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  1. You will find windowDef leftPageCurl {.... within each multipage .gui, for example: tdm_gui01.pke\guis\readables\sheets\sheet_paper_print_stone.gui (line 20) I was just using this as a syntax example. I am not responsible for the code itself. As to newish more numerous console warnings: It is certainly possible that some syntax forms that were previously accepted without complaint (at the time I wrote this wiki series) are now causing warnings.
  2. Just want to say that the t.s is running a linux distro on a mac. I dont know how far we can help you. We love to see audio log-lines from this game. If you generate a "condump", during the display of the main menu, and posting its content in this topic, that would be nice. Open the console and enter command: condump For some other info. https://wiki.thedarkmod.com/index.php?title=Debugging_TDM_systemerrors And there are some pointers at: Faq - sound issues https://wiki.thedarkmod.com/index.php?title=FAQ#Sound_Issues Installation: https://wiki.thedarkmod.com/index.php?title=Installer_and_Manual_Installation
  3. @Springheel

    I'd like to ask: Could the Fire elemental article at the wiki be unlocked ? It's very out of date at this point, we've had a working FE in the core game for a while now, and it has appeared in some of the missions. I'd like to update the info and a more crisp screenshot of the elemental that I've already prepared.

    Also, could we have the main Universe article and The Empire article briefly unlocked, just so I could add a Category:Universe tag to those ? They are currently entirely unclassified on the wiki and it's a pain always needing to look them up separately (and not very good navigation for new players searching for info on the wiki).

    Also, was the Builder Characters article vandalised that it's also off-limits ? Some of the other character articles (for thieves, noblemen, etc.) have been expanded over time with new entries, as the number of missions (and their contributions to the "lore") has grown, but that article seems stuck in the Tears of St. Lucia era of the project. After 10 years, I think the less set-in-stone universe articles should be slightly more open to occassional updating.

    Thank you for considering this ! I appreciate any help I can get while trying to update minor but useful stuff on the wiki. Lately, I've expanded some of the more stub-like, previously unfinished articles on gameplay concepts (especially tools and weaponry) in places where they were still lacking. It might seem the wiki has loads of interesting and detailed stuff, and though that's true, some articles really need more regular updating. 

  4. @MirceaKitsune, looks like you're in luck: https://wiki.thedarkmod.com/index.php?title=Custom_Death
  5. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  6. If you haven't already, take a look at https://wiki.thedarkmod.com/index.php?title=Setting_up_Campaigns#Scripting Calls like sys.setPersistantArg and sys.getPersistant* might do what you want?
  7. Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/
  8. After a long time and a lot of delays, I'm extremely happy and relieved to announce the release date for my first map; Lords & Legacy, on Friday the 30th of August, 2013! Lords & Legacy v.2.1 Resume: Screenshots: http://imgur.com/a/Lj8UJ#0 Notes: Build time: 2013/03/30 - 2013/08/30 To install, simply put the .pk4 file in your fm folder and install from the in-game mission menu. It is a large mission with optional objectives, so make sure to save often. The ropes in the beginning have a 'slick' surface, to simulate being 'slack lines'. They are difficult, but once you get a hang of the slide they can be fun. A couple of the large areas can be a bit rough on performance, and can be improved by adjusting the LOD slider in video options. A few of visportals open only when you get close. This is to keep the frames smooth inside the respective building, due to early inexperienced design. If you find any bugs which affect the gameplay experience, then you're very welcome to post them here, but please use the spoiler tags. Big thanks to 'Obsttorte', 'Springheel', 'Greyman', 'Bikerdude', 'Sotha' and rest of 'The Dark Mod Team'for all the help, guides and tricks. Also thanks to the other TDM users who provided fantastic support and feedback during the build. Thank you for beta-testing: 'Bikerdude', 'TylerVocal', 'Simplen00b', 'nbohr1more', 'Briareos H.' Special thanks to: 'Danus', 'Dsx' & 'Stanleh' for testing, help and support. v.2.0.1 changelog: Bugs: -The "Master Thief" challenge was impossible to do for a while, due to incorrect values. Fixed. -Getting seen by "The Killer" now also fails the "Ghost" challenge. -The 3 cardplaying guards no longer float mid air, as their chairs are now nailed to the floor. -Fixed the sound of the furnace continuing after the flames were extinguished. -Fixed weird glittering on the power cables around the map. -Fixed some moonlight popping in and out. -Fixed openable windows in Commons, clipping into the frame. -Fixed a book dropping through a desk. -Fixed visportals closing too close in Lancel's Tower, slight hit on performance though. -Added more monsterclip to Service Tower and Robert's Tower's entrance. -Improved a few vis_portals with func_portals. -Replaced curbs in Slums and Commons with some more detailed versions and changed textures. And a lot more little unecessary tweaks. Gameplay: -Added new challenge: (Jack White) - Do not knock-out anyone. -Reduced the amount of starting gear, depending on difficulty. -Added cubemaps to most windows on the map. -Redid most func_statics in Commmons Quarter to reduce tris and increase performance. Draw count is still somewhat high. -Removed all transparent windows as they didn't have actual gameplay value, just a performance drain in exchange for glitchy visuals. -Lancel's safe can no longer be picked. Find the key! -Added a couple minor cosmetic details in the sewers. -Moved a coinpurse from a wealthy commoner's sleeping butt to his nightside table. Also adjusted his furniture so thieves can better move around. -Changed sounds for several doors across the map. Once again, a big thanks to 'Bikerdude' for taking the time help out and locate room for improvement! v.2.0 changelog: Bugs: -Fixed various textures and surfaces and a few minor tweaks. -Tweaked some sounds to be in line with TDM 2.0 changes. -Fixed 2 certain AIs being too sensitive rather than drunk. (Thanks to AluminumHaste!) -Tweaked LOD on some objects, to prevent windows "popping" in and out. Gameplay: -Added more monsterclip to the towers, so the AI can now run up and down stairs. Only the stairs in the small tower has issues still. -Added more monsterclip in the city so the guards can follow you up all stairs. -Added a few minor details. -Windows in the city now dims sound, resulting in less aggro from guards and more convincing soundscape. -Reduced 'draw calls' in all the large areas, increasing performance. The map is still heavy at certain areas. Another big thanks to 'Bikerdude' and 'Greyman', for taking time out of their own schedules to help optimize the map's draw count and other significant adjustements! v.1.0.3 changelog: Bugs: -Fixed 4 black chairs in one of the towers -Fixed a floating painting -Fixed several clipping objects v.1.0.2 changelog: Bugs: -Fixed zfighting in the library's bookshelves -Fixed a black window in one of the towers -Fixed several typos in readables Gameplay: v.1.0.1 changelog: Bugs: -Fixed an issue with the main objectives not being in "sync". -Fixed console spam from a script Gameplay: -Adjusted required loot for each difficulty from "3000, 4000 and 5000" to "2500, 3500 and 4500".
  9. I have it currently disabled. This is because sometimes there is a guard nearby and you want to wait with opening. Sometimes the door opens in your direction and then you want to step back before opening. There should be a wiki article about how to fix dependency on it. For example if you have a door that opens automatically after a number input, how to make it work when auto open on unlock is disabled.
  10. Ok I got it working. The reason is that it's explained wrong in the wiki. The wiki example says this: subtitles fm_briefing { verbosity story srt "fromVideo video/briefing/briefing.mp4" "video/briefing/briefing.srt" } and But it should actually state the video briefing material, instead of briefing video file. Correct? It must be, because now it works correctly, also in The hare in the snare.
  11. The Wiki is currently uneditable, at least for me. See the attached image. I came back yesterday from a visit, turned on the computer, went to the wiki, and I was logged off. I thought "OK, my login simply ran out, it is not indefinite". So I logged in, as usual. However, since then, I have been unable to edit any article on the wiki. Any. Article, discussion, category, no edits can be saved and I always receive this database error. Is this a cache clearing issue, or is this yet another hiccup on part of the official servers ?

    TDM wiki every edit becomes an error.png

    1. Petike the Taffer

      Petike the Taffer

      Please, could someone take a good look at this ?

  12. OK, I guess I'm asking what spawnargs will be supported. From reading the Wiki entry on them I don't really understand how they work (but that's OK, I'm just starting to play with them). So if I decide to use them I don't want to use some feature/spawnarg that will be deprecated. The Wiki says: Which implies both 'parallel' and 'parallelSky' spawnargs are needed to create a 'parallel sky' light. Also, you suggest for 'local' parallel lights to use 'noshadows'. Does 'local' mean with 'parallel' and without 'parallelSky' spawnarg?. So I don't really understand what's actually being deprecated. Just the shadowcasting on local parallel lights? Sorry if I'm being dumb here. I have no view on whether or not they should be deprecated since I've never used them, but reading this thread it sounds like they have their uses and I should look at them.
  13. Welcome to the Dark Mod forums MarsManon! Thank you very much for the kind words about SLL, it's always nice to hear We all worked real hard on bringing Grayman's map to life and I'm glad you enjoyed it
  14. I was so enchanted by this FM, I had to sign up to the forums the same day I finished it to come thank the authors Genuinely, truly incredible work! I was so overwhelmed in places that I resorted to just shouting joy at my monitor two, three, maybe four entirely separate times while playing. Exploring, puzzling, finding something new, trying to use it, and finding it does a whole new, separate, wonderful thing! There aren't enough words inside me to describe the feeling. It was breathtaking. I don't have any specific feedback that hasn't come through this thread before Thanks so much for making this, for all the inspiration and ingenuity and effort it took. If I never play another level this good, in any other game, in my life, I'd be fine with that.
  15. Does anyone know how to create x-ray screens? In the x-ray demo they work, but when I try to create them myself they either don't work, or only show entities. The lamp has no x-ray spawnargm the rat has skin_xray: visible. If I set it to invisible it doesn't show, so that's good, but the background and light doesn't show. The otheer side of the screen is set to texture milky glass. Edit: This is solved. Xray screens need to be an entity (for example func static). Wiki page is updated with info.
  16. Ulysses 2: Protecting the Flock By Sotha The mission starts some time after the events of Ulysses: Genesis, and continues the story of Ulysses. It is a medium sized mission with a focus on stealthy assassinations and hostage liberation. BUILD TIME: 12/2014 - 05/2015 CREDITS The TDM Community is thanked for steady supply of excellent mapping advice. Thanks goes also to everyone contributing to TDM! Voice Actors: Goldwell (as Goubert and Ulysses), Goldwell's Girlfriend (as Alis) Betatesters: Airship Ballet, Ryan101. Special Thanks to: Springheel and Melan (for proofreading). Story: Read & listen it in game. Link: https://drive.google.com/file/d/0BwR0ORZU5sraRGduUWlVRmtsX3c/view?usp=sharing Other: Spoilers: When discussing, please use spoiler tags, like this: [spoiler] Hidden text. [/spoiler] Mirrors: Could someone put this on TDM ingame downloader? Thanks!
  17. Possibly related? https://wiki.winehq.org/Winelib_User's_Guide
  18. @datiswous, made that correction fm_test.subs --> fm_conversations.subs @stgatilov, about srt naming and file location, would you be OK with the following edit? New/changed stuff in italics: srt command is followed by paths to a sound sample and its .srt file, typically with matching filenames. An .srt file is usually placed either with its sound file or in a "subtitles" folder. The .srt file format is described e.g. [1]. The file must be in engine-native encoding (internationalization is not supported yet anyway) and have no BOM mark. It contains a sequence of text messages to show during the sound sample, each with start and end timestamps within the sample's timeline. It is recommended to use common software to create .srt files for sound samples, instead of writing them manually. This way is more flexible but more complicated, and it is only necessary for long sounds, for instance sound sample of a briefing video. It's a simple enough standard that it can be shown as an short example, demonstrating that subtitle segments can have time gaps between them. And the example can show correct TDM usage, without requiring a trip off-site and picking through features that TDM doesn't support. Specifically, the example shows how to define two lines by direct entry, rather than using unsupported message location tags (X1, Y1, etc.). And skips other unavailable SRT font markups like italics, mentioned in the wikipedia description. The example would also show the TDM-specific path treatment. The example could be inserted before the sentence "It is recommended to use common software...."
  19. Someone referred me to this: https://wiki.winehq.org/FAQ#How_do_I_launch_native_applications_from_a_Windows_application.3F Dunno how that would help on a Windows app, but just so you know.
  20. The description of missions on server is located here: http://missions.thedarkmod.com/available_missions.xml (cvar tdm_mission_list_urls). Every mission has "id" field, you can put it into template to see details: http://missions.thedarkmod.com/get_mission_details.php?id=25 (cvar cv_tdm_mission_details_url) And from this XML you can put screenshot path into yet another URL to download screenshot: http://missions.thedarkmod.com/screenshots/25_builders_blocks_0.jpg (cvar tdm_mission_screenshot_url) These are cvars in engine: idCVar cv_tdm_mission_list_urls("tdm_mission_list_urls", "http://missions.thedarkmod.com/get_available_missions.php;http://missions.thedarkmod.com/available_missions.xml", CVAR_GAME, "The URLs to check for the mission list XML." ); idCVar cv_tdm_mission_details_url("tdm_mission_details_url", "http://missions.thedarkmod.com/get_mission_details.php?id=%d", CVAR_GAME, "The URLs to check for the mission details XML." ); idCVar cv_tdm_mission_screenshot_url("tdm_mission_screenshot_url", "http://missions.thedarkmod.com/%s", CVAR_GAME, "The URL template to download the mission screenshots." ); This interface for missions database has not changed in ages. Everything else is kinda additional/unofficial information. Maybe we'll add it to "details" XML in future, maybe not. Parsing wiki page is a bad idea for a normal application. But I think someone else did it in order to create a website with the list of missions.
  21. But I mean you want me to take a dependency on parsing the edit page of a wiki article though? And trusting it to stay there, stay updated, and the format not change? Heck, the page even changes depending on if you have edit permission or not, and I have no way to know about updates either without just constantly re-downloading it.
  22. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

  23. Have you checked the wiki for info? Wiki Understanding folder structure Model files go into models directory inside fm-directory. Wiki EntityDef Wiki Material files I think that the material_setup.txt file has to be editted and saved as a .mtr file and the def_setup.txt editted and saved as a .def file and then everything has to be put in the correct folders. See links above.
  24. I updated the wiki page linking to this: https://wiki.thedarkmod.com/index.php?title=Add-ons
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