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  1. I just stumbled across this comment from @stgatilov and was wondering if the GUI-based debrief was implemented. Turns out is wasn't, so consider this an official feature request My own requirements aren't terribly complicated - just the ability to either: display a page or pages similar to the briefing show just a custom image (e.g. a newspaper article or something) display a readable like in the game (again the newspaper example works here). Not sure if it should display before the stats screen or after? I've only put about 2 minutes of thought into this, so I imagine others will have more to add. Also, I'm scared of working with GUI files, so making it as simple as possible would be great (especially if it's just to display an image).
  2. My issue with the Gold filter in HR is that overpowers all colors making the game monochromatic. These artistic liberties work on short games but in long games once the novelty wears down it could make the game feel monotone. Something similar happens in Thief 4. The art director made the textures almost colorless to add a bleak and sad effect to the game, cool but overtime the player might feel the game is dull and boring. Colors not only give look but also feel. Bur regardless. Here's my attempt to Replicate the Gold Filter in Deus Ex Art Director's Cut OFF ON The Directors Cut has this Pinkish Copper Tone: ON
  3. I agree, that is an issue. It would be better if the system handling briefings/readables could be revised as you indicated, to handle individual sentences as #str_, rather than whole pages. Baring that, having a key field like "#str_This is a whole page\nfull of text that goes on and on and on [...] until done" would appear as a very long single line. That is nasty to look at in the Readables Editor, and even worse in the .langs file, where the too-long text would appear twice on a line (once with #str_ prefix of English version, another in translation). So for those, it would be better in the short term to stick to symbolic keys, e.g., existing #str_12345 or revised form #str_myfm_book_of_spells_page_1 I might add, in the longer term, enhancing the Readable Editor to use the .lang files would be an enormous improvement for FM authors and a significant accomplishment. A fair amount of work though, but probably doable in increments over several releases.
  4. The Dark Mod 15th Anniversary Contest! To celebrate our 15th year, we are holding a fan mission contest! The Dark Mod project trundles onward for it’s 15th year in a row. In that time we have improved our game engine in countless ways and have grown to over 170 missions! To celebrate our perseverance and the years of improvements to come, we are hosting a contest to mark 15 years since the 1.0 release! Now is your time to demonstrate the mission design that best exemplifies your personal style and capabilities! Please consider entering this event! Unlike most recent contests, there is no defined theme and we are simply going to score based on our standard metrics of Story, Gameplay, and Visuals with our standard weighted scoring: Max Possible = Total Votes * 5 (Outstanding) TotalMaxPointsPoss (TMP) = AllCategoryVotecount(ACV) * 30 Full Weighted Score (FWS) = (Gameplay score*3 + Visual score*2 + Story score) / TMP Contest Submissions should be provided before October 16th so that players can start playing and celebrating on the 17th! The players have been keen to relay that they would like really creative missions so it may be worthwhile to examine our “Community Unusual Contest” to get an idea about the wild range of possibilities we offer to designers. Also, since the contest submission is in October, there will probably be an increased desire for Horror themes. The Dark Mod 2.12 was just released so including new 2.12 features is strongly encouraged. Finally, it might be nice if authors name their protagonist Corbin to match the included missions. ( None of the above suggestions are requirements for the submissions. ) Please post your intention to enter in this thread. Thank you! The Poll on this is to demonstrate the intended design used in the mission release threads.
  5. This is how i18n typically works in code: Developers write the strings in English (or their native language), but mark all the strings with a function/macro which identifies them for translation. In C++ this might be _("blah") or tr("blah") — something which is short and easy to write. A tool (which may be integrated into the build system), extracts all the strings marked for translation into a big list of translatable strings. This list is then provided to the translators, who do not need to be developers or compile the code themselves. They just create a translation for each listed string and send back a file in the appropriate format (which may or may not be created with the help of translation tools, perhaps with a GUI). At runtime, the code looks up each translatable string, finds the corresponding translated string in the chosen language, and shows the translated version. At no point do developers (who in this case would be mission authors) have to mess around with manually choosing string IDs. All they do is use the appropriate function/macro/syntax to mark particular strings as translatable. String IDs may be used internally but are completely invisible to developers. I suggest that any system that involves instructions like "search the list of known strings for a similar string" or "manually choose a string ID between 20000 and 89999 and then write it as #str_23456" are over-complicated, un-ergonomic and doomed to be largely ignored by mappers.
  6. I wrote earlier that I owe this masterpiece a review, so... Here is my detailed review of this groundbreaking and seminal Mission Fan. SPOILERS ABOUND ! TDM PLAYER BEWARE, YOU'RE IN FOR SPOILERS AND MAYBE EVEN A SCARE ! This mission... subverted my expectations. Starting with the briefing video. Not since the days of Sergio Leone's Spaghetti Westerns have I seen such daring subversion right at the start. You're expecting one thing... then, bam ! I tried everything to infiltrate the mansion from the outside ! No luck ! Well and truly, expectations subverted ! NPC dialogue heard from the inside... stellar ! Brought a tear to my eye. Or was it just one of the raindrops that fell on my head ? What else brought a tear to my eye ? The senselessly slaughtered guard at the courtyard ! Clearly, a cautionary story that he who grabs a sword... and yet, forgets to dim his lantern, the fool... shall die by someone's sword or arrow. Figures ! That you hid the masterful sidequest of collecting the pennies-for-a-thought from the rather racy fountain, in order to later thoughtfully redistribute them to the poor and hungry street urchins of Bridgeport, is nothing short of design brilliance worthy of at least a two hours long, detailed GDC lecture. I'd watch such a lecture on a loop, 24 hours a day, twelve times a day. Brilliant stuff ! Ah, the side-yard, with steps and a basement entrance that looked and felt straight out of Thief II's opening mission, Running Interference... Could the cunning TDM homages to the classics get any better ?! Could they ? Well, soon enough, I discovered that, yes, they could get even better ! There was an even more amazing homage that I didn't expect ! Read on to find out what... The chefpick was... indescribably cool. I now yearn for it to be included in every single FM. The classic lockpicks feel completely passé. I knocked out both NPCs and... what is this unexpected social commentary ?! The knocked-out have names ?! I applaud your deeply incisive observation, worthy of a skilled chef with a kitchen knife, that the NPCs in games are not mere fictional constructs, but fictional beings with names, hearts and souls ! I confess, upon this moving revelation, I started shedding tears so uncontrollably, I nearly had to quit playing the mission. Yet, I pressed on, heartened and refreshed by such displays of humanity in a work of stealthy interactive fiction ! The commentary was no less subtle and stealthy, I tell you ! As subtle as the protagonist's gritty, grounded accent ! Two different entrances into the local vent system... I... I can't even... So many possible routes of entry. Truly, in the grand tradition of the TDM immersive sim design philosophy ! The choice of giving the intrepid protagonist a temporary rat companion, bribable by cheese, who fetches priceless hidden loot, was equal parts innovative and a hard-hitting social commentary on the abuse of animals for theft and burglary, and people "ratting out" their fellow tenants by revealing the hiding places of their priceless belongings ! I was deeply impressed ! I was thoroughly amazed ! You even had my 'stalgia sense tingling ! Why ? That minor element of your FM even reminded me of the old but gold Thief II FM campaign The Flying Age: The Abominable Flying Machines of Dr. Zeppelinger, where you escape a prison cell by giving a mouse a bit of cheese you've managed to find, and the mouse then provides you with a means of escape. I have scarcely ever seen such a wonderful duo of homages to other past LGS missions and fan missions ! Of course, the shocking revelation with the undead in the freezer was an even more biting commentary on the undead precariat of today, and their ruthless and dehumanizing exploitation by The Man, maaan, the snobby culinary establishment. Undeadkind merely want to roam their abandoned tombs and catacombs in peace (pieces ?) and get a bite or two out of a stray vagrant or drunk guard every now and then, no big deal. Society needs to be more charitable to undeadkind ! And you've even included a gas arrow up in the rafters ! You well and truly know your audience, as I'm an old, die-hard gas arrow collecting enthusiast. I am a sophisticated, yet simple man: I see a gas arrow in Thief or The Dark Mod, I immediately grab it, owing to its rarity. Thank you for such generous mission design. To cut a long story short, I have had a thorough, engrossing and moving cultural experience with this short-but-dazzling mission ! In the shadowed alleys of TDM fan mission sites, I have crossed paths with missions that were ruthlessly difficult and confounding, yet rewarding, but never have I played a mission this... authentic... avantgarde... thought-provoking... It even made me feel hungry ! Riveting, simply riveting. Like working on the skeleton of a 1930s Art Deco skyscraper. Ultimate verdict: 22 frommages out of 20, with a happy cheese-filled rat as the cherry on the top. (But what kind of frommage ? Cheddar ? Swiss cheese ? Gouda ?! I dunno. Don't have a cheesemaking degree.) In other words, I cannot rate this mission other than with the Chef Excellence Award for... Excellence ! *chef's kiss* Le Mission Légendaire Magnifique ! Roll over, Requiem ! Roll over, Crucible of Omens ! Roll over, Iris ! This, this... is the pinnacle TDM fan mission of all time.
  7. You are confusing how the core game is packaged with a "standard". The “standard” TDM experience imo would actually be however the mission author intended the mission to be played. There are lots of different types of missions which as experiences deviate from anything packaged in the core game. You are not owed a disclaimer.
  8. Because the default script doesn’t feel as smooth as Kingsal’s tweaked one. I believe the main advantage is as Amadeus mentioned a 3 second bow draw time vs 6 seconds which feels a lot better. I’m not completely married to the idea of this but if you’re able to integrate the ability for us to customize this without replacing the core files that would be appreciated.
  9. I like the Transition from dusk to night in the Prologue and the fact that it didn't last long. Hiding and stealing during the day feels weird to me. I couldn't digest Mankind Divided as much as I liked the Artistic touches for this reason. The Prague map felt so Arbitrary.
  10. Announcing the next installment of 'The Lieutenant' series: High Expectations! Never heard of this series before? That's because I just made it up. Actually, it continues on from my previous FM, In Plain Sight. You don't need to have played In Plain Sight before, but there are some references to it in the readables that might not make sense if you haven't (some of which will be spoiler-ish). "Follow the Lieutenant on his next mission to the City of Highborough" Mission Type: City Missions Beta Testers (thank you all!!! @wesp5 @Acolytesix @Shadow @Cambridge Spy @AluminumHaste @jaxa @thebigh @joebarnin @Mezla @snatcher @datiswous Extra credit goes to @Mezla for providing the idea behind one of the objectives! Notes: TDM 2.11 required You can explore most of the map from the start of the mission, but if you find yourself getting a bit lost or unfocused, just concentrate on the main objective Your objectives will become visible after you read your briefing in your inventory The map does not contain any secrets The only difference in the difficulties is the (optional) loot goal This mission has some replay potential built-in. Explanation below, but I suggest you read this only after your first playthrough: Spoiler warning!: Download links (v1.4): Proton Drive: https://drive.proton.me/urls/ZDTKN6DDM4#8Re0CpARxcbc Github: https://github.com/FrostSalamander/fsx/releases/download/1.4/highex.pk4 Screenshots: https://flic.kr/s/aHBqjAB8qt Known Issues it appears that to some players keys bound to AI are unfrobable. I don't have a solution as I've never been able to reproduce it. As a mitigation, for these doors you can either lockpick them or an alternate key will be available. Other hints Atkinson/Burns objective This objective is more about rewarding the 'explorer' types. It's optional and requires you to find a lot of stuff to piece together the whole story of what happened. Most of these are not really 'hidden', but rather require a visit to most of the accessible areas of the map. If you have given up searching, then: Hotel Safe Combination hint: spoiler: What's going on with Brother Gregory? If this isn't clear, then read on: There's a wooden door in the prison that I can't open... hint: spoiler:
  11. EDIT - v1.1 can be found a few posts below ------------------------------------------------------------------ Nameless Objects Mod v1.0 Description: this mod adds names to almost all core objects players can grab and hold in their hands. ------------------------------------------------------------------- How to use: As of this moment the Mod only works if you have "Core Essentials", which is included in TDM Modpack v4.0. Make sure to have "Core Essentials" and then download the *.pk4 attached to this post and place it in your TDM folder. I try my best to provide stuff people can experience first hand to form an opinion. I suggest you try "Business as Usual" by Bikerdude since this mission includes quite a few items you can grab right at the beginning. ------------------------------------------------------------------- Technical: The mod consists in a couple of def files and a script. I had to include two defs because otherwise there can be issues related with inheritance. The script does most of the work and it will run in the background as soon as a mission starts. The script runs once but it takes its time (10 to 30 seconds) not to hinder performance. All this is transparent to you. ------------------------------------------------------------------ Future: I wouldn't like this to remain as a mod and I volunteer to add names to all core defs for 2.13. I would, of course, use the translation system so that names can be translated in the future to languages other than English. I can name all core defs in a couple of rainy mornings but the Development Team must guarantee this work won't go to waste. The idea is that we name all core objects today and we let it stay: nothing changes in the source code and nothing gets displayed on screen. We get stuff done in the background and someday perhaps, all or part of it sees the light in some form. ------------------------------------------------------------------ There are quite a few things that must be discussed and agreed before we get started but the first step is: yes or no. People that might be interested in supporting and helping with this initiative: @datiswous, @Geep. Cheers! z_nameless_objects_mod_v1.0.pk4
  12. That may be where @Amadeus got the folder provided to me earlier. Tels folder has - - .xcf files, not found in earlier work - for any given system font (stone, carleton, manon) and size(particularly 24 or 48), often more .tga/.dds files than earlier work (which originally had just ASCII characters). (You can open the files in GIMP to be even more definitive).
  13. As a matter of fact, I implemented passing info from briefing to game and from game to debriefing: https://bugs.thedarkmod.com/view.php?id=6509#c16671 At some moment I think I should put this info to wiki... This will be available in the future dev build. P.S. By the way, you can also override which .map file to start, although I'm very skeptical that this feature is worth the trouble you'll get in maintainability. Small variations of the same map should be better implemented by writing the "main" game script.
  14. Hello all. I use a laptop with a small screen -- 14 or 15 inches, I think. So, screen space is very important. I rely on keyboard shortcuts and undocked windows extensively. The only issue I have at the moment is the aggressive docking of window panels. So, hopefully this is a reasonable layout for a small screen.
  15. Yeah, some (myself included) would argue that is a feature, not a bug. The important thing is that the FM plays "well" and is "enjoyable".
  16. I don't think there's a consensus, or a general opinion that there are "issues" with the existing weapons. It's rather that FM authors take the liberty to change things to what they think is better. Or different. Or whatever.
  17. I plan to gradually try out all or most of the different path node types and adjust them depending on the interaction. Though I don't plan to use it in this particular mission, I have a keen interest in the follow type, as I'll want an NPC to follow the player character in another, future FM I'd like to create. Never too soon to try out various functions while I'm already learning new FM-building skins after a long hiatus. Thank you for the suggestion. I completely forgot about the location system ambients as an option ! A few years back, when I was testing various stuff in DR, I did actually use that approach instead, once or twice. I haven't used DR much in recent years, so I eventually forgot about setting it up that way. Acknowledged, and I'll look into it. It'll save a lot of time concerning the audio side of the mission. My first few missions won't have much a natural environment, they'll largelly be small and focused on buildings or urban spaces, so I won't need to bother with detailed audio for rivers yet. I have an outdoor FM planned for later (it's in the pre-production phase), and I'll have a good reason to study it in greater detail. It's actually okay, I don't reallt need rectangular speakers. Given that I've been reminded I can set a main ambience for each room - something I did know before, but forgot, after not working properly with DR these past few years - I'll do just that, and use the speakers for more secondary ambience concerns. Handy indeed. A rectangular shape would be easier to remember. I'll just use the filters in the editor to put away the speakers if I ever the get the impression they're blocking my view. Also, I don't actually mind the shape all that much. As you and the others say, the size/radius of the speaker is the actual key aspect. I'm a bit disappointed it's seemingly not possible to resize speakers the same way you can resize brushes or certain models, though you can still tweak the radius numerically, manually. As long as I can work with that, the actual shape of a speaker isn't really important. My main concern is expanding the minimum and maximum radius areas to an extent where they'll be audible for most for all of the respective areas the player will visit, rather than fading away quickly once the player leaves the hub of the speaker behind. As was already said above, I'll use the different utility to set the main ambient for the individual rooms, rather than a manually placed speaker, and I'll reserve the speakers for additional sound effects or more local ambience. I've already added some extra parameters to the speakers I'm testing out in my FM, so I'll take a look at those soon, though I'll deal with the main room ambience settings first. I'd like to thank everyone for their replies. While I'm not surprised by the answers, I'm now more confident in working with the path node and speaker entities. On an unrelated sidenote to all of this, the same in-development FM where I'm testing the speaker placement and range was tested yesterday for whether an NPC AI can walk from the ground floor all the way to the topmost floor, without issues. Thankfully, there have been no issues at all, and the test subject - a female mage, whom I won't use in the completed FM, sadly - did a successful first ascent of the tower-like building that'll serve as the main setting. (That's all your getting from me for now, concerning the FM contents.)
  18. Thought I would compile a list of tweaks & fixes from multiple sources for this game in an effort to help people get a playable experience, I will update this OP as we go. Minimum Requirements - Processor: Dual Core or Quad Core CPURAM: 4 GBGraphics: AMD Radeon 4800 series or NVidia GTS 250DirectX: Version 10Hard Drive: 20 GBRecommended Requirements - Operating Systems: Windows 7, Windows 8 (32nit or 64-bit)Processor: AMD FX 8000 series, Intel Quad i7 Core or better CPURAM: 4 GBGraphics: AMD Radeon HD R9 series, NVidia GTX 660 series or betterDirectX: Version 11First recommened tweak for ALL 64bit Windows users - (dont know if this applies to linux users, yet) The latest update (1.2 b4116.4) fixes the slowdown issue but if people still having issue or have lower end systems there is not a tick box to force the use opf the 32bit exe.Second Recommended Tweaks for ALL 32/64bit Windows users - Enable "Exclusive FullScreen", this should improve your framerate across the board. - for me my FPS (min/max/avg) jumped from 32/62/53 to 41/64/58Graphics tweaks to Make the game run better - First things first - If you are experiencing bad graphics on a machine that can easily afford to run it better/smoother, set SSAA ‘Super Sampling Anti-Aliasing’ to low or off. The higher you set this setting, the more lag you will encounter in the game.Don’t take things for granted - The problem is the optimization of the game, even if your PC can handle everything max'd out, try keeping SSAA to low if you want a smoother gameplay experience.Flickering shadows, glichy graphics & disappearing menu buttons - If you are experiencing flickering shadows, glitchy graphics & disappearing menu items, make sure you are running the game on updated or the latest drivers for your gfx card.SLI/Crossfire fix - For now, make sure you run the game on a single GPU as SLI/Crossfire may be causing the disappearing graphics and flickering shadows.Framerate issues - There are a few things you can try to improve your FPS for thief. Firstly make sure that your GPU drivers are up to date and your system is not overheating or running hot. If you are running SLI/Crossfire, try disabling to see if there is a difference in performance. If you are using a laptop, make sure that your power adapter is plugged and your power setting in windows is set to performance.Common sense - It goes without saying that your system should be good enough to handle the game’s processing and rendering needs. If you are running any third party applications in the background like Dxtory, Shadowplay or FRAPS etc, your going to see a perf drop.Crashes after loading a stage - If Thief crashed after loading, make sure you verify the integrity of the game cache in Steam especially if you pre-loaded the game and tried to start it as soon as it unlocked.You may have to verify the files twice to make it work! If that doesn’t work, there is another workaround. I am not sure about this fix but it has helped a few to get rid of the crash, so I think it’s worth of a shot.The game crash can be associated with the virtual memory size. You should increase your virtual memory page file size to fix the issue.Game crashes to desktop and reboot - Make sure you have latest patch for the game installed. It fixes these random crashes and loading issues. If you pre-loaded the game, make sure you verify the integrity of the game cache. You may have to verify the files twice to make it work!Blackscreen when launching thief - can be one of two things - is associated with the missing files of the game. Verify the game cache and re-verify if the need be to get it running.Make sure Windows pagefile is enabled (http://windows.microsoft.com/en-gb/w...#1TC=windows-7).Can’t Hear sound? No voices? (no, not the ones in your head) - Verify the integrity of the game cache. Download the language packs if need be. Make sure you have voices/music volume up in the sound settings of the game.You can also trying changing the advanced sound settings in Windows. Open Playback Devices, click on your Speakers and go to Properties. Now in enhancement levels, select CD/DVD quality and see if it helps.Thief won’t start? - Try logging into Steam after having logged out. It will help!Thief config tweaks - Disable motion blur - you will find relative file to edit in: Steam\steamapps\common\Thief\Engine\Config. You need to open the file by the name of “BaseEngine.ini” and then set the following values as such: "motionBlur=True" to "motionBlur=False""motionBluPause=True" to "motionBlurPause=False"Save the file and set it to "read-only".How to skip Intro Videos - Go to Thief\ThiefGame\Config and then Locate ThiefEngine.ini file and edit the following line"StartupMovies=PROG_GUI_Video.StartupVideoPlayer" to ";StartupMovies=PROG_GUI_Video.StartupVideoPlayer"Save the file and set it to "read-only".How to fix ‘Timed Fade’ option for HUD - While health, focus, inventory and ammo set to ‘Timed Fade’ option in game and HUD menu, the fade remains just 50% opacity. To fix this problem, go to ThiefGame\Config\ThiefUI.ini and find the lines- "mInvSelectionAlphaMin=XX" "mHealthAlphaMin=XX" "mFocusAlphaMin=XX" (XX being the default values) to "mInvSelectionAlphaMin=0.0f" "mHealthAlphaMin=0.0f" "mFocusAlphaMin=0.0f"Save the file and set it to "read-only".How to reduce Mouse Lag - The quick and easy fix to reduce mouse lag, run your game in Exclusive Fullscreen mode, go to graphic options and enable it. In case you don’t want to use this mode, then you must find BaseEndinge.ini and edit the following lines -"OneFrameThreadLag=TRUE" to "OneFrameThreadLag=FALSE"Save the file and set it to "read-only".Disable framerate smoothing - Go to Thief\ThiefGame\Config and then Locate ThiefEngine.ini file and edit the following lines"bSmoothFrameRate=TRUE" "MinSmoothedFrameRate=XX" "MaxSmoothedFrameRate=XX" (XX being the default values) to "bSmoothFrameRate=FALSE" "MinSmoothedFrameRate=0" "MaxSmoothedFrameRate=0"Save the file and set it to "read-only".Fix stuttering - can be done one of two ways -This tweak requires starting a new game, as changing the level streaming value will result in a crash upon loading if the save game file features a different level streaming value (such as starting the game with it on TRUE and changing it to FALSE along the way - switching from FALSE to TRUE will also result in a crash, so it's best to change this value only when starting a new game)! However, this should help eliminate both in-game and benchmark stuttering, as it does for the other games based on the UE3 engine.Go to Thief\ThiefGame\Config and then Locate ThiefEngine.ini file and edit the following lines -"bUseBackgroundLevelStreaming=XX" "UsePriorityStreaming=XX" "OnlyStreamInTextures=XX" to "bUseBackgroundLevelStreaming=FALSE" "UsePriorityStreaming=FALSE" "OnlyStreamInTextures=TRUE"Save the file and set it to "read-only".Improve texture streaming - Go to Thief\ThiefGame\Config and then Locate ThiefEngine.ini file and edit the following lines -"MipFadeInSpeed0=0.3" "MipFadeOutSpeed0=0.1" "MipFadeInSpeed1=2.0" "MipFadeOutSpeed1=1.0" to "MipFadeInSpeed0=0.0" "MipFadeOutSpeed0=0.0" "MipFadeInSpeed1=0.0" "MipFadeOutSpeed1=0.0"Save the file and set it to "read-only".Disable in-game fog - Go to Thief\ThiefGame\Config ThiefGame.ini and then find [Engine.WorldInfo] andgo to line 66And then change mbEnable=TRUE to mbEnable=FALSE and then save the file as read only.Reducing choppyness, aditional fix - Some users have reported that disabling Vsync the game is noticeably more fluid when compared to the default setting of double buffered.Game file hacks - (found on https://www.deadendthrills.com/forum/discussion/137/thief-tools-tweaks) 1. Goto Steam\steamapps\common\Thief\ThiefGame\CookedPCNG\ 2. Make a backup of thiefgame.u just in case 3. Download this utility: decompress.zip and unzip decompress.exe, put it anywhere. 4. Drag thiefgame.u onto decompress.exe you should now have a new thiefgame.u in \Steam\steamapps\common\Thief\ThiefGame\CookedPCNG\unpacked\ 5. Open \Steam\steamapps\common\Thief\ThiefGame\CookedPCNG\unpacked\thiefgame.u in a hex editor. (For example HxD) Disable Shroud and white flash - Goto Steam\steamapps\common\Thief\ThiefGame\CookedPCNG\Make a backup of thiefgame.u Download this utility: decompress.zip and unzip decompress.exe, put it anywhere.To disable shroud: Search for Hex-value: 00 00 00 00 00 00 00 00 00 CD CC 4C 3F 36 3D 00 Replace with Hex-value: 00 00 00 00 00 00 00 00 00 00 00 00 00 36 3D 00To disable white flash: Search for Hex-value: 3E 9C DE F4 3E 9C DE F4 3E CD CC CC 3E A4 3D 00 Replace with Hex-value: 3E 9C DE F4 3E 9C DE F4 3E 00 00 00 00 A4 3D 00Tweaking "in shadow" proxy light: - disabling this is not recommended, so I added tweaks to reduce the range of the light instead. Search for Hex-value: 00 00 00 00 00 B4 43 14 38 00 00 00 00 00 00 28 for half range (180), Replace with Hex-value: 00 00 00 00 00 34 43 14 38 00 00 00 00 00 00 28 for 1/4 range (90), Replace with Hex-value: 00 00 00 00 00 b4 42 14 38 00 00 00 00 00 00 28To Disable "in light" proxy light: Search for Hex-value: 00 00 00 00 00 96 43 14 38 00 00 00 00 00 00 28 Replace with Hex-value: 00 00 00 0A D7 23 3C 14 38 00 00 00 00 00 00 28Save and fire up the game. Dxtory and other tools not working - Fps monitoring/benchmarking tools cause the game to crash - For the time being, may I suggest that you try running the game without these tools. And if you have any fix of your own related to the issue, please post your finding.Trainer with NOCLIP mode - tbc
  19. The commit which introduced unconditional writing of the s_mindistance and s_maxdistance spawnargs was this one: https://github.com/codereader/DarkRadiant/commit/541f2638c810588ada12e9a28360f16df6143d45 and it appears it was intended to fix this bug: https://bugs.thedarkmod.com/view.php?id=6062 The current logic is to set the spawnargs to the same values as in the sound shader, if a shader is set: // Write the s_mindistance/s_maxdistance keyvalues if we have a valid shader if (!_spawnArgs.getKeyValue(KEY_S_SHADER).empty()) { // Note: Write the spawnargs in meters _spawnArgs.setKeyValue(KEY_S_MAXDISTANCE, string::to_string(_radii.getMax(true))); _spawnArgs.setKeyValue(KEY_S_MINDISTANCE, string::to_string(_radii.getMin(true))); } This happens in the freezeTransform method which is called after performing some manipulation of the speaker entity such as moving or resizing it. In this case _radii is the object which contains the modified speaker radii, so this code is persisting the modified radii into the relevant spawnargs. This seems to be working correctly when I manipulate a speaker with a valid sound shader. The only way I can get 0 is by creating a speaker with a sound shader like blackjack_swing which does not have radii defined. In this case the speaker has a default minimum radius of 0.0 and a default maximum radius of 10.0. We could avoid setting a radius at all, but then the speaker just appears as an entity box rather than a sphere/circle, which I assume is the original reason for setting a default value. Right now I have no idea what code path would lead to having both a minimum and a maximum of 0.0. I think we'd need more detailed reproduction steps. This is the current logic for setting the spawnargs on speaker construction (rather than manipulation, which is the previous code): // Initialise the speaker with suitable distance values auto radii = soundShader->getRadii(); entity.setKeyValue("s_mindistance", string::to_string(radii.getMin(true))); entity.setKeyValue("s_maxdistance", radii.getMax(true) > 0 ? string::to_string(radii.getMax(true)) : "10"); So there is a specific check that s_maxdistance is greater than 0 before setting it as a spawnarg. Code similar to this has existed for many years, as far as I can see, and I have to go as far back as 2009 to find something different (originally all speakers just had hardcoded 16/32 radii to make them visible).
  20. I'm looking for the setting that controls the number of difficulty levels in the options menu. The current "hardcore" setting is not challenging enough for me, and I'd like to make it more difficult, like this one for thief. I can edit the Darkmod.cfg file and would like to know if I can create a separate *.pk4 file with this file, removing everything unnecessary except the parameters I need. Will the game load the default settings from the game root and the additional data from my file? Of course, it would be better if you could tell me how to create an additional difficulty setting. I've searched through all the archives and couldn't find what I need. Thank you for your help.
  21. That's what we originally did, but mappers (or at least one mapper) complained in bug 6062 about the spawnargs disappearing if they were the same as the sound shader. I suppose we could have considered that "not a bug" and kept the original behaviour, but perhaps there are situations where the old behaviour was problematic — there would be no way to distinguish between "this speaker has default radii from the shader" and "this speaker has fixed radii which happen to be the same as the shader but must not change, even if the shader is edited". I don't know how common such a situation is in practice. Correct, but the freezeTransform method is called after the end of any transformation, and does not distinguish between what type of transformation was previously happening. I imagine resizing the speaker to the same size as the shader would also have triggered bug 6062, but speakers are resized less often than they are moved and hitting an exact size with the mouse would be rare, so the issue was only noticed when moving speakers. That's what I'm confused about. I have yet to see any situation in which DR will set a max distance of 0 on a sound shader, other than by explicitly editing the spawnarg to have a "0" value.
  22. Plan B in case Joebarnin cannot get it right with immobilizations. By Any Other Name: attached to this post are the Bow/Arrow, Blackjack and Shortsword scripts updated to 2.12. I didn't take any liberties. Blame snatcher if something isn't right. @joebarnin, @stgatilov z_byanyothername_212_scripts.pk4
  23. The training mission’s job is not cover the diversity of FMs across the entire platform. There are lots of stuff in volta universe missions which are not covered: explosive barrels, ammo crystals, loot you dislodge by shooting it with an arrow, completely different undead AI with a completely different damage model, etc Just like in northdale missions: neutral/hostile areas, in game shops, simplified lockpicks, etc Why would you need to be told any of this is happening by anything other than the game itself? That’s how games communicate: you play them.
  24. Hope everyone has the blessing of undying motivation for "The Dark Mod 15th Anniversary Contest". Can't wait to see the many magnificent missions you all may have planned. Good luck, with an Ace!

  25. Completely disagree it was a very good idea that unfortunately came too early with idSoftware RAGE 1 because hardware was still and is not truly ready for it. Megatexture is for textures, what UE5 nanite is for geometry, it permits huge amounts of texture data in a level and even totally unique textures per each surface, no repetition unlike older methods. MT isn't simple a giant texture slapped unto a level, it is a type of virtual texturing system, the MT is a huge "texture" but it's data, is not all drawn on a level at the same time, like a normal one is, it is broken into smaller squared peace's and those peace's into even smaller ones for LOD aka mipmapping, then those peace's are streamed in, in real time has the player moves around. Again IMO It is a very cool idea and if the hardware was fast enough, to stream it fast and it was possible to compress the MT data, to very small amounts and still keep good quality, it would be a fantastic system for very unique levels. Rage 1 world may look bad at close distance, but at medium to large distances imo it looks fantastic and totally unique.
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