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  1. Well, I actually found that initial folder in the HiRes SVN repo. This is different from the TDM assets repo as it has a bunch of source files for textures, fonts, etc, but they aren't really game-ready assets. This is where I found the tga image files for the fonts I thought you were looking for. I haven't uploaded Tels folder yet, but I was thinking of uploading them in the HiRes SVN repo, just for the sake of backing it up
  2. Arrows are a core part of TDM. They should be moved to C++ and have dedicated Cvars for both players and mission authors. Plan: 1) Implement Arrows in C++ ( evaluate changing some old defaults ) 2) Make associated Cvars "non-archived" 3) Mappers add mission.cfg to enforce their customizations 4) Players can alter mission.cfg to their preference Along the way, reduce some of the performance impact of the weapon script constantly invoking "raise torso" and other nonsense due to using scripts rather than C++ https://bugs.thedarkmod.com/view.php?id=4203
  3. Well that doesn't mean that everyone is d'accord with all the gameplay choices he made in these missions, does it? All I can say is that I never got the impression here or elsewhere that there are issues with the weapon behavior in TDM. Maybe apart from the blackjacking, which has been a controversial topic in the past. I can only repeat myself in arguing that the big problem is the uniformity of essential gameplay elements. The game just doesn't feel coherent, if every FM author changes important gameplay dynamics, and it makes it difficult and frustrating, not just for beginners.
  4. Gosh you're right. As a result it only managed to snag spot #10 in terms of highest user rated TDM missions on thiefguild. Kingsal could make a mission where you crawl around like a baby in moon gravity and I might be right there with you saying it was a bad idea. It'd still be his mission so his choice.
  5. Sounds great. Unfortunately you don't have to get very far in any discussion about either changing existing gameplay mechanics or about giving players more in game customization options to see why mappers stop bothering with the debate club politics and instead divert the energy to do what they can to address what issues they can themselves. There is clearly also a disconnect between how people think they feel about these changes and how they do in practice. Kingsal's missions seem to be widely considered as some of the most polished missions in the game, because they are a holistic designs that look, sound and play a certain way. As a result I have never seen a player complain about something like the run modifier being increased in a particular missions thread and it’s clear there are very few players who are ultimately conscious of anything besides that the overall experience feels good. So there is reason these get adopted by other authors. The players are entitled to their opinion - but it's the mission authors choice ultimately. And I can only speak for myself, but I came to TDM because I saw working examples of things I wanted in my mission. These were not “stock” or “standard”. They were achievable by virtue of the games extendability. If the day comes where we get locked out of that kind of control of our designs, I would probably walk.
  6. I think this is a slippery slope fallacy. Just because the ability to customize exists does not mean most mappers will use it. On the contrary, if one considers the customization that are already available, we see that the overwhelming majority of mappers stick to the defaults. The exceptions are interesting also. Kingsal's the only mapper that readily comes to mind who habitually deviates from presets seemingly just for the sake of being different. However everything they make is clearly in service of cohesive visions. Hazard Pay, no matter how you feel about it, unarguably loses a great deal of its survival horror character if you take away the napalm arrows or the punishing save system. The Voltas don't need to use Thief style elemental crystals in place of TDMs arrow model, but the fact that they are there makes a definite statement about the author's awareness of their inspiration for their work in TDM from the original games, which in turn draws attention to other, subtler creative choices. I think it's also telling that some of kingsal's modifications have been adopted by other authors. As OrbWeaver said, "If the defaults are widely disliked, they should be changed." However, how can the community come to a consensus unless there are maps to showcase the advantages of new innovations? Requesting, or worse requiring, players to go in and manually change settings in order to experience a new mechanic is never going to gain any traction. Certainly it is not worth the effort of creating an entire map built around a new paradigm.
  7. Many thanks for bringing this to TDM: it looks great!
  8. Some good news! Tels dug around further in his old computers and found some gold. Namely, a whole fonts directory that includes GIMP .xcf files. Tels says: "The XCF files esp. are what I used to manually draw the new characters (like adding dots to an u to convert it to Ăź etc.) They contain many layers with different characters, that are layout exactly in the place where they need to be for the patcher script." That is, for english stone 24 pt, one .xcf file contains two independent RGBA bitmap layers, that can be saved separately as two .dds files. A quick glance of that content appears to match the current distributed stone_0_24.dds and stone_1_24.dds. So I won't need to back-convert from DDS to TGA after all. @Amadeus, I think a copy of this should be added to the TDM assets repository. Could you do that? * http://bloodgate.com/mirrors/tdm/pub/scripts/tdm_font_source.7z
  9. The FAQ wiki is almost a proper FAQ now. Probably need to spin-off a bunch of the "remedies" for playing older TDM versions into their own article.

  10. Is it not possibly to just add a small script to these missions that only does this: #define ARROW_ZOOMDELAY 3 //VOLTA MOD Edit: I haven't installed the newest tdm version yet, so I guess this might be complete nonsense..
  11. So what is the training mission for then? Apparently it's not showing standard tdm gameplay necessarily. Edit: Maybe it's not really worth it to keep discussing this. I mean I don't want to derail too much what the topic is actually for.
  12. I totally agree that players usually don't care whether some non-customizable constant like bow shoot time is same as in core or not, as long as the mission plays well. This is a problem only for TDM development. But I don't know a proper way of solving this: mappers usually want to customize something "right now", and waiting for new release is rarely an option. And often customizations are not implemented until someone really wants them (or right away uses them), so that's also the chicken-and-egg problem here.
  13. 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.
  14. Why the sad face? Also, Kingsal would be better able to explain the changes, and he actually modified the script so that it is more TDM-friendly. This modified script is in Eye on the Prize and Moongate Ruckus
  15. Oh, some implementations might work a little differently from what I remember the term megatexture referring to. From what I used to know, it meant turning the entire level into a single model or set that uses a single enormous texture. While the concept may have its upsides, there are two major issues that negate any benefit in my view: The first is system resources, you don't benefit from any reuse as every pixel is unique, the only way to do it at scale is with a gigantic image thus a huge performance drop in pretty much every department. The second issue is that level design becomes far harder and more specialized... while here in TDM we only need to draw a bunch of brushes and place some modules to make a level, an engine based on megatextures would require level designers to sculpt and paint the entire world in software like Blender which is far more difficult and we likely wouldn't have even half of the FM creators we do today, even for those that know how to do it imagine the task of manually painting every brick on every home and so on.
  16. Also, related to font improvement, I've just released "ExportFontToDoom3All256", a reconstruction of an earlier but now lost tool variant. This is described and available in the wiki article ExportFontToDoom3 I tested that tool using one of the TDM FM fonts, Andrew Script, for which a TTF file is available. I generated a fresh set of bitmaps (newly including any available Latin-1 characters). I also mucked about with FontForge, to reconfigure that TTF to be ordered like the TDM custom codepage. However, Andrew Script is missing a fair number of Latin-1 glyphs, so it would take some work to make it good (whether by editing in FontForge or post-export as bitmaps). I'm putting that aside for now, since the jury is out on whether Western language support in FMs and their fonts will become viable (see Western language support in 2024?). Instead, I plan to turn my font-improvement-for-2.13 attention to Stone 24pt, which (because its used in HUD captions) is more clearly worthwhile to work on. Looks like I'll have to convert the Stone DDS to TGA as a prerequisite to bitmap editing.
  17. This is just amazing! I'm a latecomer to TDM and have only tried out a few FMs. I didn't think anything could ever approach the immersive experience of The Painter's Wife, until now. Tip of a HUGE hat to Wellingtoncrab and their team for what must have been an enormous labor of love! Now to a request for some help re. House Ursine:
  18. Was checking out old translation packs and decided to fire up TDM 1.07. Rightful Property with sub-20 FPS areas yay! ( same areas run at 180FPS with cranked eye candy on 2.12 )

    1. datiswous

      datiswous

      Ah I see I can still download TDM 1.06+ on ModDB (the installer doesn't supply lower than 2+). Never tried to go that low (except back in the day).

    2. nbohr1more
    3. SeriousToni

      SeriousToni

      Your mission is finally playable - congratulations 😜
      @jysk

  19. It very well could be from another TDM mission, but it felt very reminiscent of Thief 3. It felt like a core memory when I heard it.
  20. This might be frowned onto by tdm mappers/veterans, but I find it strange that it's considered ok to use text inside entities, which can then be found inside map files. That in general seems badly organised. Like for example with text decals: https://wiki.thedarkmod.com/index.php?title=Text_Decals_for_Signs_etc.#The_Decal Personally I think xdata could/should be used for all instances of text (except maybe darkmod.txt and subtitles), including readme files and GUI files. Or at least some kind of external text file. Could be something else, but the xdata format seems good and supported. So the sign text prefab could have a default xdata_contents spawnarg instead of gui_parm1 . Edit: Objective description text is also inside an entity inside the map file, but it could just as well be a reference to an xdata file. I posted about this before, here:
  21. Would be interesting to see what happens but Intel GMA 950 has "No Hardware T&L" and only supports OpenGL 2.0. If you are willing to install TDM 2.06 and try" r_useGLSL 0" then we would at least know whether such hardware can run the latest OpenGL 2.0 compliant TDM.
  22. Well if you go to the mission downloader again, it will show a new update for the mission, which is the translation pack. If I select Germain language and activate The Outpost, TDM will not start anymore (2.13 dev)
  23. i am so euphoric to see new FMs keep coming out and I am keen to try it out in my leisure time, then suddenly my PC is spouting a couple of S.M.A.R.T errors...

    tbf i cannot afford myself to miss my network emulator image file&progress, important ebooks, hyper-v checkpoint & hyper-v export and the precious thief & TDM gamesaves. Don't fall yourself into & lay your hands on crappy SSD

     

    1. Show previous comments  4 more
    2. The Black Arrow

      The Black Arrow

      -SNAP- somehow the forum double posted the same message, I think we are in The Twilight Zone of the Internet.

    3. taffernicus

      taffernicus

      @The Black Arrow woah i remember the time when SSD was in its infancy. This took me back to late 2011 to 2013 when the capacity of ssd was extremely small (with the smallest one ranging from 40 to 60Gb) and utterly expensive. It costed an arm and a leg to buy SSD with the capacity of 120GB and above. You would often see big brands like Intel (intel 3xx and 5xx), OCZ and corsair fighting SSD market dominance. On that day, most people on tech forums advised you to put the OS on SSD and leave the HDD as the second storage because there was a notion that ssd is not good for long term data storage. Despite a series of ads showing that ssd makes your system faster, at that time I wasn't interested in upgrading to ssd because win7, 8.1 and early version of windows 10 could run fine on spinning disk. It was not until windows 10 1809/1903 that i felt it had become unusable on spinning disk.

    4. taffernicus

      taffernicus

      anyway thank you for the suggestions. i feel like i have to swallow a bitter truth that SSD sometimes doesn't give you a hint in advance when it's on the way out as opposed to HDD. I've seen the worst with HDD : click of death, rough scratching sound and etc. My anecdote is that even though I didn't see anything suspicious about the s.ma.r.t status through the crystaldiskinfo and hdtune software, the end result is that I still get severe errors suddenly.

      I think i have neglected SSD maintenance guide. Yep this is purely my own fault. First, I should reevaluate running multiple hyper-v VMs on SSD. I guess the heavy I/O of the VMs could put a strain to SSD wear leveling. Second, i should closely monitor SSD operating temperature , the third is i should do due dilligence when it comes to buying a good SSD and the last is the importance of having UPS(not because my area often has power outages & power brownout but because the electronics in my house often experience short circuits and tripping the circuit breaker)

  24. Interesting idea. Not sure about my upcoming time availability to help. A couple of concerns here - - I assume the popup words uses the "Informative Texts" slot, e.g., where you might see "Acquired 80 in Jewels", so it likely wouldn't interfere with that or with already-higher subtitles. - There are indications that #str is becoming unviable in FMs; see my just-posted: https://forums.thedarkmod.com/index.php?/topic/22434-western-language-support-in-2024/
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