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  1. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  2. I suggest you use the term "I", to make clear that it is something YOU want, and that you speak for yourself. But, as wesp5 mentioned, I don't really know what this is about, at all. And, I'm also wondering about all the newly registered people lately, who just arrived at this forum, and already want to revolutionize this mod. This is a thing I noticed 2 or 3 years ago, and which hasn't been present in the 15 years I play this mod and frequent these forums now. Really seems like a common thing these days, to not knock on the door, but kick it in, and stomp right in.
  3. TDM has tons of textures from "free" texture resources that do not allow redistribution and cannot be incorporated into a commercial project. Someone would need to create a huge replacement pack of textures that do not break the look of existing missions and do not infringe on the copyrighted textures. Also, many artists who contributed to this project do not want 3rd party entities to use their work in commercial projects. They intended the models, textures, sounds, animations to be exclusively used for Darkmod content. You would either have to replace ALL assets or contact every contributor and ask them to re-license their assets. Many contributors are no longer active with the project and haven't visited the forums in years so it would be no easy feat. I cannot speak to Debian policy but I think that they treat installers that add non-free content the same as non-free content itself. One could argue that Steam is such an installer but I guess Debian would counter that there are a few fully Libre games on Steam. I think Debian, Ubuntu, or Linux Mint need to consider a repo that allows for games (etc) that include non-libre content but intentionally offer this content for free to the community with no stipulations other than "don't try to sell it as a product".
  4. The gamepad implementation allows for a great degree of flexibility to personalize settings, aside from a few minor issues that I mentioned here: https://forums.thedarkmod.com/index.php?/topic/22337-gamepad-bindings/ I would say that playing TDM with a gamepad works very well, especially considering that it was implemented as experimental and hasn't been changed since then. If I could, I'd go back to 2021-you and congratulate you on buying that gamepad. I notice that your DarkmodPadbinds.cfg looks very different from mine...
  5. It seems like more and more "thief" and "thief players" is becoming a short hand to dismiss community members earnest desire to improve the game - which happens to be a barely legally distinct "thief style" game which was made by thief fans for thief fans and is "designed to simulate the stealth gameplay of Thief". Who is the predominant player base of the game supposed to be beyond fans of the thief games? Is there some better avenue to find feedback for the game beyond this forum? FOSS and linux forums? I have seen maybe half a dozen posts from that segment. I am a thief fan, I play thief fms, my association with those games is what drives me to play and make things for this game. Are we supposed to pretend the original games are not a huge reason why most of us are here at all? TL;DR version:
  6. I was testing some missions with all the ai barks on and the issue I see is that for a lot of the subs I see on screen I can't hear the sound. Maybe I should only hear the sounds in a specific radius? Also, I think ai barks shouldn't show when story subs are on screen? Some subs have sugestive text, like what the tone of the voice is. Is that something that could be added as an option?
  7. Thanks! 1) Doing LONG_PRESS PAD_A (what I, for lack of knowledge, call "jump-mantle" or "_jumpmantle") differs from doing PRESS PAD_A ("_jump"). "_jumpmantle" differs from "_mantle", so they must be mapped to different button-calls. "_jumpmantle" differs from "_jump", so they must also be mapped to different button-calls. This appears to be the case, but it is not evident (or changeable) in DarkmodPadbinds.cfg. "_jumpmantle" seems to be hard coded to always connect to the same button as "_jump" but with a long press. It is as if bindPadButton PRESS PAD_A "_jump" is not actually just binding PRESS PAD_A to "_jump", but rather interpreted as "link PAD_A (regardless of button press time) to behave exactly like keyboard SPACE for short and long presses". I would have expected the default DarkmodPadbinds.cfg to explicitly read: bindPadButton PRESS PAD_A "_jump" bindPadButton LONG_PRESS PAD_A "_jumpmantle" bindPadButton PRESS PAD_B "_crouch" bindPadButton LONG_PRESS PAD_B "_mantle" ... but neither LONG_PRESS PAD_A or "_jumpmantle" is listed in the file. If there are actions "_jump" and "_mantle", I suppose there must also be an action "_jumpmantle" since it is possible for the player to do all those movements: * "_mantle" does the movements "crouch on the high surface, then stand up" * "_jumpmantle" idoes the movements "jump slightly forward, then land standing on the high surface" * "_jump" idoes the movements "jump up, then land exactly where you started" If the actions "_jump" and "_moveup" are not synonymous, then perhaps the action "_moveup" is what i call "_jumpmantle"? 2) Thanks for the link! It was useful in more than one way. I'll link to that page from https://wiki.thedarkmod.com/index.php?title=Bindings_and_User_Settings#Gamepad_Default_Bindings if I can get an account on the wiki, which proved more difficult than i thought (https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/). However, it does not answer my question how to find out the name ("<button>") used for a button on my gamepad. Basically, I would need to press the button on my gamepad and some program could tell me "That button is called 'PAD_A'". In my case, I have a gamepad "Logitech F310" (https://commons.wikimedia.org/wiki/File:Logitech_F310_Gamepad.jpg) which has a "Logitech button" (see image) that I want to use. I was hoping to find out the "button name" for that button and then edit DarkmodPadbinds.cfg to map it to a function. 3) ... but if that button has an "unusual name" that TDM does not recognize, then it may perhaps not work. E.g. if that button is called "PAD_LOGITECH" and TDM cannot recognize that name, then I cannot map anything to it via DarkmodPadbinds.cfg. Using QJoyPad I can map any keyboard key to it instead, as a workaround, but I cannot map MODIFIER to it (since MODIFIER cannot be set to a keyboard key). If current implementation is still called "experimental", then I must say it works very well; @cabalistic: kudos for that! I may not have continued playing TDM had it not worked with a gamepad.
  8. It is possible that this is a setting that needs to be activated to work: https://mantisbt.org/forums/viewtopic.php?t=23221
  9. Time ago it was discussed here about Hearing Impaired and Hearing Unimpaired modes. Nothing was decided back then and now we have everything. This actually turned to be a good move because code-wise we now have lots of tools at our disposal but, in my opinion, by firing everything at all players we may end up alienating many / most. I want the average player - interested in subtitles - to keep subs enabled and have a good time enjoying the good work done here and elsewhere and I keep working on an alternative: Alt Subtitles for 2.12 v0.1 Background replaced with a (fake) font outline Widget removed (too many things to focus on) Text transparency based on distance (imperfect) Story subs can take up to three slots Barks limited to a single instance Yellow color for story subs (intensity reduced a little from previous attempts) Light grey color for barks It is far from perfect but it may lead to other ideas. Download the pk4 attached to this post and move it to your root folder. I suggest taking the Braeden Church mission for a spin. Delete the pk4 once testing is complete. z_alt_subtitles_v0.1.pk4
  10. Hello, Bikerdude and I updated the mission. The new version is ready for testing.
  11. The subtitles of The Wench vocal set are now available for eventual incorporation into TDM Two versions, created earlier in the year, are released today with just-revised names. The first (created on Apr 21) was fully QA tested under April's 2.12dev: testSubtitlesWenchOriginal.pk4 But it was noticed at the time that some of the voice clips do not correspond well with their TDM event categorizations. So, the second testSubtitlesWench version (created on Apr 24) is designed to be used with corrected voice clip names and categorizations, as detailed in bugtracker 6284. It was hoped that this bug report could be addressed in a timely way, so that this patched version could also be given final testing. But waited long enough; released now without final testing: testSubtitlesWenchPatched.pk4 CAUTION: If you run this version with current 2.12dev and step through the subtitles, at some point it will fail with a console error. It will only fully succeed with a future 2.12dev with bugtracker 6284 changes incorporated. EDIT: Since this was posted, progress has occurred on 6284. The result is reportedly a bit at odds with "Patched". Expect a 3rd, fully-aligned version of testSubtitlesWench to be forthcoming. About The Wench The Wench character is described as "uneducated, saucy and bold. The wench has been around the block; she is confident and flirty." She is further characterized in the wiki as "a low-class woman with something of a foul mouth". This vocal set comes with slightly different versions for soft-spoken women and "barmaids, whores, and female thieves". Statistics Original: In file fm_root.subs there are 535 inlines, including: 50 with an explicit linebreak, intending 2 lines 485 without Patched: In file fm_root.subs there are 533 inlines, including: 48 with an explicit linebreak, intending 2 lines 485 without None of these needed explicit duration extensions. For both original and patched, there are 20 SRTs, including: 19 with 2 messages 1 with 3 messages Of the 41 total SRT messages, there are: 13 with an explicit linebreak, intending 2 lines 28 without In all, in this vocal set, there are: Original: 555 voice clips with subtitles, showing 576 messages. Patched: 553 voice clips with subtitles, showing 574 messages. Corresponding Excel Spreadsheet WenchOriginalSubtitles.xlsx This spreadsheet was organized with an early "v1" barks template.
  12. Announcing the release of Braeden Church. Summary William Steele: In the North introduced us to some memorable characters: Lord Harckoff, Lieutenant Trumble, Father Grimmore ... The setting was a renovated Builder church. But what was that church like, back when Father Grimmore was alive and the Harckoff family was nowhere to be seen? This mission takes place on one very nasty night back then, when a gang of murderers and thieves raided the church. You happen to be in Braeden on the same night, and you decide to visit the church, with a goal that's quite different than what the gang had in mind. Download This mission requires TDM 2.06 or later. Available through the in-game mission downloader. Build Time Who knows? This was an idea I had after releasing In the North, and it got built in bits and pieces over the years. Its time has finally come. Thanks to ... Bikerdude, Amadeus, Cambridge Spy, Ubersuntzu, s.urfer, and AluminumHaste for beta testing. Bikerdude and Mortem Desino for the conversation voices. I18N Initially, this mission is not ready for translation. I intend to deal with that in the future. Recommendations 1. If you haven't played In the North, I recommend you play it before you play Braeden Church. (Braeden Church is NOT a Steele mission.) 2. For those of you inclined to race past conversations, I suggest you don't in this case. The opening conversation is an important part of the mission. Enjoy!!
  13. Dear mappers, please be aware of this decorative light option introduced in upcoming 2.10 It aims to highlight the light volume and produces something like the existing fog particle with the intended effect of better speed and arguably better visuals It looks like this in game The test map we have been testing recently is courtesy of Bikerdude: download To enable this effect you will need to mark your light material with the volumetricLight keyword, like this lights/test_mansion01_window04_vol { description "volumetricLight for mansion01 window04" volumetricLight { map lights/mansion01_window04 colored zeroClamp } } Volumetric lights use projection and falloff textures to generate the volumetric effect. With shadow maps on, they also take shadows in the account. There's also an optional parameter after volumetricLight that toggles max speed vs decent look mode. Credits: @peter_spy for the original test map and direction @Bikerdude for great support during the reintroduction effort this year @stgatilov for taking the implementation on a completely different quality level @all for being cool and awesome
  14. You can't imagine how it feels to me I am testing the old missions that I played many times (like Saint Lucia and New Job), and I learn so much new! I believe those people never said this stuff before Maybe it was some hidden bug which prevented them from saying all those interesting things before, and now all of a sudden it is unlocked?! I underestimated how hard it is for a non-native speaker to understand stylized English speech.
  15. I am going to sort-of reveal that this is loosely like the nature of my upcoming mission. I noted it here when JackFarmer asked about things that are coming along in this post: https://forums.thedarkmod.com/index.php?/profile/37993-jackfarmer/&status=3943&type=status It too is a builder church. The player is requested by a hopefully famous character in another mission to handle some business that is affecting the congregation. I am looking to invoke some info and history laid down in other missions as a hook story.
  16. I created the page: https://wiki.thedarkmod.com/index.php?title=Lightgem In the source I placed the following text: <!-- Page text made by forum user Fiver: https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/&do=findComment&comment=491145 --> Personally I think the page isn't really necessary because the info is already present under HUD.
  17. I've only tested F11 and KP_SLASH . A lot of keys are already bound to settings. I have to do further testing. Btw. during the screenshot I see it shortly displaying the viewpos, maybe this happens too fast or too slow for some reason.
  18. I dom't use it, i found it here with the filter set to OpenSource. the TOS and PP isn't excluding for an OpenSource app, if they use ads mean that they also need to pay an server for this online service. OpenSource is not synonymous with free either, perhaps after the beta phase it is no longer free, so perhaps you can take advantage of the fact that it is still free to create a series of textures that can be used or search another one in Futuretools. AI generated textures and assets, by definition, don't have any copyright, so you can use them as you want. https://www.futuretools.io/?pricing-model=free|open-source&tags-n5zn=gaming
  19. There's good news and bad news. The good news is that this zip file does indeed contain the missing dat file. I have checked that it is compatible with the existing dds file across printable chars* of the standard ASCII set. I see no reason not to include it with the 2.12 distribution. *except testing method using "inline" subtitles can't do double-quotes. And I didn't try whole set of Latin-1 chars. The bad news is that in doesn't solve any problems with stray pixels or poorly spaced characters, compared to scaling down from Stone 24pt. Artifacts were seen to the left of % C T W Y During test, characters were separated by two spaces, to isolate which char was causing an artifact. Nor did I see any visually discernible improvement or change in the rendering of characters. I was looking for any thickening of the thin parts of strokes, for instance. BTW, both Stone 24pt and now Stone 12 pt have weird stuff for ASCII "<" and ">". Maybe that's a TDM customization? The > replacement includes an artifact to right.
  20. Back from a spontaneous 1-week trip to Lanzarote with wife and son. I hope beta testing has been going well...

    1. Daft Mugi

      Daft Mugi

      Lanzarote looks like a nice place. Hope you all had a great time!

  21. What's the console command to show the player coordinates (for beta testing)? I think it used to be using getviewpos like this but it seems to have been improved since? @AluminumHaste

    1. Show previous comments  2 more
    2. thebigh

      thebigh

      No, I have no idea how to do that.

    3. jaxa

      jaxa

      Good enough. I'm already taking screenshots with it.

       

    4. AluminumHaste

      AluminumHaste

      I got this from another forum member

       

      bind "F12" "con_noprint 0;wait;wait;wait;getviewpos;wait;wait;wait;screenshot;con_noprint 1"

  22. Sure! My first draft for a wiki article "Lightgem" would look like this: " [[File:Hud.jpg|right|thumb|The lightgem is shown as part of the [[The_Dark_Mod_Gameplay#HUD_(Heads-Up_Display)|HUD]]:<br/>2. A breath indicator when underwater<br/>3. The lightgem itself<br/>4. A health indicator.<br/>Two wings flank the lightgem indicating if the player is crouching.]] The '''lightgem''' is a light indigator on the [[The_Dark_Mod_Gameplay#HUD_(Heads-Up_Display)|HUD]] and an important part of [[The Dark Mod Gameplay]]. The lightgem itself indicates how visible the player is. The visibility is based on how much light is hitting the player, but also depends on whether you are crouched, moving, have a weapon drawn, or being under water. The wings on either side of the gem indicates when the player is crouching. Below the lightgem is a health indicator. When the player is injured, a small red bar appears below the lightgem. The bar shows how much health you have left and decreases from right to left. Health potions and various types of food will replenish health. The bar remains visible until the health is fully restored. Above the lightgem is a breath indicator. When the player is under water, a small blue bar appears above the lightgem. The bar shows how much air you have left and decreases from right to left. When the bar runs out, you'll begin to take damage. Surfacing or using a Breath Potion will restore your air bar. The lightgem is an object that the player always carries and is not visible in the [[inventory]]. A user can disable the lightgem and the wings in Settings - Gameplay - General - Hide Lightgem. The health indicator and breath indicator will remain visible. [[Category:Equipment]] " (With the caveat that I would need to use the preview-functionality to fix any formatting errors I may have made before publishing it.) I would also * link "BREATH INDICATOR", "LIGHTGEM", and "HEALTH INDICATOR" from "The_Dark_Mod_Gameplay#HUD_(Heads-Up_Display)" to the new article "Lightgem". * create "health indicator" redirecting to "lightgem" ("#redirect[[lightgem]]") * create "breath indicator" redirecting to "lightgem" I registered on The Dark Mod Bugtracker on 29 December and I have since reported 68 issues from a personal log of issues that I had assembled during hours of testing TDM 2.11. The reports are not perfect, but I think they show my intentions are good. I understand the reluctance, especially if there have been incidents of spammers on the wiki, but as an open source project relying on volunteer work it is also important to keep a low threshold for contributing to the product. If I'm not up to par, you'll discover it quickly. Or, rather, you would have already discovered it in the Bugtracker.
  23. In the first post of the other topic Geep proposed: Then Stgatilov's answer: But I think applying subtitles in different languages shouldn't be too hard I would think, but I don't know how the current translation system works. The engine should apply the correct subtitles based on the applied language setting, this doesn't need a whole new language system I think. Not sure who's going to write those subtitles though. I can only do Dutch and English and nobody needs Dutch I think. I suggest further discussion of this to take place in topic https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/
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