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  1. For the FM? For beta 1 it's here: https://drive.proton.me/urls/H1QBB04GA0#oBZTb1CmVFQb I've already done around 100 fixes though, so you might want to wait for beta 2 which should be ready in a couple of days hopefully. All links are in the first post of the beta thread here: https://forums.thedarkmod.com/index.php?/topic/22439-the-lieutenant-3-foreign-affairs-beta-testing/
  2. Interesting idea. Not sure about my upcoming time availability to help. A couple of concerns here - - I assume the popup words uses the "Informative Texts" slot, e.g., where you might see "Acquired 80 in Jewels", so it likely wouldn't interfere with that or with already-higher subtitles. - There are indications that #str is becoming unviable in FMs; see my just-posted: https://forums.thedarkmod.com/index.php?/topic/22434-western-language-support-in-2024/
  3. In post https://forums.thedarkmod.com/index.php?/profile/254-orbweaver/&status=3994&type=status @nbohr1more found out what the Fixup Map functionality is for. But what does it actually do? Does it search for def references (to core?) that don't excist anymore and then link them to defs with the same name elswhere? Also I would recommend to change the name into something better understood what it is for. Fixup map could mean anything. And it should be documented in the wiki.
  4. This was... great. I loved it. Tight, rich and well presented. Great voice work, great intro... But someone pooped out a ring, again. XD
  5. Right now it cannot be done (the way I think you picture it) but mission details could be made available by the developers for modding ... In the meantime: Use AngelLoader (the one tool for all your mission management needs) Use the Unofficial Patch (or parts of) Raise your voice here Set the language to Italian (ah!) Build your own executable
  6. Yes. Sure, I will change it, but I do mind. In addition to changing the forum title, I have also had the name of the pk4 changed in the mission downloader and the thiefguild.com site’s named changed. It's not just some "joke". The forum post and thread are intended to be a natural extension of the mission’s story, a concept that is already SUPER derivative of almost any haunted media story or most vaguely creepy things written on the internet in the past 10 or 15 years. Given your familiarity with myhouse.wad, you also can clearly engage with something like that on some conceptual level. Just not here on our forums? We can host several unhinged racist tirades in the off-topic section but can’t handle creepypasta without including an advisory the monsters aren’t actually under the bed? (Are they though?) I am also trying to keep an open mind, but I am not really feeling your implication that using a missing person as a framing of a work of fiction is somehow disrespectful to people who are actually gone. I have no idea as even a mediocre creative person what to say to that or why I need to be responsible for making sure nobody potentially believes some creative work I am involved in, or how that is even achievable in the first place. Anyway, apologies for the bummer. That part wasn’t intentional. I am still here. I will also clarify that while I love the game, I never got the biggest house in animal crossing either. In the end Tom Nook took even my last shiny coin.
  7. I've seen fun workarounds like that in other game modding as well. Years ago, maybe even a decade, some fella who was making a mod for Mount & Blade over at the Taleworlds forums revealed that he put invisible human NPCs on the backs of regular horse NPCs, then put the horse NPCs inside a horse corral he built for one of his mod's locations/scenes and then did some minor scripting, so the horses with invisible riders would wander around the corral. The end result was that it looked they're doing this of their own will, rather than an NPC rider being scripted to ride around the corral slowly. Necessity is the mother of invention. I don't know about the newest Mount & Blade game, but the first generation ones (2008-2022) apparently had some sort of hardcoded issue back in the earlier years, where if you left a horse NPC without a rider in its saddle, the horses would just stand around and wait and you couldn't get them to move around. Placing an invisible rider in their saddles suddenly made it viable again, at least for background scenes, of riderless horses wandering around, for added atmosphere. First generation M&B presumed you'd mostly be seeing horses in movement with riders, and the only horses-wandering-loosely animations and scripting were done for situations when the rider was knocked off their horse or dismounted in the middle of a battle. Hence the really odd workarounds. So, an invisible NPC trick might not be out of the question in TDM, even though you could probably still bump into it, despite its invisibility.
  8. This is my loudest mission. I wasn't spotted as much as I was falling back to the undead slayer mindset. The atmosphere is great, no hiccups in sound design either, great voice work too. I loved the fact that you have that OTHER key (and I can't believe it took me this long to notice security key) Since "He doesn't need it anymore". There are only two gripes I've had (aside from bruise ankles from all the drops)... The only survivor doesn't even react that I climbed up to him, I wish we could've left him some food at least. The other being that I couldn't find one more blowtorch, if there wasn't one, then it's about making a choice (which is fine), but if there was I wish I found it. Great map, really imposing. Desert being death trap was great. And I really like the fact that we essentially circle back to where we were on the way out.
  9. *TDM or Thief guard grumpy voice* I knew someone was taffin' around with me the moment I read "he ran away to the woods of northern California".
  10. Who I am is of little importance, what matters is the job I am offering. Though the item in question may be simple, I can assure you that the reward is anything but. The task, to those brave enough to follow through, is this: During the peak of Braeden's Harvest Festival, break into Lord Alister Squashbottom's manor and steal that which is most valuable to him: his prize-winning pumpkin. This is the very pumpkin he intends on submitting to the judges of this year's competition, and you are to ensure he has no choice but to resign in failure. It may be dangerous, to which you will be amply compensated, but I have little doubt you will be able to weather all obstacles and keep your eye on the prize to complete this task. For those brave enough to accept the job, start here. Cordially, E. Siltstone Gameplay Notes TDM version 2.12 is required to play this mission. Mines are pickable; simply approach them with lockpicks equipped to frob-disarm. A moss arrow can be shot at glass to make it break more quietly. I recommend playing all three difficulties, as they are very different. This FM may be more hardware intensive than normal. LOD settings can be set below "Normal" to improve performance on low-end machines. Download Version 1.0 - This FM is available here via Google Drive, and will soon be made available via the in-game mission downloader. Promotional Screenshots ThiefGuild Release Page Credits A huge thanks to my beta testers Goldwell, WellingtonCrab, Kingsal, Baal, and Rezar for all of your fantastic feedback Voice Credits - Goldwell! Asset Credits Kingsal Wellingtoncrab Goldwell Sotha Bikerdude Refle3cks Arcturus +++And thank YOU for playing!+++
  11. DarkRadiant 3.9.0 is ready for download. What's new: Feature: Add "Show definition" button for the "inherit" spawnarg Improvement: Preserve patch tesselation fixed subdivisions when creating caps Improvement: Add Filters for Location Entities and Player Start Improvement: Support saving entity key/value pairs containing double quotes Improvement: Allow a way to easily see all properties of attached entities Fixed: "Show definition" doesn't work for inherited properties Fixed: Incorrect mouse movement in 3D / 2D views on Plasma Wayland Fixed: Objective Description flumoxed by double-quotes Fixed: Spinboxes in Background Image panel don't work correctly Fixed: Skins defined on modelDefs are ignored Fixed: Crash on activating lighting mode in the Model Chooser Fixed: Can't undo deletion of atdm_conversation_info entity via conversation editor Fixed: 2D views revert to original ortho layout each time running DR. Fixed: WX assertion failure when docking windows on top of the Properties panel on Linux Fixed: Empty rotation when cloning an entity using editor_rotatable and an angle key Fixed: Three-way merge produces duplicate primitives when a func_static is moved Fixed: Renderer crash during three-way map merge Internal: Replace libxml2 with pugixml Internal: Update wxWidgets to 3.2.4 Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.9.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep creating Fan Missions! Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  12. TDM 15th Anniversary Contest is now active! Please declare your participation: https://forums.thedarkmod.com/index.php?/topic/22413-the-dark-mod-15th-anniversary-contest-entry-thread/

     

  13. Ah, pity I wasn't reading the forums back in February. I'm fond of that game, along with Bugbear's other early title, Rally Trophy. I was never too good at FlatOut, but it was always a hoot to play.
  14. Yes please: I've wanted something like this for a long time! One thing that always makes me sad in TDM is when a mission just... abruptly ends: Obviously every FM has an ending, but I never liked just transitioning to a stats screen as if nothing you did in the world mattered. I'd absolutely love a debriefing GUI just like the briefing one, where you can either have text or an image slideshow with music and voice-over which would be even better! Maybe some old FM's can be updated to use this too, I'd totally replay them just for that. One additional idea: Since FM's with multiple endings are something I always wished for and would love to do myself, support for multiple debriefing GUI's would be ideal, so the kinds of objectives you completed can execute a different one or skip / add certain passages. Absolutely hope the team can consider this, should be just a GUI execution hook to implement it so why not
  15. @snatcher I understand that when you feel your work doesn't live up to your goals that you don't want it out in the wild advertising your own perceived shortcomings but that leads to a troubling dilemma of authors who are never satisfied with their work offering fleeting access to their in-progress designs then rescinding them or allowing them to be lost. When I was a member of Doom3world forums, I would often see members do interesting experiments and sometimes that work would languish until someone new would examine it and pickup the torch. This seemed like a perfectly viable system until Doom3world was killed by spambots and countless projects and conceptual works were lost. I guess what I am trying to say is that mods don't need to be perfect to be valuable. If they contain some grain of a useable feature they might be adapted by mission authors in custom scenarios. They might offer instructive details that others trying to achieve the same results can examine. It would be great if known compelling works were kept somewhere safe other than via forum attachments and temporary file sharing sites. I suppose we used to collect such things in our internal SVN for safe keeping but even that isn't always viable. If folks would rather not post beta or incomplete mods to TDM's Moddb page, perhaps they would consider creating their own Moddb page or allow them to be added to my page for safe keeping. Please don't look at this as some sort of pressure campaign or anything. I fully understand anyone not willing to put their name next to something they aren't fully happy with. As a general proviso, ( if possible \ permitted ) I just want to prevent the loss of some valuable investigations and formative works. The end of Doom3world was a digital apocalypse similar to the death of photobucket. It is one of my greatest fears that TDM will become a digital memory with only the skeletons of old forum threads at the wayback archive site.
  16. Congrats on the release! Remember to check ThiefGuild as well as the DarkFate forums (via Google Translate) for additional feedback.
  17. Welcome to the forums Ansome! And congrats on making it to beta phase!
  18. "...to a robber whose soul is in his profession, there is a lure about a very old and feeble man who pays for his few necessities with Spanish gold." Good day, TDM community! I'm Ansome, a long-time forums lurker, and I'm here to recruit beta testers for my first FM: "The Terrible Old Man", based on H.P. Lovecraft's short story of the same name. This is a short (30-45 minute), story-driven FM with plenty of readables and a gloomy atmosphere. Do keep in mind that this is a more linear FM than you may be used to as it was deemed necessary for the purposes of the story's pacing. Regardless, the player does still have a degree of freedom in tackling challenges in the latter half of the FM. If this sounds interesting to you, please head over to the beta testing thread I will be posting shortly. Thank you!
  19. Do subtitles for voice audio in non-video briefings actually work? I have an instance where I can't get them to show up. Or I'm missing something.
  20. New script for mappers: my flavour of a fog density fading script. To add this to your FM, add the line "thread FogIntensityLoop();" to your map's void main() function (see the example in fogfade.script) and set "fog_fade" "1" on each foglight to enable script control of it. Set "fog_intensity_multiplier" on each info_location entity to change how thick the fog is in that location (practically speaking it's a multiplier for visibility distance). Lastly, "fog_fade_speed" on each foglight determines how quickly it will change its density. The speed scales with the current value of shaderParm3, using shaderParm3 = 1000 as a baseline. So i.e. if shaderParm is currently at 1/10th of 1000, then fade speed will be 1/10th as fast. Differences to Obsttorte's script: https://forums.thedarkmod.com/index.php?/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/&do=findComment&comment=310436 my script uses fog lights you created, rather than creating one for you. Obsttorte's script will delete the foglight if entering a fogfree zone and recreate it later more than one fog light can be controlled (however, no per-fog-light level of control) adding this to the map requires adding a line to your void main() script, rather than adding an info_locations_settings entity with a custom scriptobject spawnarg in my script, mappers set a multiplier of fog visibility distance (shaderParm3), while in Obsttorte's script a "fog_density" spawnarg is used as an alternative to shaderParm3 smaller and less compactly written script fogfade.scriptfogfade.map
  21. It's easy to imagine how #1 can be solved fairly: When the player or an enemy AI shoot an armed AI, the AI that was hit should be given a random destination near the attacker to run to. The further the player is from the target, the larger the radius around the player in which a random node may be picked; If you're far away the virtual sphere should be large, meaning AI may run to a room or passage near you but still in your general direction . This new behavior should be influenced by AI acuity and difficulty settings though I'm not sure which ones... also toggled by one, for those who prefer the old way and abusing clueless guards as they wonder what force of the universe must be hitting them. By the way, and I just realized this now: The problem doesn't only affect attacks, but also spotting the player before attacking. Think of the last time a guard standing outside spotted you on a balcony before you hid, enough to draw their swords and start searching but not attack you outright; The guard was alerted by something in a building, yet he draws his sword to search the area near him. If I'm standing outside and think I see a burglar in my house through the window, I'm going to go near my home if I plan to confront the possible intruder, not start looking around the road next to me and say "I know you're here somewhere" which would imply I have a serious problem Main reason I mention #2 is when I helped with transcribing the subtitles for the drunk voice, I noticed there are voice lines for AI returning with an ally. Two in fact: If the player is still there the AI has a voice line for telling the other person "that's the one let's get him", if the player hid there are lines such as "you were too slow now he got away". Those voices in particular are never played, or at least I don't remember ever hearing them in all those years: It occurred to me while I wrote this post that they're likely designed for a mechanic that was never implemented... or was but broke very long ago? Curious what its history is.
  22. As someone who tends to alert guards often and occasionally stir trouble when going through a FM, I noticed some major issues when it comes to AI realism and awareness during combat or when guards face difficult situations. Everything's fine when AI go about their usual patrols... once trouble takes place however, the illusion falls apart as guards act like they're less self aware than a toddler. Indeed AI realism can't be improved past a certain point as there's a limit to the effort the team can put into something so complex... yet I do believe a few improvements can make AI behavior much more realistic and exciting. After analyzing this issue for a long time, I decided to put it all it into a few main points... I apologize for their length as I wanted to go in a bit of detail on each one, hope folks have the time and patience to read them. Biggest issue is AI are unaware of where attacks are coming from. I recently made another thread on how I climbed on a table and blackjacked two guards to death as they sat there doing nothing, something that also happens when shooting them with arrows as guards only explore the nearby area. The issue seems to be that AI don't account for the direction a hit comes from, they only know something hit them but act as if it must be some mystical force of nature: If you're sitting in a parking lot and an asshole neighbor throws a tomato at you from his balcony, you aren't going to cluelessly investigate the road in front of you when the projectile clearly came from behind and hit you in the back of the head, instead you'll storm into the building and start looking for which of the neighbors facing that side of the road may be the culprit. Despite voice barks existing for this exact scenario, we never see AI running to get help from other AI. NPC's will do one of two things: If armed and with enough health they will attack or search for you nearby, if hurt or unarmed flee to a random location. I've never seen an AI consciously run up to another AI asking for help and bringing them to where they spotted me, even when fleeing the AI seems to go to a random location. They don't share knowledge with each other generally speaking: The only awareness AI spread to other AI is alert level, meaning NPC A becomes alert if it sees or hears that NPC B is alert too... beyond that there's no coherence or actual cooperation, the voices may indicate some form of searching together but friendly NPC's are never seen actually engaging. Another big issue is voices being played (or not played) in disconnect with what's actually going on. There are AI voices for most important circumstances but they're very rarely activated: It's a miracle to hear a guard say "someone's been hurt" or "there's a body here" when noticing someone who's unconscious or dead. What seems to happen is if AI was already alerted by another peculiarity such as a noise, they're no longer surprised by anything else and won't play the voices designated for that scenario, so they'll only mention a body if that's the first thing to alert them in any way. Furthermore AI don't actively talk with each other while searching together, everyone acts as if they're on their own and not a team. What happens after a conflict is over. For this discussion I won't focus on better permanent alerts, that has greater difficulty implications and I think I made a separate thread on it a while back. The problem I noticed is once the immediate alert has gone down, AI return to full normality and act abnormally calm: The idle voices change from saying things like "it's a quiet night" to "we've got an intruder" but that's about it. In any realistic scenario even a trained guard would be shocked after being in a fight or finding a body. Below I'll list the immediate improvements I see to those problems, which without having an understanding the code myself am presuming can be changed without too much effort: When an enemy hits the AI with any weapon, the AI should be alert to the estimate location of the shooter. If you're standing atop a tower and fire an arrow at a guard, the guard shouldn't draw his sword and look around their nearby vicinity like a fool, but instead run up to the tower where you're standing granted they can pathfind their way to that location. If the player is far away the destination should be fuzzy and a random location nearby, thus the guard won't run to your exact location but will still climb the stairs and enter a room near it. AI need to learn how to ask for help instead of fleeing to random places when not attacking. If an ally who isn't already alert can be found nearby, the scared AI should explicitly run to their location tell them where you are then have the ally either run to your location (if armed) or go to another ally to get them to your location (if unarmed). Even if an AI is already alert, finding a body or dropped weapon or broken arrow should result in the AI speaking the voice line for that circumstance, only being engaged in combat should suppress it. I'd go further and support repeating those voice lines: A guard yelling "we have a dead body" several times during the first seconds of discovery would make them appear more shocked. Similarly talking to a nearby guard shouldn't be done just once when the two first meet: When multiple AI are searching for you, they should constantly alternate between single voice lines (eg: "I bet you're right over there in those shadows") and looking at another guard to talk to colleagues (eg: "I know I saw him here keep searching"), this would be a huge improvement since guards currently act like they're completely unaware of each other during a coordinated search. Making guards permanently affected after an incident is a trickier one but a few tweaks could improve it. The most immediate solution would be changing the idle animations: Instead of stretching or blowing their noses or eating candy, AI should be seen randomly cowering or face-palming or even playing the scout animation to look around carefully. One suggestion I'd absolutely throw here: If the AI found a dead body from an ally, have them cry occasionally... I think that would be an interesting and unexpected detail, that will also get players to think and feel more about the consequences of their actions and how they affect the world. There are other ones I could get into, but some would be more difficult and likely not worth trying to solve. Most notable and worthy of at least a mention is how AI walk over the bodies of fallen friends as if they're doormats: Obviously there's no way to have them drag bodies to the side, but maybe an avoidance mechanism so they don't look like jackasses trying to profane their dead friends by literally stepping all over them could be a fix for that as well! Let me know what you think of those points and if there are other AI issues you've noticed yourself or better solutions you can think of: I'm not sure if I got everything here but I definitely believe the problems exist and we could make the world more natural and immersive with some simple fixes.
  23. Here's my first FM. A small and easy mission, inspired by Thief's Den and The Bakery Job, where you must find and steal a cook's recipe book in order to save a friend from going out of business. Download: Mediafire (sk_cooks.pk4) TDM Website's Mission Page The in-game mission downloader Thanks to: The people who helped me get this far, both in the forums and on Discord. The beta testers: MirceaKitsune, Mat99, Baal, wesp5, Cambridge Spy, jaxa, grodenglaive, Acolytesix ( Per the author in the beta testing thread. ) Skaruts has given permission to the TDM Team to add Subtitles or Localization Strings to this mission. (No EFX Reverb.) If anyone from the Community or TDM team wishes to create these we will gladly test them and update the mission database.
  24. I was curious about this mission for being just 1Mb. Had a bit of free time to play something today, so I went with this one. Completed in Ghost, not full loot (though I ended up cheating to find JD's key, because I'm a blind dummy). That's a bit of a spoiler. I wish I hadn't read it before I got down there. The only two things that bothered me a bit were that the guards all have the same voice, and that there's too many loot coins. I'm lousy at noticing loot coins in random places. The underground house is pretty damn cool. Very nicely crafted. I nearly got caught at the beginning. I lockpicked JDs door and got in right as the guard turned the corner and commented on the open door. I somehow improvised in a room I had never seen before. I turned off the lamp and hurried behind the desk. Turns out it worked, his lantern didn't reach me there. He never saw or heard me, so he just left and said "must've been rats".
  25. With TDM 2.12, after the credits finished, the "Mission Complete" screen did not display. I found that the screen was black and I could hear my footsteps when I tried to move around. I think the reason for the mission not completing successfully was that the "Do not kill or harm allies" objective was never marked as "1 = STATE_COMPLETE" instead it was left as "0 = STATE_INCOMPLETE". Note, I didn't use noclip throughout the mission. Same as: https://forums.thedarkmod.com/index.php?/topic/18054-fan-mission-the-accountant-2-new-in-town-by-goldwell-20160509/&do=findComment&comment=458491
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