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  1. 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:
  2. This is the same scheme the most radical voices in this debate have been asking for from the start. (Myself among them.) I thought it was settled that having extinguish on short click created a back-compatibility risk for a small subset of old FMs. I think the concern was putting out candles that are needed as a light source to progress, and then not having flint to relight them. That's why the current (mechanically and cognitively sub-optimal) compromise was selected. Am I remembering right? If so, let's just all reread the thread history rather than rehash this argument over again.
  3. 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.
  4. It is possible that this is a setting that needs to be activated to work: https://mantisbt.org/forums/viewtopic.php?t=23221
  5. I've been having this issue in my own fms, where the first time I enter a new area, the ambient sound will start out loud for a second, and then go down to the intended volume, instead of transitioning properly. This only seems to happen in my own fms, so maybe it's some setting I overlooked. I made a small test map: test_area_sounds.map There are three areas in the test map. The second area has an ambient volume of -17 db, while the others have 0 db. The problem is noticeable to me right when the map loads and the first ambient starts playing, but it's even more noticeable when crossing to the second area, where the sound starts loud, and then goes way down and stays there. After I've entered all areas for the first time, then all is good, the sounds transition fine. As in, the volume goes down and then up to reveal the new ambient sound.
  6. Ooooh so many interesting ideas! We had a similar story at one point, where the player has to pose as an acolyte and investigate the death of the former high priest, talking to several members, finding a way to enter the restricted area... After a while setting up all the triggers and conversations and scripts turned into a huge PITA - although it was quite funny to start a conversation and then walk off, having them talk to thin air I'll see to it that our story is not too similar. Although also placing our mission in the same universe and have some familiar characters appear (or at least being mentioned) would be a nice idea. I like stories with multiple possible endings Looks like I have to (re)play some TDM missions then. Mmh, we do have a library, but it is probably too small for such a degree of labyrinthinity.
  7. The output of condump log would be nice. Please hook up a monitor the troubled displayport and load the mission using some start-parameters. After And post the output of the condump in this topic. Maybe we can answer it by giving some driver setting changes. More info: https://wiki.thedarkmod.com/index.php?title=Debugging_TDM_systemerrors
  8. Yes, if you start foobar2000 then you cant open new instances of DR anymore until you restart the PC.
  9. 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.
  10. Maybe a dark ritual at the start of the mission would be nice.
  11. Thanks! Would someone mind fixing my spelling mistake from "indigator" to "indicator"? And add a sentence "Use of the lightgem can be practiced in the [[Training Mission (OM)|Training Mission]], primarily in the room Stealth & Shadows."? Perhaps also add a row about the lightgem in article "Equipment_(player_character)#Tools" and link to "lightgem"? As a new player I think I would appreciate that the new article covers details not covered in "The_Dark_Mod_Gameplay#HUD_(Heads-Up_Display)" Another new article "Bow" could be: " [[File:Nocking and aiming a broadhead arrow.png|right|thumb|Picking up, nocking, drawing, and aiming a [[Broadhead Arrows|broadhead arrow]]. The image in the lower right shows the zoom-in-view.]] [[File:Arrows.jpg|right|thumb|A selection of some of the [[Arrows|arrows]] the player can choose from:<br/>1. [[Fire Arrows]]<br/>2. [[Gas Arrows]]<br/>3. [[Noisemaker Arrows]]<br/>4. [[Rope Arrows]]<br/>5. [[Vine Arrows]]<br/>6. [[Water Arrows]]]] The '''bow''' is a long-range [[The_Dark_Mod_Gameplay#Weapons|weapon]] used for shooting various kinds of [[arrows]] to harm, distract, or confuse enemies. A few seconds after the player draws an arrow, the camera will zoom in, showing a more detailed view of the target. If the arrow is not released, the player avatar will start getting tired and wobble the arrow, eventually lowering the bow without shooting. The bow and quiver are objects that the player always carries and they are not visible in the [[inventory]]. Only the arrows are visible there. Use of the bow and arrows can be practiced in the [[Training Mission (OM)|Training Mission]], primarily in the room Archery. [[Category:Equipment]] " (Again, with the caveat to use the preview-functionality to fix any formatting errors.) I would also link "Bow" from "Equipment_(player_character)#Ranged_weapons" to the new article "Bow".
  12. Turns out this happens exactly after I start foobar2000. Completely closing down foobar2000 doesn't cure it, but restarting the PC does.
  13. 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.
  14. Here is the final release of The Wench, with Dragofer's Dec 9, 2023 sound file revisions (see bugtracker 6284), as included in TDM 2.12 beta3: testSubtitlesWenchFinal.pk4 The revisions correct a few mismatches between what was said and what the intended purpose was. The statistics are little changed. The testSubtitlesWenchFinal FM will run under beta 3, with the same GUI as testSubtitlesCynic. Details of Revisions There were no changes to the collection of .srt files. The changes affect only the .subs file (and what's in testSubtitlesWenchFinal's FM-specific sound shader). It is too much effort and time to revise the Excel spreadsheet, of early "v1" barks template form. Instead, if the reader wishes to do so, start with the WenchOriginalSubtitles.xlsx (available via the original Wench post), and apply the changes below. The total number of rows is unchanged.
  15. Since a few versions the settings are saved by minor version - so DR 3.7 is storing its settings in a "3.7" subfolder, and DR 3.8.0 is saving them in "3.8". (DR 3.7.1 and 3.7.2 would use the same "3.7" folder.) Settings are carried forward the first time you start a newer version. So, when DR 3.9 first starts up, it will use the settings of the highest previous version available, then store its settings in the "3.9" subfolder to not overwrite anything from previous versions. (This is similar to what's Blender is doing, at least I think it is.) What's correct though is that the "portable" version is not differing from the installed one in terms of where it stores it settings. They both behave the same. One could maybe vote for having the portable version to store its settings right next to the executable. But to support this, we'd need a configurable code path or maybe even a separate compilation for the portable edition.
  16. Don't really know what's going on. Maybe youd like to upload the save somewhere like Google Drive, Dropbox or Onedrive - in that case, what TDM version are you on? What objectives remain uncompleted? As a last resort you can force the script to happen via the console, but due to a bug you wont be able to make saves for the rest of the mission. Youre 80% done, though. Will need to look up the exact command.
  17. Don't see much in the dump, I'm afraid. I can see it's been running into a critical failure, but that's it. Can you have a look at your darkradiant.log file, or maybe send it to me? Maybe it tells me something. (You already tried to remove your settings XML files from C:\Users\greebo\AppData\Roaming\DarkRadiant\3.8, I take it? You can back them up if you need them around. Just move the whole contents of the C:\Users\greebo\AppData\Roaming\DarkRadiant\ folder to somewhere else and start DR. In case you didn't try that already.)
  18. 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/
  19. Yeah it would be cool to see some more detailed statistics and it’s a shame they aren’t really captured. Since we are talking about fan mission platforms, where players also make the content for the game, I feel like the best thing we’ve got is you can look at the number of content releases for the games. Keep in mind the graph counts campaigns as single missions - so for example NHAT and TBP both count as 1 mission. A good year for TDM has has approaching maybe 50% - mostly we’re 25-30%. https://www.ttlg.com/forums/showthread.php?t=152494 You could also look at the number of ratings thief missions get on https://www.thiefguild.com/ vs TDM ones, but that is pretty iffy in that you could chalk that up to more awareness of the site in the thief community than TDM Out of curiosity is there a reason a thief player can’t be a new player? I kind of think a player is a player and new players would be ones who are playing the dark mod who weren't? Is there disagreement the base of players most likely to pick up the game are fans of the thief games? They are certainly the most fruitful place to find feedback on the game beyond the sphere of this forum that I have seen. When we were trying to finish up SLL there was a lot of discussion on the forums about how long it had been since there was a release for the game. I am thankful that the stats show at least some stability over the years in terms of releases for TDM, but the trend for all of the games is decline. Not doing anything is a valid response if that’s what the devs want to do - it is not possible to provide evidence that any effort will slow that inertia. As a player and content maker I would just prefer trying to find feedback where it is offered from players who were willing to try the game but ultimately could not engage with it and see if there is anything that can be done within reason to ease them into the game. The game has a lot to offer imo. All those players are potential contributors - contributions in turn attract players - it’d be nice to see the cycle go on as long as it can.
  20. DarkRadiant does not care about engines at all, it only cares about file formats. Whether you can use DR with your Godot-based game will therefore depend on whether your game's assets are arranged in the same way as TDM. More specifically: Your game will need to read map data from the Doom 3 .map format. If it does not, there will be no way to save your map from DarkRadiant in a form that your game can access. Export to OBJ is available but if all you want to do is produce OBJ models then DarkRadiant isn't the right tool for the job (you should use a proper 3D modelling app like Blender/Max/Maya/LightWave etc). Your game assets will need a tree of .def files defining important entities to be placed in your map, including certain "fixed" entity types which are used directly by DarkRadiant itself. There will need to be a light entity defining light volumes, a func_static entity defining a static model, an info_player_start entity to define the starting position, a speaker entity to define sound sources, and probably several others. If these entity types are not defined, then built-in features like "Create light" and "Place player start here" will not work correctly. Your game will need a tree of .mtr files defining material shaders, referring to image paths which will be resolved to either uncompressed .tga files in a textures/ hierarchy, or compressed DDS files in a dds/ hierarchy. If these material shaders are not defined, no materials will appear in DarkRadiant. DR does not make any attempt to load "raw" image file hierarchies which are not referred to by material shaders. Your game will need to define a hierarchy of 3D models in ASE or LWO format. No other formats will show up in the model selector. These models can be stored directly on disk (there is no "model shader" tree required like with materials).
  21. Here The subtitles for this fm. Made with help of Whisper. All the subtitles for voices are there and fully tested. 2 conversations: Some drunk thug talking to himself (start of mission). A Builder guard and a Builder bishop having a conversation (end of mission). I made changes to 2 srt files (everything is srt, no inline), the rest was already correct. Edit: subtitles added to mission.
  22. Yeah, you can start here: https://wiki.thedarkmod.com/index.php?title=Creating_Multiple_Skins_For_A_Model You can make a custom skin for just about every model in TDM. DR also now has a skin editor which makes this process a bit easier
  23. The new version of DR is crashing on startup, and an older version (2.8), the one I'm trying to update, still opens fine. Do you know of any reason why the new version of DR would crash over older versions and a fix that I might try? Also, I set the initial configuration "mission" slot to a possibly bunk folder, and I wonder if that's contributing to the crash. So I wanted to know how to either reset the initial config window, or anyway where the config file is so I can either delete it or edit it directly. Edit: Okay, I found the config file in ...\AppData\Roaming\DarkRadiant. I deleted it, I redid the initial config & left off the mission info, and it did reset. But that didn't stop the crash on start up. So it must be for some other reason. This laptop uses an Intel graphics card (not a specialized one), so that might be related to the crash too. Anyway if you know how I can stop the crash, let me know, otherwise I'll use the older version. This is a convenient little laptop to build on, even without a graphics card.
  24. yes it only has VGA and another port but not HDMI as the HDMI cable wont fit. The picture is too large to send I'm afraid.
  25. Creating a new thread for this as it was being discussed in an old beta-testing thread starting here: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/&do=findComment&comment=490751 I suppose the main questions are: when should this spawnarg be used, if at all? why was it introduced in the first place? Can we get it documented properly on the Wiki so misuse isn't propagated? @stgatilov @Dragofer
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