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  1. Here's the DR 2.9.0pre3 build for every interested mapper to test. It might not be obvious from the change log, but this build went through a huge architectural change under the hood, that's why I'd like to some feedback about what might have been broken along the way. And there's a few nice features in this new version, so I hope this makes your mapping life better. Let me also say that I appreciate the fact that DarkRadiant's development team has been much more active the last few months - I think we had 4 contributors to this release. There's a new game connection plugin available, which is working with the latest TDM development release, see this thread for more information. For more things that have changed or fixed, see the list below. Download Windows Portable x64: https://drive.google.com/file/d/1Qop2WqI91KilSHavYlfvRws-xwdG0P24/view?usp=sharing Download Windows Installer x64: https://drive.google.com/file/d/1t7wdsBCU38gEfLmGmGm8OCdE8Zlib1OY/view?usp=sharing Linux folks need to compile this stuff from source, instructions for various distributions are on the wiki. If you happen to run into a crash, please record a crashdump: How to record a crashdump Changes since 2.8.0 can be seen on the Bugtracker changelog, here's the summary: #5346: Feature: TDM Game Connection Plugin #5357: Feature: Add search function in Skin Chooser #5235: Feature: Highlight a model in orthoview and its selected in 'map info' inspector #5345: Feature: Display Estimated Duration of Sound Clip #5342: Feature: Display which file an entity or soundshader is defined in #5306: Feature: Add a 'Reload Sounds' options to the menu #5310: Feature: Add a way to teleport to coordinates (via Console Command or Python) #5288: Feature: Exit search field in child window by pressing escape #5277: Feature: Improve usability of class selection in Difficulty editor #5264: Feature: Add `monster_player_clip_wood` to list of filtered clip textures #5358: Fixed: Skin listing issues in Skin Chooser #5356: Fixed: Moving a clipper point always sets position on one axis back to 0 #5263: Fixed: "Model Scaler" doesn't handle model duplication correctly (or perhaps consistently) #5348: Fixed: Clipper cursor persists when switching out of clipper mode #5347: Fixed: Crash if pressing backspace while drawing a brush #5368: Fixed: Console warning in Linux when loading libradiantcore.so: undefined symbol: RegisterModule #5344: Fixed: Change CSG Merge such that only brushes sharing the same parent entity get merged #5336: Fixed: Crash when using CSG Merge on brushes that are entities #5290: Fixed: 'Delete property' is greyed out when multiple properties are selected #5248: Fixed: Difficulty editor doesn't show classnames when typing instead of selecting them from the dropdown list #5289: Fixed: Particle editor creates .prt files incorrectly #5337: Fixed: Crash in PrefabChooser dialog when using type-search while a prefab is loaded #5269: Fixed: Escaped EOLN in entity spawnarg is turned into real EOLN #5275: Fixed: DarkRadiant will not show DDS textures that are stored uncompressed (non-DXT) #5278: Fixed: Linux config files should go under ".config" #5276: Fixed: Render mode icons are difficult to distinguish in certain environments #5246: Fixed: Texture Tool / UV Tool grid size #5243: Fixed: DR lockup/freeze while cleaning up brushes using subtract/cutting tools. #5200: Coding: Unit testing infrastructure #5343: Coding: Unit Test Infrastructure Phase 2 #5361: Coding: Unit testing infrastructure (Linux) #5180: Coding: Simplify Commands and Event registration #5338: Coding: Split Camera code into model and UI #5231: Coding: Extract Radiant core such that it can be instantiated from outside the main executable #5367: Build: Need better Python detection in configure.ac Changes since 2.9.0pre1 #5370: Fixed: Cubic clip button doesn't toggle. #5380: Fixed: Select Group Parts not working #5381: Fixed: Linux: Can't copy / paste items, no clipboard module attached #5366: Fixed: Binaries are installed differently by Automake in openSUSE and requires lib->lib64 symlink #5374: Fixed: Ctrl+C attempts to save the map, then crashes DarkRadiant #5372: Fixed: Orthoview brushes sometimes display as black #5379: Fixed: Log file not created in Windows #5375: Fixed: Build failure in Mageia 8 Changes since 2.9.0pre2 #5371: Fixed: Fit Texture does not work if either Horiz. or Vert. scale are set to 0 #5405: Fixed: Darkradiant occasionally freezes when browsing sounds #5401: Fixed: DR not always remembering window size and position between sessions #5402: Fixed: Model browser renders 3D previews for past models, overlaps current selection #5399: Fixed: Conversation Editor won't add new actors, entity names are seen as null #5407: Fixed: Entity Inspector always shows "Primitve 0" for any selected worldspawn primitive #5397: Fixed: DarkRadiant crashes when using Map - Find Brush #5387: Fixed: segfault when applying a new material to a brush #5391: Fixed: On/off Selection issue with layers window #5115: Fixed: Export patches: .lwo loses smooth shading #5373: Fixed: segfault when selecting a material in the media/textures list #5383: Fixed: Reported Polycount for LWO models is one too high Thanks for testing, as always!
  2. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  3. Changelog of 2.12 development: release212 (rev 16989-10651) * Training Mission reverted to 2.11 state, except for text changes about new controls. beta212-07 (rev 16982-10651) * Fixed save/load of turrets. * Fixed some more cases of camera clipping during force-crouched mantle (6425). * Fixed crash if player wins twice in quick succession (6489). * Added angRotate script event. * Fixed church_altar prefab (6285). beta212-06 (rev 16970-10644) * Fixed light leaks workaround dropped after save + load (post). * Force doors which connect visportal to cast shadows regardless of light flow (post). * Improved candle vs junk detection for new frob controls (6316). * Fixed player getting stuck at start of "One Step Too Far" (post). * Fixed warning on spawning atdm:env_ragdoll_tdm_spider. * Fixed wrong skin in mechanical/switches/switch_rotate_lever prefab (6479). * Fixed double slash in lady02 subtitle decls (post). * Fixed rotated versions of safe03_wall prefab (6268). * Tweaked fogging of health potion. * Fixed overbright skins for nature bushes (6478). * Fixed Grandfather_clock_victorian_01 model (6383). * Removed pause from looping sound machinery/machines/m3_loop (6384). * Fixed broken func_portals in Training Mission (4352). * Minor improvements in Saint Lucia mission. * Doubled game scripts memory limit (post). * Improved normal map of long banners (6355). beta212-05 (rev 16950-10635) * Fixed player seeing through ceiling when mantling into crouched state (6425). * Improved how frobbing works on junk items (6316). * Toggled states of player movement are saved and restored properly (6458). * Fixed back image loading optimization. * Added canCloseDoors spawnarg on AI, which allows to block closing only (6460). * Rats and spiders are non-shoulderable by default (6456). * Increased wait in screenshot_viewpos macro command (6331). * Added forest models from The Valley abandoned mission. * Fixed frobstage on sign models (6457). * Added vine arrows to training mission (4352). * Improved Merry Chest prefabs (6459). * Fixed normal map of dirt_packed_muddy (4668). * Fixed nails in door_boarded_up01 model. * Fixed attachments of atdm:fireplace_place_base (6474). * Fixed editor image of blocks_large_sandstone, rough_grey_dirty_sepia_grey_trim (6281, 6464). * Added editor image for grey_dirty_trim material. * Adjusted tooltip for auto-search bodies. beta212-04 (rev 16932-10626) * Added massive package of subtitles for AI sounds (6240, thread). * Fixes in envshot command (5796). * Added nature/dirt/ash_and_coals texture (6441). beta212-03 (rev 16902-10623) * Improved subtitles layout and location ring picture (p1 p2). * Fixed broken remote render with soft stencil shadows. * Added color buffer clears to fix remote render breaking skybox (6424). * Fixed warning generated by remote render (6424). * Fixed min_lod_bias being ignored if no other LOD settings is specified (6359). * Now changing LOD settings effects objects with min_lod_bias immediately (6359). * Fixed text & background alignment in mission lists (6337). * Fixed gaps in chandelier models (6433). * Added missing editor texture for carpet/runners/ornate_red_black03_end (6435). * Further expansion of listRenderLightDefs and listLightEntityDefs commands. beta212-02 (rev 16889-10613) * Fixed underwater rendering due to missing doublevision shader (post). * Exclude more lights from the new light portal flow optimizations (5172, 6321). * black_matt is now fully black, no tiny green bias (post). * Fixed lockpick interruption when mouse cursor switches between door and handle. * Extended listRenderLightDefs and listLightEntityDefs commands. * Fixed church_altar.pfb (6285). * Added window01_curtains01.lwo in separate parts (6356). * tdm_open_doors now opens locked doors too. * Fixed rare case of getting NaN in spline mover. * Added r_skipEntities cvar, similar to "filter entities" in DR. * Added editor spawnargs for volumetric light properties (6322). * Fixed radius override and added position override for script-based stims. * Fixed warnings with wrong virtual function overrides. beta212-01 (rev 16879-10584) * Fixed player falling through elevator when shouldering a body (6259). * Rebalanced volume of all player footsteps (6348). * Fixed weird animation when mixing drawn bow and main menu (2758). * Fixed all kind of issues with bc_teatray material. * Added alternative frob controls mode tdm_holdfrob_drag_all_entities for dragging on hold. * Fixed non-actor entities always getting full splash damage. * Hide console before screenshot with screenshot_viewport command (6331). * Added tdm_subtitles_ring cvar to disable subtitles location ring. * Added mission.cfg as a temporary way for mission to override non-archived cvars (5453). * Cvars "pm_lean_*" are no longer archived (6320). * Removed some cvar overrides from atdm:player_base. * CFrobLock now supports script events: Lock, Unlock, ToggleLock, IsLocked, IsPickable (6329). * Simplified flee script event, supported fleeing from non-actor entity and fleeFromPoint. * Fixed crash on some non-standard cases of flinderize. * Can set spawnarg "douse 0" on damageDef to not extinguish lights from splash damage. * Added setFrobMaster script event. * Added script-based stim type, which triggers only when stimEmit script event is called. * Added on/off script events to func_emitter entity. * Added setSmoke script event to change particle decl for a func_smoke. * Added hasInvItem script event to check if player has some item. * Added launchGuided script event to start guided projectiles. * Added getInterceptTime script event for shooting projectile and running target. * Added "bounce_sound_min|max_velocity" spawnargs to control projectile bounce sounds. * Added "postbounce_*" spawnargs to change projectile properties after bounce. * Fixes to moor guard ragdoll (6345). * Fixed wench AI sounds (6284). * Added new experimental entityDef for an automatic turret. * Official missions no longer pretend to be part of 3-mission campaign (6338). * Removed AI PAIN messages console spam. * Removed excessive "s_volume 0" from base loot entityDefs (6346). * Replaced symbol on the proguard's belt. * Default value of com_maxfps increased from 144 to 300. * Improved idEntityPtr, fixed some warnings. dev16854-10518 * High mantle animation has become much faster (6343). * Crouching while on ladder/rope now causes player to slide instantly. * Added "forceShadowBehindOpaque" hack to workaround shadow leaks in old missions (5172). * Fixed and revised underwater "double vision" effect (6300). * Add scratch images have alpha = 1, which fixes some mirror materials (6300). * Added warning if material output color depends on input alpha, fixed it in core assets (6340). * Support several independent user addon scripts (6336). * Fixed missing headbob and footsteps at very high FPS (4696). * Fixed player hanging mid-air in a jump at very high FPS (6333). * Don't crash if player's head does not exist (6326). * Added "fade in fast" options for frobhelper (6342). * Removed "show tooltips" option, now it is always on (6344). * Added default spawnarg values to "text" debug entityDef (6325). * Fixed some uninitialized values, float overflows and NaNs across the code. * Reorganized covered furniture models from Seeking Lady Leicester (6289). dev16842-10488 * Major changes in frob/use controls: holding frob does different thing now (6316, thread). * Fixed some electric lights not spawning. * It is no longer necessary to specify extension to reference PNG image. * Added cvar tdm_show_viewpos and command screenshot_viewpos (6331). * Fixed hanging when light is moved through a plane with many visportals (3815, thread). * Fixed multipage readables stuck on empty page, improved page flipping (6313). * Fixed WAV sounds playing in main menu, all sounds are streaming now (6330). * Fixed light leaks along scissor rectangle boundary with soft stencil shadows (thread). * Better subtitles location visualization (6264). * Changed position of subtitle blocks and subtitle font (6264). * Internal refactoring of idImage class (6300). * Fixed rare bug in renderworld raycasting... might happen with particle collisions. * Fixed warnings in newspaper_bridgeport0X core readable GUI (6245). * Added vec4 GUI keyword (6164). * Renamed pm_lean_toggle cvar to tdm_toggle_lean. * Improved "head bob" and "mantle roll" settings in main menu. * Updated FFmpeg to 4.4.4 (6314). Known issues: * Various problems after image refactoring: underwater, mirrors, etc. dev16829-10455 * Allowed to mantle while carrying/manipulating an object (5892, thread). * Allowed to change weapon while mantling or on rope/ladder (6319). * Several leaning improvements (6320, thread). * Parallel shadow-casting lights are deprecated, use parallelSky instead (6306). * Added many menu settings for autoloot body, blackjack helper, and other (6311). * Deleted option for autolooting bodies with one item per frob, added menu setting (6257). * Added cvar to modify all head bobbing settings (6310). * Fixed some corner cases with multiloot (6270). * Fixed frob helper's "always visible" mode (6318). * New&fixed versions of atdm:lamp_electric_square_3_lit_unattached (6315). * Fixed UV map on Stove models (6312). * Reworked r_showPrimitives + deleted code for rendering from CPU buffers. * Shortened name of end-mission autosaves (6294). * Consistent names of various arrows. Known issues: * Some electric lights don't spawn. dev16818-10434 * Fixed projectiles flying through player and enemies sometimes (6292). * Lights with noshadows spawnarg pass through walls again (5172). * Disabled portal flow culling optimization for parallel lights (5172, 6306). * Faster light-entity interactions matching if light is noshadows due to spawnarg (6296). * Compression of images to DXT1/3/5 is done in software (6300). * Cleaned up rounding math routines (6300). * r_showportals 2 is easier to understand now * Changed rules for getting start areas of parallelSky light (6306). dev16814-10408 * Optimized portal flow culling for shadowing lights (5172). * Extended dmap diagnostics to info_portalSettings, improved editor descriptions (6224). * Added test commands: tdm_open_doors and tdm_close_doors. * Minor adjustments to ear-cutting algorithm in dmap. * Minor refactoring in image compression code (6300). dev16809-10394 * r_shadowMapSinglePass is enabled by default now. * Fixed lack of shadows in volumetric lights under r_shadowMapSinglePass (6271). * Fixed interaction rendering on materials with polygonOffset (5868). * Optimized code for finding light-entity interactions on large maps (6296). * Optimized moving shadowing lights: don't create interactions in unreachable areas (5172). * More refactoring in backend: tonemap shader (6271). * Added more covered furniture models (6289). * Added wall models from Seeking Lady Leicester (6293). Known issues: * Some noshadows lights no longer pass through walls. dev16801-10370 * Supported -durationExtend for inline subtitles (6262). * Added blue noise dithering to tonemap shader, which fixed color banding of fog (6271). * Optimized away unnecessary render copy under "useNewRenderPasses 1" (6271). * Refactored blend and fog lights into new backend architecture. For troubleshooting, reduce cvar useNewRenderPasses to 1 or 0 (6271). * Added 30 case to max FPS selection in settings menu. dev16792-10357 * Fixed particles bound to animated joints (6099). * idVec3 is no longer initialized to zero by default (6280). * Integrated Address Sanitizer tool and fixed a few found bugs (6280). dev16789-10349 * Deleted old backend completely + some cleaning (6271). * Fixed map icon wrong name (thread). * Now light entities support noPortalFog spawnarg (6282). * Support fonts aspect ratio correction (6283). * Fixed playerstart customization (thread). * Refactored "render pass" part into new backend architecture. For troubleshooting, try cvar "useNewRenderPasses 0". Also "textures/particles/blacksmokepuff" now works (6271) * Now arithmetic expressions in materials support min/max functions (6271). * Minor initialization cleanup (6280). dev16785-10319 * "r_shadowMapSinglePass 1" now respects noselfshadows flag (6271). * Continued refactoring in shadow maps and render-pass shaders (6271). dev16783-10307 * Backported new rendering backend to uniforms, should work like the old one now (6271). * "Auto" lockpicking difficulty now unlocks pin from after one cycle (6256). * Added "auto-search bodies" feature under tdm_autosearch_bodies cvar (6257). * Added r_shadowMapAlphaTested cvar for single-pass shadow maps (6271). dev16781-10289 * Added first version of direction and volume cues to subtitles (6264). * Allow subtitles to extend duration of sound sample (6262). * Improved slot allocation algorithm for subtitles, a subtitle no longer changes slot (6264). * Fixed bug that stereo sample plays for 2x duration due to length confusion. * Upgraded libpng and rebuilt third-party packages. * Internal fixes of depth bounds test asserts. dev16778-10275 * Allow limited mantling with a shouldered body (5892). * Fixed toggle creep and improved settings layout in the menu (6242). * Fixed bounding boxes of animated entities and particles, enabled r_useEntityScissors by default (6099). * Trigger call_on_exit before call_on_entry when switching locations. * Don't expand bounds of surfaces with turbulent deform (5990). * Removed "gui" spawnarg on GUI message to avoid first frame (6117). Known issues: * Particles bounds to animated joints broken. Changelog of earlier versions can be found here. Source: 2.12 beta testing thread
  4. Very nice as a quality small FM, clear and well set up. Definitely didn't get everything but found most of what there was to find. Sadly also a few bugs, makes me a little sad I missed the beta testing to catch them earlier. Other bugs involve the secondary main character...
  5. FYI, there are now two documents that describe my current workflow for the bark subtitles associated with any AI. The "Overall" Doc This gives a 1-page summary of how an Excel spreadsheet serves as the hub to manage and tune the inline subtitles, and flag those that need an SRT treatment. SRT is then covered in more detail, as is preparation of an FM for testing the results and releasing them for incorporation into TDM: Subtitling Overall Workflow, SRT, Testing (Jack - June 2023).docx The "Explained" Doc This concentrates on the latest version of the spreadsheet, beginning with its instantiation from an Excel template, followed by population of the first four columns with program-generated data and with strings copied from the vocal set. Manipulation of each subtitle, and its affect on generated column info and your decision making, is then covered. Finally, export to a text file and further text editing creates the content needed to be incorporated into the testing FM: Explained - SubtitlesTemplate(v5) & AverageJackSubtitles.docx
  6. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  7. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
  8. I loved it. Awesome game. I faceplanted at the people who asked for quest markers in the Steam forums there... Herr, lass Hirn regnen. The game is so great, and so true to the original, because it doesn't hold your hand. When is the new breed of gamers gonna learn.
  9. List of major console variables and commands: PLAYER tdm_holdfrob_* --- set of variables that affect the reworked frob controls. tdm_autosearch_bodies --- automatically take items attached to unconscious bodies on frob. pm_headbob_mod, pm_lean_* --- allows to reduce some player movements. HELPER tdm_show_viewpos, screenshot_viewpos --- embedding viewpos into screenshot for better bug reports. tdm_open_doors, tdm_close_doors --- cheats to make mission testing faster. TROUBLESHOOTING r_useLightPortalFlow, r_useLightPortalFlowCulling --- improved light-entity interaction culling. Most major effect on shadows. This cvar is responsible for causing light leaks with stencil shadows, please report all of them! (thread) r_useNewRenderPasses --- selects from several renderer backend code paths. This is similar to the old r_useNewBackend cvar which has been deleted. r_shadowMapSinglePass --- faster code path for filling shadow maps. r_useEntityScissors, r_animationBounds --- improved bounds estimates for rendered entities. r_postprocess_dither --- new dithering in tonemap postprocessing for less color banding. r_shadowMapAlphaTested --- experimental mode for alpha-tested surfaces with shadow maps, where transparent areas of texture don't cast shadows. s_realTimeDecoding --- selects code path for decoding sound samples. tdm_subtitles_* --- many cvars for subtitle improvements (location cue, duration extension, debug text).
  10. I hear these addons make saves incompatible between installations (relevant when swapping saves during beta testing)? That should be noted if accurate.
  11. It is quite litigated in the thread already whether it is particularly important or common in games for a context sensitive input be "consistent" or whether this inherently means something is intuitive - so I won't repeat my thoughts on it. I will say It seemed like it was quite difficult to get this change as it is into the game, so while I think anything can be improved I am not sure anyone wants to go through another 10 pages, polls, etc. So I hope I don’t sound short or dismissive, it’s really not my intention, it’s just been a very long thread. I will say if an object is frob highlighted, ie subject to an interaction prompt, if frobbing it then does not do anything or provide any feedback the game immediately feels very strange and broken. I do not think it is good a idea to have objects which can only be interacted with via long press. The current design is around primary interactions being on short press and the secondary more situational actions being on hold, while also retaining compatibility with all legacy interactions. There is some disagreement as far as what is a "primary" interaction, but I find it pretty intuitive in practice as it is today. There are some exceptions that did not work out in testing. I will the example of candles/lanterns - having extinguish as the primary interaction makes a lot of sense, but in practice didn't work very well. The game is full of extinguished candles, empty candle holders, etc that are now simple physics objects that require a long press to pickup and have no primary interaction - see issue above. You also have to handle lanterns differently, which can be toggled off/on. You could code in the TDS method which is extinguish a lit candle on frob, then it becomes a physics object (“junk” in the parlance of your table) so the primary interaction should then be grabber. There seemed in general to be a lot of concern about keeping the code clean. Being able to grab moveable inventory objects on hold without having to do the current dance of bringing them into inventory first and then “dropping” them - like keys and tools - could be a nice addition. Many loot objects are not moveables so these might be a bit of issue?
  12. I'm seeing the weirdest thing on my map, not public yet but I have the case for testing: Not only does the light leak, and it does so even as I've textured the walls with shadowcaulk... a light actually leaks only while the door is closed, once I open it the undesired light goes away. It's the glow on the left side of the door and little triangle it casts on the floor in front of it. I think it might be the light at the right shining through though, not sure if it's the light in the newly opened room. The interesting thing is opening the door makes it go away, also using shadowcaulk over mere caulk doesn't seem to matter which is quite odd.
  13. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  14. I think I mentioned Bienie about this during beta testing and thought he fixed it.
  15. For scripting it's essential what order the functions come in because a function can only call another function or access a variable if it has already been seen by the scripting engine. This would make auto-loading scripts in alphabetical order problematic unless all core and FM scripts have their names changed in a way that mimics their current #include orders. It would be better if the order no longer mattered, but that's probably a change in a different ballpark entirely. Also note that tdm_custom_scripts.script is explicitly for mappers and tdm_user_addons.script is explicitly for users/addon creators, with warnings in the respective files similar to how most of our GUI files point people to which ones are safe for them to tamper with. The messup with Hazard Pay happened because the FM provided a copy of tdm_user_addons.script (accidentally left behind after testing), conflicting with other addons. @wesp5files outside of .pk4s already overwrite same-named files inside .pk4s, both on the core and FM levels. In any case, we've recently started looking into a way of supporting unlimited addons in parallel by auto-including and auto-calling script files and functions whose names follow a specific naming convention (tdm_user_addon*).
  16. In a private message on Monday (2022-01-16), I asked about some patches. Then, I was asked why I waited until the second half of beta testing. My reply was "(1) I recently shared some config with Thief players and some expressed interest in TDM. So, I decided to write a guide. (2) I've been beta testing a mission, so I've uncovered these recently. (3) I don't know the beta release schedule, so I don't know where we are in the process." In a private message on Tuesday (2022-01-24), I was asked when I would be done with my patches for 2.11. I gave a list, and there was no definitive communication from the dev team that they would not be considered for 2.11. Just that patches would need to stop soon, because the dev team was deciding when to end beta testing. It seemed that I was given the go ahead. I didn't want to hold up the beta's (unknown) schedule anymore, so I put in extra time and effort to get all of my patches in no later than the next day (Wednesday) to give the dev team time. In a private message on Wednesday (2022-01-25), I told a developer, "I've submitted all the patches that I've planned: 6241, 6231, 5892. I'm ready for feedback and fixing any issues with those patches. That'll be it from me for 2.11." I was given some feedback about (5892), and there was no mention that my patches would be excluded from 2.11. This week's work getting into the next beta was going to be my personal triumph and moment to be proud of, because my hard work was going to be done for 2.11. My patches were already submitted, after all. Now, it's ending in a bust. After my post yesterday, I found out that one of my patches that had already been accepted in SVN for both code and assets will be reverted and postponed until 2.12. No reason given. I had checked SVN to make sure it was applied correctly and made sure the core assets were correct. I've been playing with the latest SVN code and haven't encountered any issues with that patch. Now, I don't know the state of that code. (As an aside, I don't have read access to the assets SVN, so I had to request the changed files from a dev.) The patch is for (6242). That patch fixes a bug that can be read about on (thread). Does the dev team think those players are going to be happy that this patch was reverted and won't be available for an entire year? I fixed that for the players, not myself. For (5892), a feature requested by Bikerdude. This was a reason given for not allowing mantle while carrying a body: On Saturday (2022-01-21), the "tdm_mantle_while_shouldering" cvar was accepted and merged into SVN. Bikerdude replied: Now, if I'm understanding right, that cvar will be removed and not included in 2.11. Bikerdude is one of the most prominent mission authors, is he not? Now, Bikerdude's feature is being taken away. A less prominent contributor, myself, is getting his contributions reverted. It's a shame, because my fixes and suggestions mostly come from listening to the community and dev feedback. Submitting patches is a lot of effort, and I could keep those changes to myself instead. My work is for the players, not myself. Usually, I don't propose something or act on something unless I see other players having the same issue as I've experienced. I think TDM is mostly fine as is. It's not like I'm suggesting new arrows, how doors work, rewriting AI, or something like that. I'm at a tipping point of losing trust in this project, because this situation is fixable. Miscommunication happens. How it's handled matters. I did my best to communicate and hold true to no more patches after this week. Also, the dev team could have told me something like "any patches submitted after X date will not be considered until after the beta cycle." From my point of view, the dev team suddenly changed course from Tuesday's "deciding when to end beta testing" to Thursday's "still unknown but sooner than before, I guess?", and the proposed solution from the dev team is "Tough. Deal with it." or "Don't like it? Fork it." instead of "Let's do one additional beta release" to get everything worked out (whether or not patches get included). I think one more beta release to get these completed or decided on is fair, because that's what the agreement seemed to be, as vague as it was. I'm doing this for free as well, and it sure doesn't feel good to see my work handled in this manner.
  17. Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange)
  18. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
  19. Public release v1.7.6 (with Dark Mod support) is out. Improvements since the final beta 14 are: Fixed a few remaining bugs with zip/pk4 support. Game Versions window now properly displays TDM version. Import window no longer has a vestigial off-screen TDM field (because TDM doesn't need or support importing). Web search option is now disabled if an unknown/unsupported FM is selected. If an FM with an unknown or unsupported game type is selected, the messages in the tab area now no longer refer to Thief 3 ("Mod management is not supported for Thief: Deadly Shadows"). The full changelog can be viewed at the release link. The de facto official AngelLoader thread is here: https://www.ttlg.com/forums/showthread.php?t=149706 Bug reports, feature requests etc. are usually posted there. I'll continue following this thread though. Thanks everyone and enjoy!
  20. Here's the DR 2.8.0pre5 build for motivated mappers to test. I'm not done yet with what I planned to pack into 2.8.0, so this pre-release build has been uploaded to get some early feedback for myself to fix things along the way. I'd appreciate it if folks could try and have a look. There are two major things I'd like people to test, specifically: First, I've added a way to copy/paste stuff between two different DR sessions while keeping the grouping information intact. To achieve this, I had to introduce a new (internal, but not only) map format to transfer all info through the clipboard. New saving format and refactoring the save/load code is always a bit hairy, so I'd like to get some reassurance that saving / loading is working as reliable as it used to. Second, there's a new feature for selecting stuff using the Filter definitions. You can right-click in the orthoviews to select or deselect stuff matching a certain filter: For more things that have changed or fixed, see the list below. Download Windows Portable x64: https://drive.google.com/open?id=1oDAPZnYoANbgjnsMRxdYPKKCnJ4fApt- Download Windows Installer x64: https://drive.google.com/open?id=1JgORkG-Q50cMuiHBVByXn8Us5K-60b0F Linux folks need to compile this stuff from source, instructions for various distributions are on the wiki. If you happen to run into a crash, please record a crashdump: How to record a crashdump Changes since 2.7.0 can be seen on the Bugtracker changelog, important stuff includes so far: #5203: Feature: Let DR look for either 32-bit or 64-bit TDM .exe's #5122: Feature: Selection by Filter #5090: Feature: Preserve grouping information when copy-pasting between multiple open instances of DR #5175: Feature: Add Portable Map Format storing map and additional data in one single file #5089: Feature: Preserve grouping information in prefabs #5155: Feature: Model chooser doesn't list .md3 models #5154: Fixed: Edit Objectives dialog doesn't adjust its height when selecting a component #5188: Fixed: DR can't find materials whose names start with table #5199: Fixed: It's possible to delete the classname spawnarg through the context menu #5196: Fixed: All spawnargs with the same value as the "name" spawnarg iterate when the entity is cloned #5193: Fixed: Removing a Stim/Response entry can break the remaining entries #5174: Fixed: Loading error caused by non-Latin character in filename #5135: Fixed: Texture Tool: crashes on brush surfaces with texture scale 0 #5132: Fixed: Undo after thickening a cylinder cap along vertex normals causes crash #5149: Fixed: Readable Editor Crash #5131: Fixed: Python 3.8 does not get linked (Linux) #5173: Fixed: ConnectNamespacedWalker Warning when cloning selection containing links and targets Changes since 2.8.0pre1 #5210: Show English difficulty names in the Difficulty Editor instead of the #strNNNNN IDs #5211: Added ability to edit difficulty names #5207: Add Move up/down buttons to Conversation Editor #5159: Add type-to-search ability to AI vocal set and head chooser dialogs #5209: Removed/disabled close button from all dialogs Fix a crash when loading materials referring to tables Changes since 2.8.0pre2 #5176: Feature: Let DR remember the shader in ShaderClipboard after closing #5219: Feature: Add option to show "Other Materials" in Texture Browser #5134: Fixed: 'Reload models' reveals hidden models #5147: Fixed: 'Show help' etc. checkboxes in entity inspector aren't remembered by DR #5148: Fixed: 'Show help' tooltip text updates incorrectly #5214: Fixed: Changing classname ties entity's visibility to 'Default' layer #5220: Fixed: Resized Models lose their scale in auto-saved maps #5168: Fixed: Autosaves don't save last camera angle & position #5166: Tweak: Allow fixed Subdivisions to go higher than 32 #5151: Tweak: Targeting projected lights: let the line point to the light source instead of the light volume's midpoint #5222: Tweak: Collapsing a folder in a treeview now collapses all child elements too Changes since 2.8.0pre3 #5140: Fixed ToggleFullScreenCamera command for Embedded and RegularLeft layouts #5176 improved: Newly created brushes now use the material remembered from the last session #5175 improved: mapx file extension is listed in the Map Open file chooser dialog #5199 improved: The "classname" spawnarg can no longer be removed by Cutting #5089 improved: Made pfbx the default prefab export format Changes since 2.8.0pre4 #5229: Fixed: Layers information gets duplicated in consecutive save operations Thanks for testing, as always!
  21. Okay, I had no idea, I have googled it up now and you are right, to my own surprise. Done, I´ve put some paragraphs which were previously not in spoiler tags into spoilers.
  22. Thebigh is right. The pronunciation tripped me up too, but that is apparently how Leicester is pronounced. Also @TarhielI'm glad you are loving the FM but do you mind putting spoiler tags on your post please
  23. Obviously they aren't all going to be in the same place... you're only meant to see one at a time after all, not giving away too much mechanics wise. But I found an interesting design to go with for a main character, and with all shiny crystals lined up in order I'm amazed how beautiful this looks even if it's just a circumstance of testing! Needless to say it wrecks my FPS to look at, no surprise for 6 volumetric lights attached and thus recalculated each frame.
  24. Damn I just had this bow crash but didnt have the debugger. Please mention me if you guys come up with a solution in here. For some reason I feel like Im getting it more than others, it might be because I use a lot of arrows when testing my missions.
  25. Good work! I enjoy short missions because things are nice and focused - you get in, you get out. Also I tend to do better with the loot amounts and I was able to get all the loot without too much trouble, which is rare for me. If I were to make a suggestion though - I found the intro briefing sequence a bit distracting because it was so obvious the narration was pitch-shifted to make a deeper voice. If you felt the original voice wasn't deep enough for your needs, I would either get someone on the forums to record it for you or just leave as is. That's my only real complaint and it's not even about the mission itself, so pretty good first start!
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