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  1. For the FM? For beta 1 it's here: https://drive.proton.me/urls/H1QBB04GA0#oBZTb1CmVFQb I've already done around 100 fixes though, so you might want to wait for beta 2 which should be ready in a couple of days hopefully. All links are in the first post of the beta thread here: https://forums.thedarkmod.com/index.php?/topic/22439-the-lieutenant-3-foreign-affairs-beta-testing/
  2. You mean Discord? That's fine, you are more than welcome to use the forum if you want to help test
  3. Do you disagree with the core defaults in general or is this a character-specific setup for your mission? Or is it a test or...? ---------------------------------------------- Sometimes we must take things to the extreme to see the whole picture. Let's pretend all these years mappers have been tweaking the player slightly and depending on the mission: You walk faster or slower. You jump very high or you barely get off the ground. You jump long or fall short. You can mantle high or low. You make more noise or less. The lightgem is more sensitive or less. You inflict or take more damage or less. ... Any thoughts from anyone about this scenario? I wonder how the playerbase would feel. My opinion is that the above tweaks are justified when a different universe is competently established. Or when a new, fully realized character is introduced. Otherwise we are tweaking simply because we can, nothing to do with the story.
  4. It's taking too long for Beta 3 for Hidden Hands: Blood and Metal to come out, so I'll test this one out in the meantime.
  5. Wow! These shots look incredible, you really nailed the architecture! Unfortunately, I don't think I'm gonna have the time to beta test this, but we'll see. I just wanted to tell you that these shots look rad!
  6. Correctly me if wrong. Apperantly xdata formatting doesn't work well with the lang references. So this: maps/man2/mission_briefing { "num_pages": "1" "page1_body" : "#str_b1" "" "#str_b2" "" "#str_b3" } Doesn't work. You can only do this: maps/man2/mission_briefing { "num_pages": "1" "page1_body" : "#str_b1" } And then in the lang file you have to add the whole text of page 1 and get newlines via \n etc. So writing a (text only) briefing or readable and after that translating, is probably not something you want to do. I didn't actually test this with readable's, but it seems to me it would have the same limitation.
  7. Then your experience is different than mine. I just recently downloaded a very old mission, The Outpost, that is listed as having German, French, Italian translations, to test out language capabilities. It was not converted (no "#str" found in .map file). Nor was there a language pack included (at least not from thedarkmod downloader).
  8. 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/
  9. It's a big project, so it's important to test everything thoroughly and run several tests. "The Lost Citadel" had a lot of bugs in the first release because I didn't test enough. I will not repeat this mistake. I have fixed all problems found during beta 2. Beta 3 shall include all subtitles and briefing videos. The problem is that I'm still missing some voices. This means we can't complete the game subtitles and produce the briefing videos. In the worst case, I'll have to do a new audition for this stuff, but currently I don't feel like it.
  10. In post https://forums.thedarkmod.com/index.php?/profile/254-orbweaver/&status=3994&type=status @nbohr1more found out what the Fixup Map functionality is for. But what does it actually do? Does it search for def references (to core?) that don't excist anymore and then link them to defs with the same name elswhere? Also I would recommend to change the name into something better understood what it is for. Fixup map could mean anything. And it should be documented in the wiki.
  11. Actually I think I found what's causing issues with my textures: DR changes the texture's Horizontal and Vertical Shift when a face gets slanted. E.g., my test door is facing -Y and sitting flat on the ground, which is at 0 in Z, so the v-shift is 0. When I move the bottom vertices of the door 8 units forward, and then re-fit the texture, the v-shift turns to 4 (3.97241). If I do the same but backward, the v-shift turns to 90.7035. But these values depends on the distance the face is from the world origin, and sometimes if I move the top vertices instead, the values don't change. I can't make sense of it... The other editors don't do this, so the plugin's import code doesn't account for it. Do you think you could help me understand the logic behind this? If I could understand it, maybe I could get the plugin working with it.
  12. Yes. Sure, I will change it, but I do mind. In addition to changing the forum title, I have also had the name of the pk4 changed in the mission downloader and the thiefguild.com site’s named changed. It's not just some "joke". The forum post and thread are intended to be a natural extension of the mission’s story, a concept that is already SUPER derivative of almost any haunted media story or most vaguely creepy things written on the internet in the past 10 or 15 years. Given your familiarity with myhouse.wad, you also can clearly engage with something like that on some conceptual level. Just not here on our forums? We can host several unhinged racist tirades in the off-topic section but can’t handle creepypasta without including an advisory the monsters aren’t actually under the bed? (Are they though?) I am also trying to keep an open mind, but I am not really feeling your implication that using a missing person as a framing of a work of fiction is somehow disrespectful to people who are actually gone. I have no idea as even a mediocre creative person what to say to that or why I need to be responsible for making sure nobody potentially believes some creative work I am involved in, or how that is even achievable in the first place. Anyway, apologies for the bummer. That part wasn’t intentional. I am still here. I will also clarify that while I love the game, I never got the biggest house in animal crossing either. In the end Tom Nook took even my last shiny coin.
  13. When is the last day to turn it in? I just got started with Dark Radiant again, so I don't know how long it would take me. But I'm happy to Beta-test them
  14. Here's the test map (I haven't fixed the warning yet Test Map
  15. WOAH! Great work!! It's kinda funny that you have to take a potion, but that could actually be an interesting thing you buy at an in-game shop. maybe to herd zombie AIs? Anyway, this is cool and I hope you share a test map please
  16. I suppose your right. The Dark Mod was originally made to be a challenge for those familiar with the Thief games, in terms of difficulty and perhaps lower in accessibility to the newer players. It wasn't meant to be a re-creation of what its like to fight or sneak or stealth takedown enemies at all of those games or to mimick real life in anyway. Its just supposed to put all our skills to the test. With that said, I sorta wish the dark mod took a different turn and made the gameplay and difficulty more organic and natural, rather than always relying on bumping it up by forcing certain rules on myself when playing. Like no tools except lockpicks, no KO's, and no killing any human NPC's, put everything back where it was except loot, and keep being spotted to a minimum by only moving around when the enemies our out of sight if I can help it. Your mod is certainly a improvement by a significant margin because its got some consistency that I appreciate And its also got a whistle and peek through doors Great work of course.
  17. I've seen fun workarounds like that in other game modding as well. Years ago, maybe even a decade, some fella who was making a mod for Mount & Blade over at the Taleworlds forums revealed that he put invisible human NPCs on the backs of regular horse NPCs, then put the horse NPCs inside a horse corral he built for one of his mod's locations/scenes and then did some minor scripting, so the horses with invisible riders would wander around the corral. The end result was that it looked they're doing this of their own will, rather than an NPC rider being scripted to ride around the corral slowly. Necessity is the mother of invention. I don't know about the newest Mount & Blade game, but the first generation ones (2008-2022) apparently had some sort of hardcoded issue back in the earlier years, where if you left a horse NPC without a rider in its saddle, the horses would just stand around and wait and you couldn't get them to move around. Placing an invisible rider in their saddles suddenly made it viable again, at least for background scenes, of riderless horses wandering around, for added atmosphere. First generation M&B presumed you'd mostly be seeing horses in movement with riders, and the only horses-wandering-loosely animations and scripting were done for situations when the rider was knocked off their horse or dismounted in the middle of a battle. Hence the really odd workarounds. So, an invisible NPC trick might not be out of the question in TDM, even though you could probably still bump into it, despite its invisibility.
  18. I completely agree, what I wanted to say was that there is no need for a huge overlap between our works! BTW, did you ever test what happens if both are installed at the same time?
  19. 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.)
  20. I made a small update today removing two modpack skills that were indeed not regular features of the original game, namely Whistle and Peek Door. The real reason though was that I never really use any of them! If I want to alert a guard, I can always hit something with my blackjack and I almost forgot about the peering through a keyhole feature before I noticed that it works with handles without a keyhole e.g. in the current mission I beta test. I kept the numbers scroll, because this basically gives you access to something the game already has only any time, and the Blow skill, as a last resort if mission creator use uncommon flames, again like in the current beta. Also this way there is a bigger distinction between Snatcher's modpack with all the cool new stuff and my patch!
  21. DarkRadiant 3.9.0 is ready for download. What's new: Feature: Add "Show definition" button for the "inherit" spawnarg Improvement: Preserve patch tesselation fixed subdivisions when creating caps Improvement: Add Filters for Location Entities and Player Start Improvement: Support saving entity key/value pairs containing double quotes Improvement: Allow a way to easily see all properties of attached entities Fixed: "Show definition" doesn't work for inherited properties Fixed: Incorrect mouse movement in 3D / 2D views on Plasma Wayland Fixed: Objective Description flumoxed by double-quotes Fixed: Spinboxes in Background Image panel don't work correctly Fixed: Skins defined on modelDefs are ignored Fixed: Crash on activating lighting mode in the Model Chooser Fixed: Can't undo deletion of atdm_conversation_info entity via conversation editor Fixed: 2D views revert to original ortho layout each time running DR. Fixed: WX assertion failure when docking windows on top of the Properties panel on Linux Fixed: Empty rotation when cloning an entity using editor_rotatable and an angle key Fixed: Three-way merge produces duplicate primitives when a func_static is moved Fixed: Renderer crash during three-way map merge Internal: Replace libxml2 with pugixml Internal: Update wxWidgets to 3.2.4 Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.9.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep creating Fan Missions! Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  22. jaxa

    Free games

    Thi4f will be free on Epic Games Store from April 4 to April 11, along with The Outer Worlds. So it's your chance to see what all the fuss is about for $0 and test one of the few AMD TrueAudio games in existence. Although from what I heard watching one of the autopsy videos, the implementation is wasted. https://store.epicgames.com/en-US/free-games
  23. Ah, pity I wasn't reading the forums back in February. I'm fond of that game, along with Bugbear's other early title, Rally Trophy. I was never too good at FlatOut, but it was always a hoot to play.
  24. I've figured it out! There are 2 parts: 1. The FreezePointer class has a mismatch, it blanks the cursor on the top-level window but does the pointer locking on whatever particular sub-window (i.e. the 2D view widget) calls for it. The cursor has to be explicitly blanked on the same widget that locks the pointer. 2. The clipper tool updates the cursor whenever the mouse moves, even if it's in the middle of dragging and should be hidden. It was easy enough to guard against changing the cursor while the mouse capture is active. This also fixes the same issue that was happening in the 3D view of the model viewer (but not on the main 3D view). I'll submit a PR shortly, @greebo or others will need to test this change on Windows to make sure it doesn't do any harm there. EDIT: The PR is here: https://github.com/codereader/DarkRadiant/pull/37
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