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  1. Strange. Just restarted the game and loaded from my last save and... they work now! Perhaps restarting was the answer all along. I probably should've tested that before running to the forums - sorry about that!
  2. Yeah, I agree, it probably would be a good new-feature request for the bugtracker, and likely not too hard to implement. I wouldn't mind having "side by side" tracking too (one or two more spawnargs), but that's no doubt a bigger bite, and has complications like passing through doors.
  3. You're asking a pretty tough question here and it's more about game-play aesthetics than a technical issue. I would humbly offer that my favorite room sizing is in Sir Talbot's Collateral but I also enjoyed the spacing in Seeking Lady Leicester so there may not be a hard \ fast rule here. Mostly just need to have enough patrols to make the place challenging but have fair escape points that can be accessed with careful maneuvering. I especially enjoy escaping into the ceilings ( Sir Talbot's ) pipe climbs and nooks are also cool.
  4. I'm afraid I'm just about to get heavily tied up with some real life activities, so I can't help with any testing in the next few weeks. I'm not an FM author myself, but scripts seem to add complexity and the risk of malfunctions, both in TDM and Thief FMs. And I wonder if they are avoidable in these two instances. Are you sure the script is necessary at all with the lever, which is fairly hard to find? And might it not be simpler to move the jewel cases further from the window and dispense with the script?
  5. Oh, there probably were a few really bad OEM vendors who pre-installed 32-bit Win7, Win8, or Win10 on 64-bit systems and sold that to folks who didn't know any better. Still, since Microsoft has moved to a "Microsoft Account" model for OS registration, impacted users can simply backup data, make an install thumb-drive, and re-install.
  6. Already configured: https://github.com/stgatilov/darkmod_src/blob/11165752178aa59f507ae6bd8781f7a4fe81d250/CMakeLists.txt#L88 The problem is allocating more than 2GB during level load. Win32 has a hard limit for processes.
  7. Just use 32bit binaries+Large Address Aware flag! /LARGEADDRESSAWARE (Handle Large Addresses) | Microsoft Learn Large Address Aware | TechPowerUp Forums
  8. Because it's super useful not having to browse through the whole thread, and probably not even finding what you're looking for, because people put it in spoiler tags, which are excluded from the search. You don't have to click on the spoiler tag in the original post.
  9. Basically someone always asks. We're all grownups here and it's in spoiler tags so...
  10. With as little fanfare as possible, I'd like to announce the release of the third installment of The Lieutenant series: Foreign Affairs. Huge thanks for my beta testers: @Bergante @Cambridge Spy @chakkman @Mat99 @Shadow @wesp5 For a full list of credits, please see the readme.txt that ships with the mission, or go here. More screenshots can be viewed here: https://flic.kr/s/aHBqjBr44M Download link #1: https://github.com/FrostSalamander/lt3/releases/download/1.0/faffairs.pk4 Download link #2: https://drive.proton.me/urls/JESNV8CNKW#ljttGnbkkAOh @nbohr1more here's the 800x600 versions of the screenshots: https://drive.proton.me/urls/MFGZ3WXCAW#WXXAnYkPgGZX Stuff to be aware of: TDM 2.12 required The only difference in difficulty settings is the (optional) loot goal If you see a tile material, chances are it's a custom version changed to sound like stone. I did this in order to preserve the aesthetic of the setting without making it maddening to play. Some vines are climbable, some aren't. Just try them and see. The FM makes use of latches on doors, a new feature created by @Wellingtoncrab and myself. Read more here: https://github.com/thedarkmodcommunity/test-latch/wiki Known Issues A minority of players are having an issue with things being unfrobable, particularly the jewelry cabinets in Jerry's Jewels and also another lever in a secret place. Try exiting/re-entering the area to see if that fixes anything, as the frobability is triggered by entering and leaving the room/area. (UPDATE: I have fixes for these ready to go in version 2, coming soon). Secrets Here's a list of the secret locations. Obvious spoilers:
  11. I hope that is not the new TDM version. https://forums.thedarkmod.com/index.php?/topic/20784-render-bug-large-black-box-occluding-screen/
  12. I have numbered your suggestions because I find it hard to multiquote here. As for calling blow and whistle tools and not skills, this was just done to not confuse the player with another inventory class. Also what would the Numbers scroll be? 1) Is there an advantage of your method vs mine? If the result is the same, nothing needs to be changed. 2) I don't know what you mean with blinking being out of sync. Should all loot blink in the same rhythm? 3) It removes the need for slow matches and flints which mission authors might provide for their stories. 4) This is what it looked when I copied it from you, but I had to rename it to avoid duplicate definitions!
  13. So path_follow_actor actually DOES work if you want it to follow the player. You just need to target the player entity dynamically in game. It doesn't work if you target the player_start entity. I can't remember if that's what people were doing (or even if that's what I was doing), but that won't work because the player_start entity and the player entity aren't the same thing. You can use a atdm:target_changetarget entity to do this, or a script: $path_follow_actor_1.addTarget($player1); Both can just be triggered by another path node, a atdm:target_callscriptfunction, whatever. Also you need to add the player target to the path_follow_actor node BEFORE the AI gets to it. If the target gets added after the AI reaches that node, it won't work. Video where the AI hits a node that triggers a atdm:target_changetarget entity: https://drive.proton.me/urls/A3DJW5EYFM#0WgYnCVOU6nv test map attached as well. EDIT: I have no idea why just manually setting 'target' 'player1' on the path_follow_actor node in DR doesn't work. I'll try to look into this. UPDATE: It appears the the player1 entity simply isn't there during initialization when the path_follow_actor's targets are evaluated. As a result, the 'actor' is null and the node does nothing. I didn't mention it before, but when I used the script method I just stuck in the map script's main function like so, and this works too: void main() { sys.waitFrame(); $path_follow_actor_1.addTarget($player1); } UPDATE 2: Wiki updated: https://wiki.thedarkmod.com/index.php?title=Path_Nodes#path_follow_actor path.map
  14. For free ambience tracks it's as Freky said: you look around on the internet for tracks with the appropriate license to be included in your FM. Fortunately, you likely don't even need to bother doing this as a beginner as there's an entire "Music & SFX" section of the forums full of good ambient tracks for you to use if the stock tracks do not meet your fancy. You might also be interested in Orbweaver's "Dark Ambients", which come with a sndshd file already written for you.
  15. A big thank you and congratulations for this mission I would rate 10/10. I can't find a better one in my memory. It's so big and varied, full of new assets. Just... wow ! Finding a way through the was hard for me, as well as being able to jump and go through a narrow hole in the I also gut stuck in this area just below the horizontal mesh hatch that opens with Oh, and my game use to crash when firing a fire arrow at a Thanks again, you are so good at this.
  16. i want to try darkradiant on linux. Not sure how heavy the software is. i don't want to abuse this poor thing Now i am in the process of researching new SSD replacement & GaN charger. i have found a primer on magnetic spinning disk & the underlying technology of solid state drive but i still found it hard to grok the magic behind this technologies cylinder, head and track number.. That's the last thing I heard when I was messing around with the solaris installer
  17. This is the continuation of my first post above. Weeks ago i got a string of bad days. My main PC(elitedesk 800 g3) suffered a SSD failure and i noticed my thinkpad charger have an exposed wire. So i decided to dust off my old lenovo ideapad(ideacrap) yesterday. The spec is i3 6th generation, 4 gigs of RAM, 2.5" 500GB spinning drive and it's equipped with Intel HD & Nvidia GT 920MX. It runs Ubuntu mate 20.04 with Nvidia proprietary driver version 470 installed on it. I tried running TDM 2.12 on it and i got a somewhat 'playable' framerate at 25-33 FPS. I could hear this poor thing groaning when running TDM. It got hot quickly around 25-30 minutes into game.
  18. 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/
  19. As a player, one thing I'm also not too fond of is the lack of uniformity. I think mission authors should take into account that especially players new to the mod want to figure out how the weapons work, and, they will have a hard time doing so, if many missions tweak the weapons. Apart from the "WTF" moment, they will also not know what the default behavior of the weapon is. Also not a fan of some other things some missions introduce, like the different sounds for foot steps etc. Most of them don't improve anything over the default sounds, to be honest. They're rather worse, and irritate me every time I play a mission with custom sounds.
  20. Megatextures were a horrible idea for obvious reasons, not sure why ID chose to learn that the hard way. The concept from what I remember is the whole map uses a single gigantic texture... instead of how we independently pick a couple of 1024 px brick materials for a few brushes and surfaces, the whole map acts as one model with one material and a single texture which probably needs to be 1 million x 1 million pixels even for a small level. This is ridiculous from a perspective of system resources with 100's of GB's of storage and huge (v)RAM requirements and hours of loading time, as well as raising the skills required for level editing since you now need mappers to also be texture artists and sculpt / paint their levels instead of just placing stuff. The only thinkable benefit is there's no repetition since every pixel on every part of the world is unique, but who notices any similarity with independent texturing if it's done right anyway? Detail textures have yet another advantage there: Since you scale the pattern independently on top of the original texture, you can make every surface appear as if it has unique pixels like megatextures. Hence why I'd advice having the details be very high-res, 4k or 8k even 16k if we can take it: Yes that's enormous, but remember we'd only have a few patterns probably no more than 15 in total, and can store them as grayscale then use a single image to modify both albedo / specular / normal (heightmap to normalmap): Map the detail in world space rather than the brush or model UV map, and the resulting pattern on every surface in the world will always be unique since the original and detail textures will be out of sync.
  21. @Wellingtoncrab - thanks for the fast response! Thanks again for all your hard work - I'm looking forward to driving on with this FM!
  22. That is one reason. That is 2 more reasons. You'd like a script that, if you had to run it again, would "do the right thing". Unfortunately, that right thing is very hard to program, and needs IMHO to be both bidirectional and with a better method of string version control, to support both the FM author's updates and potentially multiple translators. Yes, another reason. Currently, it is my understanding that updating an FM (from the non-converted copy) and running the conversion script again causes mis-alignment of newly-generated #str values and previous .lang #str values. Another important cause of "nobody is making these language packs" is that Dark Radiant at best tolerates converted FMs. It offers no special translation support, as expressed in this code comment: "...we don't have any support for parsing the mod-specific translation data...." [from DR's DifficultySettingsManager.cpp]. That's where we are now. So officially give up on FM Western translations? Or improve the #str system to make it work for everyone? Or invent a new system? A new system. What would that look like to the FM author? To a non-author translator
  23. I don't understand this. When I download a mission, I can still download and update the translation files for it using the build-in mission downloader. Also, the language packs are downloadable for the missions that have them. Nobody is making these language packs though. Not sure why. I heard the translation conversion script is hard to use. I only know 2 languages and there's no need for language packs in one of those (Dutch).
  24. 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/
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