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  1. You'll be surprised to hear but I don't quite get it either. Based on my understanding, there are a few confounding factors that make this a challenge. 1. We did a lot of work to ensure that the "included missions" were made part of the install so first time players would have a curated experience. Moving the missions back to the mission database might require undoing that work. 2. It is entirely possible to add the missions to the mission database while also being included in the installer but doing this will invite a few problems: 2a. What if the user updates the mission and then finds that their TDM install is somehow borked. They might run the installer to repair it and this will revert the mission version. If they fail to update their mission after this revert they might have incompatible save games that cause crashes and confusion 2b. What if a user starts downloading a mission update and at the same time starts a TDM upgrade ? 2c. Users opening bug tickets for a base TDM version due to problems seen in the included mission that are no longer present in the updated one, thus making it more tedious to narrow down duplicate bug submissions. 2d. Players seeing the missions on the TDM missions download page and downloading the package to install in the FMS directory then seeing duplicates in the mission list because the downloads page renames the packages with hashed filenames. All the above challenges revolve around potential user error and even though it should be obvious not to do these things, we have to compare the above to the vast swaths of folks who are begging to include TDM into Steam because unpacking a zip file and running an installer executable within a folder is "too difficult and confusing". One thing that we have the ability to do is change the file in the 2.12 installer repo so that if users run the updater it will apply the new mission. This change would not be visible to users so they would not get any alert about it. We would just have to announce it and hope that players watch for TDM announcements. I am doubtful anyone would want to work on it but I suppose that there could be some way to pass some sort of signal to the mission downloader when included missions have been changed on the installer side so they get a different update indicator. Still would be kludgy because you'd either be telling the player to exit TDM and run the installer or making TDM invoke the installer internally. So that is my take on "why" based on my own knowledge. Of course, part of my inability to "understand it" is due to my incredulity that we need to cater to players who are so below the bar in computer literacy that they would inflict these problems on themselves in the first place. None of this is an official stance just my own take on why the proposal to "let two updater processes control the same files in the same folder" has been rejected ( other than that such designs usually horrify programmers on a primordial gut level and if you mention that any program that does this you will see any programmer in vicinity instinctively reach for headache or stomach medicine ).
  2. Announcing the release of the third William Steele mission! Summary Cleighmoor takes Steele inside Cleighmoor Gaol, where Warden Fielder likes nothing better than a glass of wine and some cheese, while watching a miscreant hang from his gallows. Steele is tracking down the evidence of his parents’ murder. The mission starts in the sewers, and progresses to Cleighmoor’s compound. The William Steele Missions Cleighmoor is the third of several Steele missions. Altogether they'll tell a story of corruption, greed, and revenge. At some point, I'll start packaging them as a campaign, in addition to the single missions. If you haven’t played WS1: In the North, or WS2: Home Again, I suggest you complete those before playing WS3: Cleighmoor. Download Cleighmoor is available in the in-game downloader. Problem with Suicidal AI Occasionally, someone reports that a distant AI commits suicide. Since one of the mission objectives is to kill only in self-defense, this fails the mission when it occurs. To avoid that, I've created a replacement *.map file that you can obtain here. After you've downloaded and installed the mission, create a new folder named "maps" so that you have: darkmod/fms/ws3_cleighmoor/maps/ Unzip the replacement *.map file and place the new *.map file into the maps folder. So now you have: darkmod/fms/ws3_cleighmoor/maps/ws3_cleighmoor.map This should solve the suicide problem. A new version of the mission will be released after TDM 2.05. Build Time Nearly 4 years. (This was my first attempt at a mission, and it sat on the back burners until being folded into Steele’s story.) I18n Cleighmoor is ready for translation. Thanks Thanks to the TDM team for creating a terrific platform for storytelling and stealth gaming. Thanks to my beta testers: AluminumHaste, Bikerdude, Goldwell, Xarg, Lux, Moonbo, Deadlove, and plotzzz. Thanks to Goldwell for his voice work on the conversations. And thanks to YOU, for playing! Known Issues This is a large mission. To ease the burden on older systems, consider shutting doors behind you as you go. If you experience low frame rates, please consult the Performance Tweaks page on the Wiki. Performance Tweaks For very low end PCs I recommend the following settings: V-sync is off AA is off Aniso is 4x or lower Advanced settings are simple/default Post processing is disabled Anyone having performance issues with TDM missions can put the following cvars into their Darkmod.cfg file. This will improve the framerate and stutter/chop when in-game, but may increase loading times a little. image_usePrecompressedTextures "1" image_useNormalCompression "2" image_useAllFormats "1" image_useCompression "1" image_preload "1" Important This mission requires TDM 2.01 or later. The William Steele story is heavy with readables. Please try to read every readable you find. Most importantly, Enjoy! Screenshots WS4: The Warrens Steele ventures into The Warrens, a dangerous area near Bridgeport's docks. You can find it here.
  3. Might be worth a try. I browsed the source code yesterday a little, but I had no idea where to even start looking for it. I've been building a sort of starter-project for it, but it's not public yet. But my support for DR is not ready for production or anything. Everything seems to work fine, except I'm having issues with textures, and tbh I'm not sure I'm gonna make it. I am about to make my repo public regardless of that, though, but I still need to get a lot of stuff in order. Meanwhile, if you'd like to move forward without DR, you could try NetRadiantCustom or TrenchBroom. Personally I recommend NRC (although TB might be a bit easier to start with). The plugin I'm using is FuncGodot (formerly known as Qodot). It's currently the most recommendable. Patches and NURBS aren't supported by any plugins yet, btw.
  4. Hm after testing: This does actually work fine. Both in DR and in tdm. I guess there's no point in specifing the model path, because then it only works on one specific func_static.
  5. After several months of hard work, we are proud to announce the latest edition of "No Honor Among Thieves"!!! EFX EDITION!!! EFX reverb has been added to all missions! NHAT has never been more immersive. From the dry woody reverb of the local pub to the sonorous and lofty echo of the Cathedrals, prepare your ears for a auditory treat! PERFORMANCE!!! Several major sore spots that impacted performance in v3 and older have been substantially optimized. Players with less capable hardware will now be less frustrated traversing caves, courtyards, and forests. VISUALS!!! Many areas have been visually overhauled!!! Improved lighting, new scene geometry, new textures, new water effects ( thanks @Arcturus !!! ), more vertex blended terrains, and more. Some areas have been visually redesigned to better match the story and convey the key characters. GAMEPLAY!!! Some new play areas have been added. A little more rooftop action is available for climbers. A few new readables for side characters expand the lore of the mission. Improved AI scripted events in the final mission escape sequence!!! Other things: The ROQ videos have been converted to MP4 to make them more compatible with the latest TDM versions. This mission still uses 2.09 style API controlled videos, we will rework the menu gui to be 2.10 (beta) compatible shortly so that "Dev Build" players can enjoy the additional performance and improvements available in those builds. Credits: @Bikerdude for the majority of the mapping work in this overhaul @Dragofer for assisting with scripting and def setup @nbohr1more new cathedral textures and improved water material def setup, a few readables @Arcturus MD3 animated water and water textures Original crew: @Goldchocobo @RailGun @Mortem Desino who created the original version along with updates to versions up to v2.0. Thank you for permission work on this update! V4 Beta testers: @AluminumHaste @JackFarmer Screenshots: Hotfix release: Should fix two minor issues: Newest Hotfix: Gdrive - https://drive.google.com/file/d/1e_LHa4RdZ0a1AD3FhgLq7OwvBmWUchJZ/view?usp=sharing Onedrive - https://1drv.ms/u/s!AuwAFc1gTZzehn0z9PsAVEIH0iFn?e=Gj0p6O ( Some additional performance optimization to the forest and fixes to other items found by Biker and Aluminumhaste in another round of testing.) For those of you who are testing the Dev Builds ( 2.10 alpha ), here is a 2.10 compliant version: https://drive.google.com/file/d/1xyPwDQjMQH1TAH98Vd29UUiB0Nki1-7j/view?usp=sharing
  6. The "peculiar lenses" don't work for me. Neither the ones I bought, nor the second ones I found in some tower. Every CInventoryItem (C++ object) stores pointer to entity in m_Item. In my case, this pointer is dead, i.e. it points to an entity which was removed some time ago. I guess for the glasses to work, it should point to the "atdm:xray_glasses" entity. The reason why it works for some people is either because the glasses don't die for them, or because they die but not completely and no other entity created afterwards takes its entity number. So the main question is: who kills the glasses entity and why? UPDATE: Just to add some more detail. I think I'm playing clean latest version with latest TDM beta. I got lost pretty quickly, so I completed all the objectives and explored most of the map first. Then I returned to the starting area and went to buy a sword. There I noticed the glasses, bought them and tried to use them instantly: they did not work. Then I explored some more and found second glasses in the tower + a piece of advice to use them. Now I have two items, but they don't work anyway.
  7. No, just modified darkmod.txt files with < and > added to mission name so the A and The sorting doesn't work!
  8. Skins don't require a model path, that's just a convenience feature to allow the skins to be associated with the model(s) in the editor. However I have no idea if an unassociated skin can be used on a func_static. I suppose there's no reason why it couldn't work, but it's not something I've ever tested and I wouldn't be surprised if it fails to do anything (either in the editor or the game).
  9. I have been attempting to create a skin for a model. No matter how closely I follow the wiki tutorial, I can't seem to get it to work. Here is a pic of the model directory, the skin directory, and the skin file I wrote. I even tried to make a standalone copy in the skins folder, in case DR doesn't like digging through folders when pulling up skins. Am I missing something? Am I running into problems because skins cannot be made for .ase files?
  10. I'm sure it's possible! I couldn't get it working on my end (typical at this point lol). I'll have to try some other time; I've spent a LONG time trying to get this to work rather than actually building. AH THANK YOU!!! I was actually hoping to implement some X-Ray stuff into my map!
  11. The attribution ("BY") part of the CC-licenses requires: 1) You must give appropriate credit, 2) provide a link to the license, 3) and indicate if changes were made. The TDM license provides a link to the CC-BY-NC-SA 3.0 license, so part (2) could be said to be fulfilled. For (1) I would expect that each asset author is somehow credited by name and a link if the asset was found online, and for (3) I would expect a comment saying something if a change was made to the asset before it was added to TDM. Correct me if I'm wrong, but there are currently no core assets licensed as anything else than CC-BY-NC-SA. If there are, please tell me how to find them and how I can read their respective licenses. I don't think there is a way to track licenses on a per-asset-basis. I raised that question in this topic. Given the thousands of hours of work put into this game, I wouldn't want to leave it to chance... This licensing stuff may not be the hottest topic, but it may be worth talking about to prevent unpleasant surprises. Agree. And that a mapper working in Dark Radiant can see the license for each asset when they choose which asset to use, as suggested in the "tracking licenses"-thread I mentioned above. Yes, a mapper who wants to create a libre mission will have restrictions on which assets to use. If they don't require their mission to be libre, it will work as usual. If there is a way to add libre assets to the core assets, then it will get easier with time. Under current circumstances, a libre mission will not be nearly as good as any of the few missions I have played so far, but I wouldn't go so far as to call it pointless. I think it would be good enough to qualify the mission+engine as a game and get it into e.g. both the Debian repository and the LibreGameWiki. It's a starting point and hopefully it can attract the attention of more people wanting to work on the game. "def files" are CC-BY-NC-SA according to the TDM license. Does anyone know which license the core scripts are?
  12. Sound shaders used in conversations are given the reverb effect defined in the associated efx file for the defined info location. If you have a room with an intense reverb (example: efx cathedral), then the voice files are sometimes not easy to understand. If you could use a different reverb for the voice files (then maybe exf Medium Stone Room), it would be more understandable again. Question: Is it possible to define a different reverb effect independent from the Info Location for such voice files? It wouldn't help if I converted the voice files with a more "understandable" reverb using an editing program, because the defined room reverb via the Info Location would still be applied, which would probably only make things worse. @nbohr1more
  13. Surrounded by greedy noblemen and treacherous siblings, Lady Kamila Leicester gets more than she bargains for after acquiring an ancient tome and performing the dark rituals within. Bikerdude, Wellingtoncrab, Dragofer, and I proudly present Grayman’s FM “Seeking Lady Leicester.” Notes - TDM 2.11 or later is REQUIRED to play this mission. You can get the latest TDM version via the installer or here. - Seeking Lady Leicester was originally a work-in-progress given to the Dark Mod community per Grayman’s wishes after his passing and was initially adopted by Bikerdude before Dragofer, Amadeus, and Wellingtoncrab joined to complete the FM. -This FM does NOT support any unofficial gameplay patch or mod. The use of such a patch and/or mod could break things in this FM. You've been warned. - "Story" subtitles are available for this FM. Simply go to Settings --> Audio and select "Story" or "On" for the subtitles setting. - This FM may be more hardware intensive than normal. LOD settings can be set below "Normal" to improve performance on low-end machines by disabling certain features. - This FM implements the func_peek mechanic, allowing players to peek through any door that has a keyhole on it by leaning forward. PLEASE NOTE: This function has been known to cause crashes for a small number of players in the past, likely due to using the 32-bit version of TDM. At no point in this mission is it required to use the func_peek mechanic; it is purely optional, so feel free not to use it. Download Version 1.1 This FM is available for download via the in-game mission downloader, or here via Google Drive. Promotional Screenshots ThiefGuild Thread Credits A big thanks goes out to Noelker and Goldchocobo for their wonderful voice work with the briefing and conversations, JackFarmer and itsPapiD for their fantastic briefing video, and nbohr1more for his story contributions and writing one particular gameplay feature that I won’t spoil here but you can read about in the readme.txt. An even bigger thank you goes out to our beta testers: nbhor1more, Daft Mugi, Silverwolf, Havoc, Datiswous, Cambridge Spy, Aluminumhaste, Thebigh, Ate0ate, Acolyte6, Kalavi, JoeBarnin. Thank you all very much for your fantastic feedback and tireless efforts as this FM evolved throughout the course of development! Asset Credits - Arx EOS’s Fish - Epifire’s models - Kingsal's Assets and Textures - WellingtonCrab’s assets and textures - Obsttorte's frob loot script - ZergRush's custom Grayman painting ===================Rest In Peace Grayman. You are missed=======================
  14. Btw. if you are looking into how skins work, I thought it's good to also mention x-rays.
  15. Because DDS is a lossy format, every direct edit of a DDS file may reduce its quality slightly. So that means either: hunt down the corresponding TGA file with the same timestamp otherwise, edit the DDS as few times as possible. In the case of Stone, if the TGA can't be found and editing DDS is needed, I'd want to think about batching up all the bitmap edits needed for i18n... but that's a lot of work. I might add, there a third possibility in the case of the readable fonts that are currently ASCII only. If they were sourced from TTF, and you find the TTF (easy in a few cases), then see if it covers Latin-1 or more. You can (with some complications RE the conversion software) regenerate an improved TDM font from that.
  16. Let's run a test. Peeking through keyholes is a core functionality. For it to work mappers must manually setup target doors accordingly. A few maps make use of this functionality. The mod expands the functionality (in a different way) to any door. Download the mission Seeking Lady Leicester and load it. Approach the one door, crouch and lean forward on the keyhole. You should see the street outside. Does it work?
  17. The subtitles of The Cynic (aka Bernie) vocal set, are now available for eventual incorporation into TDM: testSubtitlesCynic.pk4 This male character is often snide or crabby. In addition to general barks, there are phrases for a guard of the city watch, and for a trader. Note for Integrators This release incorporates and supercedes the TDM 2.10 subtitle demo, provided by @Dragofer, with its version of tdm_ai_cynic.subs. Likewise, it obviates the need for the distribution's fm_test_subtitles_ai_cynic_dragofers_dozen.shdshd Statistics In file fm_root.subs there are 301 inlines, including: 40 with an explicit linebreak, intending 2 lines 261 without 23 of these have explicit duration extensions, as follows: 16 from 0.25 to 0.49, for 17 cps 7 capped at 0.50 seconds, for 17-20 cps none with more than 0.50 seconds, for 20 cps There are 12 SRTs, including: 10 with 2 messages 1 with 3 messages 1 with 4 messages Of the 27 total SRT messages, there are: 17 with an explicit linebreak, intending 2 lines 10 without In all, there are 313 voice clips with subtitles, showing 328 messages. Corresponding Excel File TheCynicSubtitles.xlsx This is based on Version 6 of the Excel Template for TDM bark subtitles. The "Script Subtitle" column contains Dragofer's original subtitles. About the GUI Like The Drunk, subtitle backing fields for The Cynic uses the "tabbed widget" design, with reduced main field heights, one of several design alternatives that were being discussed. For the sound source widget itself, it uses snatcher's white sector oval provided by beta3.
  18. Thanks for sharing your thoughts with me/us, @uyvie ! I am not familiar with the Steam Deck but it is good to know TDM works on portable devices. The TDM's autocommands.cfg file allows you to set hotkeys automatically (among other things) and you probably want to check how it works and see if you can set your preferred key bindings there. The Modpack includes an autocommands.cfg file with some examples. You definitely should see something and if you don't it is safe to say the peek does not work on the Steam Deck. The non-modded peek apparently does not work on Linux either so something is amiss somewhere
  19. Ooohhhhhh, it's twitching in the build intenstine, as we say in Sweden (or do we? :D) I'm quite eager to create something. But they're releasing new skaven models for Age of Sigmar 4 this summer... And I have a 2 year old... And work... And a girlfriend... And too little time... I will try to create something at least. If I run out of time, I'll run out of time; then I at least have built something that can be released after the contest... Count me in, with the caveat that I may pull out before deadline...!
  20. I haven't played the mission yet, so, I can't comment on it. Regarding the criticism: I think it should also be allowed to note some things you saw as points of criticism. Actually, IMO, negative criticism is better than positive, because it points out what you maybe didn't think through thoroughly, or you simply didn't see when you created the mission on your own. I'm aware that there is a lot of work involved, and people do it in their spare time for their own or other people's pleasure. But, that really shouldn't be a reason to praise everything to the skies. Actually, I've seen my fair share of average missions which have been totally overrated. Again, that shouldn't knock anynone's work, and, I have no idea how this mission is. Just wanted to point out that noting negative things shouldn't be taken as discouraging, but rather the opposite. I've seen some mission authors for Dark Mod going from average to absolutely fantastic missions, because they learned what it takes to make good missions. It's an art, and obviously takes time to perfect.
  21. Hello sneaksie taffers! I'm very pleased to release a new map, named Down and Out on Newford Road. Our kleptomaniac protagonist has found himself without his gear after a job gone wrong and is now stuck in a strange part of town with few friends to call on. It's a smallish-to-medium city exploration map with several intricate parts to deal with. In keeping with the "connections" theme there are usually multiple ways in and out of the various City sections. This is a Christmas Connections contest entry. For my connections to previous missions I have chosen two of the oldest missions in the archive: The silly Builders from the Outpost north of Bridgeport are making another attempt to manufacture a golden holy symbol. Has the Bishop learned his lesson from last time? ...because the one man still willing to talk to you wants you to steal it before he'll help you out. This contact is none other than Hamill, the fence from the first FM of them all. Thieves with a talent for exploration and an eye for hidden secrets might come across a sneaksie reference to my first mission The Factory Heist. Here and there are also bits of foreshadowing for my upcoming mission, tentatively called A House Call. And of course I had to work in a tribute to the greatly missed Grayman, also findable by players with a passion for discovering secret areas. ---- ---- This mission would be much uglier, buggier, disorganised, and z-fightier without my kind beta testers: ate0ate, datiswous, JackFarmer, and Kingsal. There were also useful comments from Dragofer, wesp5, and madtaffer. I am very grateful to them for their hard work and attention to detail. ---- Here is the link to the mission: Down and Out on Newford Road --(!!TDM 2.10 v 8 BETA REQUIRED!!)-- I'm also including some promo shots for the downloader: Promos ---- Enjoy and thanks for playing!
  22. @kingsal why doesn't this work?? Why??
  23. Did you set Windows to show file extensions? Otherwise a file named blabla.skin.txt shows in Windows as blabla.skin Edit: Nevermind, the screenshot shows it's a SKIN file. In general I would recomend using Notepad++ as text editor instead. I use these problem cases to (re)learn how to do things, but after copying the file and folder structure from your example with an other model, in my case the skin showed up fine.. Although putting the skin in a subfolder doesn't work for me.
  24. Automatic subtitles generation with Whisper I found a far better alternative to auto generate almost perfect srt files: Whisper. https://openai.com/research/whisper https://github.com/openai/whisper For example I did a test with file Simeon3.ogg, a 44 seconds voice file from fm A house of locked secrets. By using command in terminal: whisper Simeon3.ogg --model small.en After a very short time (could be due to it using nvidia cuda, not sure) it creates a bunch of export files, including an srt file with contents: (be warned that you will read the contents of an audio file of a mission, potentially spoiling something) This is almost exactly how it is supposed to be. Not only does it pick up the language all perfect, it also creates full sentences with punctuation. This is far better than the VOSK method in Kdenlive, which I had to edit afterwards. After that I load it in Kdenlive together with the sound file and make a couple of easy corrections to the flow. Basically you have to make sure that in the gaps in the audio file the subtitle sentences also stop. See example below: This is probably a 10x faster workflow. Edit: You can also list all the files in the command. For example (from dir with voice files): whisper Carlotta1.ogg Carlotta2.ogg Carlotta3.ogg -o ./../../subtitles --model medium.en -f srt This command generates the subtitles from these 3 files and saves them in the subtitles folder in (only) srt format. If you want inline, you copy them over from the srt files. Instead you can just use srt for all voice files. Edit 2 Currently I use this workflow: In the folder with voice audio files I make a folder subtitles. Then I open a terminal window in the voice folder. Then I do the following command in the terminal: whisper Carlotta1.ogg Carlotta2.ogg Carlotta3.ogg -o ./subtitles --model medium.en -f srt Afterwards I move the subtitle folder to another folder with voice files and repeat steps 2 and 3 or if I'm done I move the folder to the root folder of the mission.
  25. @Daft Mugi, Please spare us from this. You are entitled to your own opinion and vision but you aren't the voice of them players. You sound as if you felt compelled to do it. You decided to step forward now go and put yourself upfront, defend your position, address user concerns and acknowledge criticism. Be real, just like the old guard.
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