effects where I've borrowed some music and sound effects. Thanks to my betatesters; nbohr1more, Bergante, datiswous, Wesp5, nightmare, Jaxa and Cambridge Spy. And a big thank you to the mod in general for still being alive and supportive! ########################################## MISSION RELATED STUFF ########################################## On an airship, heading for Flowerdale a lot of strange things can happen. As some people guzzle down liquor in the bar, some others skulk around in the shadows. Certain people cannot be trusted and there are even those that kill for a living. Somebody may or may not work for foreign powers. But everyone yearns for those shiny pennies. There are some strange things in the cargo, huge coffers that can hold bodies, alive and dead. This story may unfold in several different ways; Three characters can be chosen; Zacharias the thief, Oliver Mortimer, the assassin or Rupert Peabody, youngling of the Wizlas woodfolk. DOWNLOAD LINK https://drive.google.com/file/d/10w_SJSBAxxVFYTwPjJhIo48fEzvuTo1M/view?usp=sharing
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https://i.imgur.com/aZtjILo.png I know it says "translation" but why does this only appear on missions I've done? I'd rather missions in my fms folder to not appear at all in the download list.
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Experimental implementation of parallax mapping Isn't it reatroactive (in old FMs), right?
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Where in the folder structure do the models live? I guess they're stashed away in the fms folder? Then,when you open DR without specifying which mission you're working on, the paths are wrong because DR looks for them in the root folder.
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I believe that has to do with folder structure and paths. When you built the mission, you probably used an isolated project approach and that means DarkRadiant goes into your fms folder to look for your stuff, not "out in the wild" ie the "root" TDM folder... Some more skilled person should probably confirm my tips before you start rummaging around with the files though
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Hello taffers, the people over at TTLG forums have started a speedbuild game jam. 1st Thief Speedbuild Jam It's not a contest, and you have a tentative submission date of Dec 1, to get a mission built for T1-3 or TDM. Looks fun, and I'm going to participate too.
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Hidden Hands: Blood & Metal (Campaign) - 01.09.2024
huntaffer replied to JackFarmer's topic in Fan Missions
Hi JackFarmer Thanks a lot for your great work, I've just finished the last mission and really enjoyed the whole campaign series. The puzzles were so creative and funny , I was able to solve all of them without searching or asking help here, I struggled with many other FMs before, not being a native English speaker . I liked part 4 and 5 the most, but the others were also very good. I think your Hidden hands series with its special humour is one the best advocates of TDM, great job . When I think of the Lost citadel "lottery numbers" I can't stop laughing I played with version 1.0 In the 5th part I encountered more crashes than usual under Linux, mainly when I had to quickload 3 or 4 times . The error was "WARNING:idClipModel::FreeTraceModel: tried to free uncached trace model" sometimes the known "pthread joined failed". I run Debian 12 KDE with Nvidia proprietary driver v535. I have no idea if the game is more stable generally under Windows or Linux with Mesa. cheers -
stgatilov I presume the speaker sources have overlapping max distance spheres, and all are triggered to start at the same moment. If the player is in an overlap location when triggering happens (and so can hear the same monologue start from multiple sources, although probably without realizing it), then multiple subtitles appear. If the player is in a non-overlap location when triggering happens, but moves into an overlap location while the monologue continues, I'm guessing the extra subtitle would not appear. (Could be wrong about this.) In any event, this is a common speaker setup (although most often with looping sounds). @stgatilov would know better, but I think a reasonable restriction would be to enforce a prohibition on multiple subtitle slots starting the same subtitle (i.e., sharing a subtitle path/name) "at the same time" (e.g., a frame or 2), irrespective of source. Probably that would be enough. Don't want to have to calculate whether sources are part of an overlap. Or look at whether sources are distinct and/or static (see next pp). In my subtitle test FMs, I have a single static sound source, but if desired can trigger multiple recurrences of the same monologue with multiple button presses. The button presses and so monologue instances are offset in time. I see that as a feature, not a bug. So the prohibition on duplicate subtitles "at the same time" would be appropriately constrained. If you had two nearby instances of the same guard model, and they emitted the same bark at *exactly* the same moment, you'd only see one subtitle. Probably rare and not a problem. We'd have to rethink that if there was choral singing.
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I've asked Challenge Shinobi, and the FM used in the video is Alberic's Curse, due to there being a lot of haunts in the FM. The crash, according to them, has also occured in other FMs
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PBR sure would be a major upgrade for our game. Problem is, all our assets would have to be converted and that includes custom assets from FMs. I do wonder, whether there is any research on automatically converting traditional materials to "good-enough" PBR-materials, or if we should experiment ourselves with such a process. I imagine a heightmap could be "approximated" from Normalmap (I know this is not accurate, but would maybe be good-enough for starting), metalness could be derived from thresholded specular map (or material name), glossiness could be derived from normalmap roughness and maybe specular map and as albedo we could simply use the existing diffusemap (maybe try to get rid of any brightnessvariations on that map). @stgatilov care to comment?
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- pbr
- physically based rendering
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I think there's a file in the fms folder you can edit for that. Not sure.