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  1. That sort of tone doesn't fly in our forums.
  2. TDM 2.08 is ready for beta test In order to update, you have to download tdm_mirrors.txt file. Note that this file will change with every beta release, unlike previous years. Windows, Full Install: 1 - Create a darkmod folder anywhere you like. 2 - Download the TDM Updater. Extract tdm_update.exe from the downloaded ZIP and place it in your darkmod folder. 3 - Download a special tdm_mirrors.txt file and place it in your darkmod folder. 4 - Start tdm_update.exe. Remember to use the --keep-mirrors setting when running tdm_update. (On the main window, click the "Advanced Options" button and check the first box.) Windows, 2.07 to 2.08 Upgrade: 1 - Download a special tdm_mirrors.txt file and place it in your darkmod folder. 2 - Start tdm_update.exe. Remember to use the --keep-mirrors setting when running tdm_update. (On the main window, click the "Advanced Options" button and check the first box.) Linux, Full Install: 1 - Create a darkmod folder anywhere you like. 2 - Download the Linux version of the TDM Updater and extract it to your darkmod folder. 3 - Download a special tdm_mirrors.txt file and place it in your darkmod folder. 4 - Make tdm_update.linux64 executable: "chmod +x tdm_update.linux64" 5 - Run the updater. Remember to use the --keep-mirrors setting. Linux, 2.07 to 2.08 Upgrade: 1 - Download a special tdm_mirrors.txt file and place it in your darkmod folder. 2 - Run the updater. Remember to use the --keep-mirrors setting. Config reset: After update is over, delete your darkmod.cfg file to reset all settings (better backup it beforehand). Notes 1 - This effort is to find out if we broke anything in TDM with our 2.08 changes, if a new 2.08 feature isn't working correctly. We won't be trying to fix bugs that have been around for a long time. The best that could be done now for such old-living bugs is to create an issue in bugtracker (if not yet present). 2 - If you find something wrong and still have 2.07 version in your hands, please test the same thing in 2.07. 3 - Please try to be specific when reporting a problem. What you were doing, where you were when the problem occurred, can you reproduce it, etc. This wiki article provides many suggestions for good bug reports. Thank you for testing !
  3. DarkRadiant 3.8.0 is ready for download. What's new: Feature: Support new frob-related material keywords Improvement: Mission selection list in Game setup is not alphabetically sorted Improvement: Better distinction between inherited and regular spawnargs Improvement: Silence sound shader button Improvement: Add Reload Definitions button to Model Chooser Fixed: Model Selector widgets are cut off and flicker constantly on Linux Fixed: DarkRadiant will not start without Dark Mod plugins Fixed: GenericEntityNode not calculating the direction correctly with "editor_rotatable" Fixed: RenderableArrow not drawing the tip correctly for arbitrary rotations Fixed: Light Inspector crashes on Linux Fixed: Models glitch out when filtering then showing them Fixed: Skin Editor: models not centered well in preview Fixed: "Copy Resource Path" includes top level folders Fixed: Skin Editor: internal test skins are shown if Material Editor was open previously Fixed: Changing Game/Project doesn't update loaded assets correctly Fixed: Model Chooser: initially hidden materials aren't revealed when enabling them Fixed: Choosing AI entity class 'atdm:townsfolk_commoner_update' causes crash Fixed: Sporadic assertion failure on shutdown due to LocalBitmapArtProvider destruction Fixed: Prefab Selector spams infinite error dialogs on Linux Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.8.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. 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!
  4. I would use this massive list for any fan missions, it includes campaigns too: https://www.ttlg.com/forums/showthread.php?t=148090 There are a lot of Fan Missions for the picking, I myself go for the lesser known ones and the short variety, because sometimes they hide a gem or two. Just like jaxa, I'm a bit outdated after the temporal retirement, but I do remember some amazing campaigns like "The Black Frog". If you intend to play The Black Frog, you should play the first two of the L'Arsene series missions, it's how I did it myself. Also, yes, L'Arsene are a fantastic series. The first mission of L'Arsene is a "rough draft", author was a bit new to Thief level making, but still great either way, after the 3rd you will see how his skill increased by a massive amount.
  5. Unfortunately, TDM forum deletes the separator between the numbers. So I have to guess where one number ends and the next starts Also, user can rename screenshot manually, or push it through something that would rename it automatically. Thenwe won't see coordinates on screenshot address on forums.
  6. Horror themed fan mission - exploration of seemingly deserted keep in the middle of swamps. Spiders, undead, darkness. ----------------------------------------------------------------------------------------------------------------------------- This is the story about the fate of my family. My uncle, Ralph Mac Roberts, is the baron of a keep nestled deep within the Rahenaen marshes. It was once an important outpost tasked with guarding one of the few Builder roads that cross the marsh, but after the Inventor`s Guild built a system of nearby dams that flooded the whole land, the road closed and there was no longer anything to watch over anymore. The keep itself needed reinforcement against the raising water level and the trade routes become almost impassable, not only for the carriages but for lone couriers as well. There hadn`t been any messages coming from the keep for over a year and my father was about to assemble a caravan so he could go on an expedition to the keep himself. However, in the middle of the night before he was set to leave, a carrier pigeon landed on his windowsill. My father received the letter and read the apologies from my uncle and his family, excusing their long absence. As a way to make reparations for their extended silence, my uncle invited me to the keep to stay there for a fortnight or so. My uncle had instructed me to leave my horse three leagues away from the keep by the nearest charcoal burning hut and hike the remainder of the road on foot, as the trek through the marsh is treacherous for horses. The weather will be awful this time of year, but my father insists that I should go anyways to ensure that our relatives are okay. These plains become dreadfully deserted - to the point where you more expect to meet the dead than the living. And by the way - I think I`m lost. ----------------------------------------------------------------------------------------------------------------------------- Download link: https://1drv.ms/u/s!Aj1DVS465udZgVkXteBbr6cUxdPH Thanks: to the TDM team for great tools, and all the contributors for their assets, to betatesters: Amadeus, Bienie, Boiler's_hiss, Dragofer, Filizitas, Judith, nbohr1more, s.urfer, again to Amadeus for proofreading and text tweaks, and to all the players for their time! Few screenshots: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=434716 http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=429558 http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing/?p=434507 Enjoy! Walk-through !major spoilers! Finding a way across the marsh area: Getting inside: Bed objective: Light sources: Maps: Enemies: Room objective: Hut objective: Sealed objective: Gold: Key: Bodies:
  7. tdm_show_viewpos cvar and screenshot_viewpos command: https://forums.thedarkmod.com/index.php?/topic/22310-212-viewpos-on-player-hud-and-screenshots/
  8. https://en.wikipedia.org/wiki/Raspberry_Pi https://www.raspberrypi.org/products/raspberry-pi-4-model-b/ https://www.raspberrypi.org/products/raspberry-pi-4-model-b/specifications/ https://www.tomshardware.com/reviews/raspberry-pi-4-b,6193.html https://www.anandtech.com/show/14581/raspberry-pi-4-launched-quad-cortex-a72-project-board-for-35-dollars https://www.raspberrypi.org/magpi-issues/MagPi83.pdf Major improvements across the "board". The quad-core Cortex-A72 with other improvements is anywhere from 25% to 300% faster than the A53 used in the Raspberry Pi 3 . No eMMC but an SSD could be used with one of the two new USB 3 ports (booting from USB or Ethernet not supported at launch, should be ready within weeks). There are three RAM options: 1 GB ($35), 2 GB ($45), 4 GB ($55). The RAM is now LPDDR4 instead of LPDDR2. The 2 GB option is a bit unnecessary IMO and seems to be the least popular, as it's the model least likely to be sold out online (as far as I can tell). Ethernet speed can actually hit close to 1 Gbps (943 Mbps), up from 237 Mbps. There is Bluetooth 5.0 support but I haven't seen any testing related to that (I would love to use it for longer range audio transmission to BT 5.0 headphones). RasPi 3 cases are incompatible due to some port shuffling. There are now two micro-HDMI ports instead of one full size HDMI, so you probably need a new cable. The device can output to two 4K displays at 30 FPS, or one 4K display at 60 FPS (presumably two 1080p displays @ 60+ FPS, and so on). Although the new GPU has 4K@60Hz H.265 decode support, actually streaming 4K and even lower resolutions on Raspbian had issues in testing, that will hopefully be resolved with updates soon. LibreELEC developers have been working with the Pi Foundation for months to support the Pi 4, and have an alpha version out. Power draw and heat are up. You'll probably want a FLIRC case or something that can provide cooling. Power is now provided using a USB Type-C cable. Due to a screw up by the Raspberry Pi Foundation, some USB-C cables don't work. But the ones that do work should be the cheapest. Can it run TDM? The CPU and GPU are much better and the potentially quadrupled RAM could be a big help. The 4 GB version can be a legitimate desktop replacement for many users, albeit with some quirks.
  9. Hello ladies & gentlemen, HHTA is ready for beta. The mission length is ca. 2,5 hours. This time, no cryptic clues and no complex puzzles. For the highly sensitive beta testers, this mission includes So, if you have problems with then you probably should not sign up for beta testing. It would be great to have several non-native English speakers (I am neither, as most of you know) as the mission includes lots of spoken comments - none of them essential to finish the game, but practically all of them shall add to the atmosphere...and this mission is more about atmosphere rather than gameplay. Thus we would like to make sure that everybody understands the lines and can enjoy them. Jack
  10. Relax @Näkki, it's great to hear you enjoyed the game. My personal expectations were just a bit different when I read the Steam page, although the various trailers should have been a warning that stealth maybe wasn't the biggest priority of the devs. From the Steam page: "Weird west legends meet eldritch horror in BLOOD WEST, an immersive stealth FPS." Also "Blood West is a stealth FPS inspired by the genre classics such as the Thief series (whose fans will be happy to hear the voice of Stephen Russell, the actor voicing the master-thief Garrett, returning here as the protagonist), S.T.A.L.K.E.R. games, or - from the contemporary catalog - Hunt: Showdown. The gameplay rewards the careful approach: scouting the area, stalking your enemies, and striking from the shadows. Can you figure out a way to clear a fort full of ghouls and monsters without raising an alarm?" From my personal experience I think the game is predominantly Hunt: Showdown, a bit of S.T.A.L.K.E.R. and a very small portion Thief. Stealth is very unforgiving and makes it almost impossible early game when there are various enemies around, but hey maybe I just suck at it. I don't see Deus Ex in it, unless the skill leveling is the Deus Ex part for you and then I have to disagree with you, as that seems like the trait system in Hunt: Showdown. Edit: What I also understood from the Steam forums is that the original VA was dropped close before the release of the full version and replaced by Russell with no real explanation from the devs why this was done.
  11. The "external argument about exact duration" is not removed with double click. There is a setting in OS preferences for setting double-click speed, is there not? The challenge of setting the exact duration is the same for both long-press and double-click frob. Therefore, the confusion is not removed with double click. I tuned the long-press frob to be somewhere between "unintentional long-press frob" and "it being too sluggish." Early player feedback guided the current default value of 200ms -- it was originally 300ms. During more play testing, if players are having trouble, the default can be increased and tested. We need to follow the data from actual play testing. The player can adjust the tdm_frobhold_delay cvar to their liking as well. It's more likely that a player will hold frob while moving an item, because for most items, nothing different or bad happens. It's less likely that a player will unintentionally double-click frob an item during pick up, because they know that would cause them to drop it. Therefore, players are more likely to discover long-press frob to extinguish than double-click frob to extinguish, which is a good thing. We want the player to discover it (if they didn't read the manual or play the tutorial mission). Also, long-press frob is used in other games, such as Fallout 4. Getting double-click frob to extinguish to work well along with drop item would be troublesome, because there would always be a double-click delay before a single-click drop initiates. Long-press frob does not have a drop issue, because the player can long-press frob until they see the candle extinguish or quick-press frob to instantly drop it. To be clear, long-press frob also "does not change existing controls, only adds new meaning for" a longer frob press. This long-press frob proposal has already been play tested and agreed to be a good control scheme by several players. Double-click frob would need new code written, would need to be play tested, and would need to be fine tuned based on player feedback. Another rewrite of the code would be a distraction and may not bring us closer to the goal of "providing a better experience for new players as well as longtime players," especially since one has already been found and proven: long-press frob. For longtime players who are not satisfied with this new control scheme, "tdm_frobhold_delay 0" restores TDM 2.11 behavior. After 7 months of player research, code experiments, early player feedback, adjustments, rewriting code, and more player feedback, I believe long-press frob is good enough, given all of the compromises, imperfections, and its iterative design. It solves the problems stated in the proposal on the first page, and its design goals are met.
  12. Beta Testing: "Seeking Lady Leicester" As most people here know, grayman, longtime lead coder and mission designer (best known for the "William Steele" series), passed away in the spring of 2021 from cancer. According to grayman's will, his son has subsequently donated two unfinished missions to our community. These two projects are completely independent of each other and there is no relation to grayman's well-known "William Steele" series. The mission "The Black Mage" was completed by me last fall and released on Christmas 2021. Bikerdude along with Amadeus and Dragofer have worked for almost 18 months on the second incomplete mission "Seeking Lady Leicester", ready now for beta testing. This is a mansion mission, but it also includes outdoor areas. The playtime is about an hour if you run through it quickly, but if you want to see all the locations and secrets, you'll be busy for several hours. From the feel of it, I would say that this is an advanced mission, so it's surely above "The Black Mage" in terms of difficulty. I haven't played it myself yet, but I've looked at it, and it looks damn good, just like everything else Bikerdude has produced in the last few years. Please sign up here for beta testing, if you can test on 2.11 b4 or higher as this will be a 2.11 release. I then will provide you with details for testing via PM which will take place via Discord. It would be very nice if we could get a lot of testers for this mission, because this release will be the last one that will include graymans name in the authorship. He was very meticulous about testing, so let's not let him down. Jack
  13. TDM 2.09 is ready for beta test In order to update, you have to use the new tdm_installer this year. Custom mirrors file is not needed any more. Windows 64-bit, Fresh install (slow): 1 - Create darkmod folder anywhere you like. 2 - Download the TDM Installer. Extract tdm_installer.exe from the downloaded ZIP and place it in your darkmod folder. 3 - Start tdm_installer.exe. 4 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.09 list, should look like "beta209-NN". 5 - Continue installing with "Next". Windows 64-bit, Upgrade from any version (fast): 1 - Download the TDM installer. Extract tdm_installer.exe from the downloaded ZIP and place it in your darkmod folder. 2 - Start tdm_installer.exe. 3 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.09 list, should look like "beta209-NN". 4 - Click on "Refresh" button to ensure that it is not going to download too much stuff. 5 - Continue installing with "Next". Linux 64-bit, Fresh Install (slow): 1 - Create darkmod folder anywhere you like. 2 - Download the TDM Installer. Extract tdm_installer.linux64 from the downloaded ZIP and place it in your darkmod folder. 3 - Make tdm_installer.linux64 executable: "chmod +x tdm_installer.linux64" 4 - Start tdm_installer.linux64. 5 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.09 list, should look like "beta209-NN". 6 - Continue installing with "Next". Linux 64-bit, Upgrade from any version (fast): 1 - Download the TDM installer. Extract tdm_installer.linux64 from the downloaded ZIP and place it in your darkmod folder. 2 - Make tdm_installer.linux64 executable: "chmod +x tdm_installer.linux64" 3 - Start tdm_installer.linux64. 4 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.09 list, should look like "beta209-NN". 5 - Click on "Refresh" button to ensure that it is not going to download too much stuff. 6 - Continue installing with "Next". In general, upgrade is recommended over fresh install. If you want to have 2.08 installation nearby, then you can copy it and upgrade the copy. If your current installation has a lot of custom stuff (own maps, downloaded FMs, etc.), then you can copy only the core archives named "tdm_*.pk4" --- tdm_installer will reuse whatever it can from them. At the end of installation, tdm_installer resets your config by renaming darkmod.cfg to darkmod_{datatime}.cfg. This is a recommended procedure on upgrade, otherwise you are likely to have issues due to old config. If you need your old config for some reason, you can always find it in darkmod folder. 32-bit builds of TDM are deprecated, so they are not present in beta versions yet. They will be added to beta-testing later. Notes 1 - This effort is to find out if we broke anything in TDM with our 2.09 changes, if a new 2.09 feature isn't working correctly. We won't be trying to fix bugs that have been around for a long time. Instead, we will create an issue in bugtracker (if not yet present), to fix it after beta. 2 - If you find something wrong, it would be helpful if you report whether the issue happens in 2.08 too. By the way, you can easily get 2.08 version: just copy your darkmod folder and run tdm_installer on the copy, selecting "release2.08" on the custom version screen. 3 - Please try to be specific when reporting a problem. What you were doing, where you were when the problem occurred, can you reproduce it, etc. This wiki article provides many suggestions for good bug reports. Thank you for testing !
  14. After a long time and a lot of delays, I'm extremely happy and relieved to announce the release date for my first map; Lords & Legacy, on Friday the 30th of August, 2013! Lords & Legacy v.2.1 Resume: Screenshots: http://imgur.com/a/Lj8UJ#0 Notes: Build time: 2013/03/30 - 2013/08/30 To install, simply put the .pk4 file in your fm folder and install from the in-game mission menu. It is a large mission with optional objectives, so make sure to save often. The ropes in the beginning have a 'slick' surface, to simulate being 'slack lines'. They are difficult, but once you get a hang of the slide they can be fun. A couple of the large areas can be a bit rough on performance, and can be improved by adjusting the LOD slider in video options. A few of visportals open only when you get close. This is to keep the frames smooth inside the respective building, due to early inexperienced design. If you find any bugs which affect the gameplay experience, then you're very welcome to post them here, but please use the spoiler tags. Big thanks to 'Obsttorte', 'Springheel', 'Greyman', 'Bikerdude', 'Sotha' and rest of 'The Dark Mod Team'for all the help, guides and tricks. Also thanks to the other TDM users who provided fantastic support and feedback during the build. Thank you for beta-testing: 'Bikerdude', 'TylerVocal', 'Simplen00b', 'nbohr1more', 'Briareos H.' Special thanks to: 'Danus', 'Dsx' & 'Stanleh' for testing, help and support. v.2.0.1 changelog: Bugs: -The "Master Thief" challenge was impossible to do for a while, due to incorrect values. Fixed. -Getting seen by "The Killer" now also fails the "Ghost" challenge. -The 3 cardplaying guards no longer float mid air, as their chairs are now nailed to the floor. -Fixed the sound of the furnace continuing after the flames were extinguished. -Fixed weird glittering on the power cables around the map. -Fixed some moonlight popping in and out. -Fixed openable windows in Commons, clipping into the frame. -Fixed a book dropping through a desk. -Fixed visportals closing too close in Lancel's Tower, slight hit on performance though. -Added more monsterclip to Service Tower and Robert's Tower's entrance. -Improved a few vis_portals with func_portals. -Replaced curbs in Slums and Commons with some more detailed versions and changed textures. And a lot more little unecessary tweaks. Gameplay: -Added new challenge: (Jack White) - Do not knock-out anyone. -Reduced the amount of starting gear, depending on difficulty. -Added cubemaps to most windows on the map. -Redid most func_statics in Commmons Quarter to reduce tris and increase performance. Draw count is still somewhat high. -Removed all transparent windows as they didn't have actual gameplay value, just a performance drain in exchange for glitchy visuals. -Lancel's safe can no longer be picked. Find the key! -Added a couple minor cosmetic details in the sewers. -Moved a coinpurse from a wealthy commoner's sleeping butt to his nightside table. Also adjusted his furniture so thieves can better move around. -Changed sounds for several doors across the map. Once again, a big thanks to 'Bikerdude' for taking the time help out and locate room for improvement! v.2.0 changelog: Bugs: -Fixed various textures and surfaces and a few minor tweaks. -Tweaked some sounds to be in line with TDM 2.0 changes. -Fixed 2 certain AIs being too sensitive rather than drunk. (Thanks to AluminumHaste!) -Tweaked LOD on some objects, to prevent windows "popping" in and out. Gameplay: -Added more monsterclip to the towers, so the AI can now run up and down stairs. Only the stairs in the small tower has issues still. -Added more monsterclip in the city so the guards can follow you up all stairs. -Added a few minor details. -Windows in the city now dims sound, resulting in less aggro from guards and more convincing soundscape. -Reduced 'draw calls' in all the large areas, increasing performance. The map is still heavy at certain areas. Another big thanks to 'Bikerdude' and 'Greyman', for taking time out of their own schedules to help optimize the map's draw count and other significant adjustements! v.1.0.3 changelog: Bugs: -Fixed 4 black chairs in one of the towers -Fixed a floating painting -Fixed several clipping objects v.1.0.2 changelog: Bugs: -Fixed zfighting in the library's bookshelves -Fixed a black window in one of the towers -Fixed several typos in readables Gameplay: v.1.0.1 changelog: Bugs: -Fixed an issue with the main objectives not being in "sync". -Fixed console spam from a script Gameplay: -Adjusted required loot for each difficulty from "3000, 4000 and 5000" to "2500, 3500 and 4500".
  15. I've uploaded beta testing screenshots to Flickr albums for years, and it preserves file names. I will hit the 1000 cap for free accounts soon, so I'll have to delete the decade old ones.
  16. Hello everybody. The Beta Testing subforum said to recruit testers before making a thread there, so I'd like to recruit first and then make a thread there if anybody's willing and interested. I've just finished work on my first Fan Mission, "The Threepenny Revue" and I'd like to get outside opinions on it. I have a zip file with the directory and files that can be dumped into the /fms/ directory and it should play, but it hasn't otherwise been packed up properly yet. The files will be available on my own site, and I'll post a link to it in the Beta Testing thread if there any takers here. I'm still finding my legs with the process of sharing FM files, so I might mess things up but hopefully it works. Thanks in advance.
  17. So, if I understand you, no Thief Gold FM does sound and text notifications of completed objectives? The missions in The Black Parade surely did. I'm completely confused now. I was sure that original Thief Gold had those objective complete notifications (at least the sound). Reading this thread suggests otherwise though: https://www.ttlg.com/forums/showthread.php?t=132977
  18. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  19. That's right, but it would have to be better than a virtual Linux for testing scripts go.Test and test are 2 different words for Linux
  20. Included in the beta for 2.12 is a new companion to security cameras familiar to Thief players: the automatic turret. It will become active as soon as an enemy is detected by a targeted security camera, firing projectiles to fend off the intruder. Similarly to the security camera and the camgoyle sentry, turrets are highly customisable in their behaviour and appearance. There are two main variants of turrets at the moment: the cannon and the flamethrower. Thanks to Goldwell for digging up custom sound effects and Bikerdude for creating the models. Both were originally written as scripts, and meanwhile the cannon has been converted to C++ and integrated into the core assets for 2.12-beta1. One of the aims of the 2.12 beta is to test the readiness of the turret for release, given that it's a brand new and complex entity. The question of whether it's released with 2.12 or pushed back 2.13 is decided based on feedback by testers, so plentiful testing is of the essence and can be posted here. At the time of the 2.12 beta, the flamethrower is available as a script-based downloadable addon [here]. Its mode of action is to fire a lance of fire at its target, a novelty in TDM. While the scripting engine is powerful, there are some significant potential benefits in a C++ version. The main one is access to array variables to store and process data about all emitted flames, which would allow the flamethrower to spray fire in an arc instead of firing a single stream at x position. For this reason the flamethrower isn't offered as a core asset yet. Another feature of 2.12 is the refurbishment of Doom-era code for guided projectiles, tricky for even the nimblest players to dodge. Switching to guided projectiles only requires changing a projectile's spawnclass from idProjectile to idGuidedProjectile, and more spawnargs can be found in the new entity base class for guided projectiles. A guided version of the cannon turret's projectile is available in 2.12-beta1. Work was also done on introducing Thief-style bouncing projectiles but, as a hybrid between projectiles and moveables, these aren't part of 2.12 because changes to existing code at a deeper level are needed.
  21. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
  22. I can't say this about TDM necessarily but I have seen quirks that happen on Linux that don't happen on Windows even with cross-platform software. I was testing some Quake map packs in Linux using the Quakespasm engine, a very popular source port. I noticed a particular map pack was missing music in Linux but worked fine in Windows. I thought it may have been a codec issue, until I discovered the map in question was requesting audio file "track102.ogg" but the actual title of the file was "Track102.ogg" and Linux filesystems are by default case-sensitive. Renaming the file fixed it but man that was some bullshit the end user shouldn't have to deal with.
  23. A Problem Arises I've paused subtitling of the Lady02 vocal set, because of a problem with the voice clips described here: https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/&do=findComment&comment=490151 While a way forward is being determined, I'll work on a different vocal set. Maybe manbeast, for which Kingsal just provided me the voice script.
  24. Awesome! Post is up! https://forums.thedarkmod.com/index.php?/topic/22200-beta-testing-the-house-of-delisle/#comment-487365 Thanks!
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