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  1. Hello! Tracking down information on software and plug-ins that work with D3 / TDM can be a tough. So I have created a thread here where people can post what software/ plug-ins/ tutorials or other references they've had success or failure with in TDM. 3DS MAX 2013 64bit .ase - Default .ASE model exporter works. However you have to open the .ase file in text edit and manual change the *BITMAP line on each material to read something like: "//base/textures/common/collision" which allows the engine to read the correct material path. md5.mesh / animation - Beserker's md5 exporter/importers for 3dsmax. http://www.katsbits.com/tools, Importing and exporting works. The model must be textured, UV'd, with a skin modifier attached to the bones to export. PM me (Kingsal) for help with this. Imported models using the script will not be weighted appropriately, so this is not recommended if you are simply trying to edit existing tdm content. (Use blender instead) MAYA 2011 32bit md5.mesh - So far I've not had any luck with Maya 2011. I am using Greebo's MayaImportx86 for Maya 2011. I've got the importer working however I get a "Unexpected Internal Failure(kFailure)" and the import fails. This could be due to something finicky in Maya that I am not doing correctly. Will keep trying.. Blender 2.7 about - Blender is commonly used and pretty well supported on the forums/ wiki. Various versions may work as well - https://www.blender.org/download/ md5.mesh / animation Blender MD5 importer/exporter (io_scene_md5.zip): https://sourceforge.net/projects/blenderbitsbobs/files/ Sotha's guide Blender Male/ Female rigs by Arcturus - Here Edit by Dragofer: more links found in this post.
  2. Here is another update to the English Stone font's DAT file used for subtitles and some readables: fontImage_24.dat This supercedes the Jan 30th update. As agreed, now all character spacings - as given by xSkip - are preserved (from this file in TDM 2.11). Exception: the Jan 30th repair of garbage metadata for "<" and ">" remains, including xSkip repair. ASCII Characters (lower 128). The earlier Jan 30th post summaries those ASCII characters that needed metadata changes to avoid adjoining stray marks. (The detail report below updates newer reversions and minor revisions.) ANSI Characters (upper 128). An analysis was also made of the status of the Stone 28 pt font's characters in the upper codepoint range of 128-255. This could be of interest if the subtitle system was some day expanded to include European languages, and continues to use the historic codepage method. The analysis also prompted some additional DAT tweaks now. Broadly, implementation of the upper-range characters (standard or TDM-specific, as defined in the TDM wiki's I18N - Character mapping I18N) is incomplete for Stone 24 pt. The status is: 43% (55 chars) Good as is. 9% (12 chars) Good enough after DAT tweak included in this update. 6% (7 chars) Missing and shown as hollow box. 30% (38 chars) Missing accent/diacritic. 7% (9 chars) Otherwise weird. But often suggestive of glyph work started but not completed. In addition, 7 chars within categories (3-5) were "improved", but are still not good. To really solve categories (3-5) requires DSS bitmap surgery (and corresponding DAT adjustments), which is beyond the scope of planned work. DAT tweaks of ANSI characters (like with ASCII) were careful to avoid changes to xSkip. Tweaks can be further grouped by problem solved.... In category (2): - (4 chars) Char is clipped, with stray mark from adjoining character on other side. - (7 chars) Stray mark, without char clipping. As improvements in categories (3-5): - (3 chars) Stray mark, without char clipping - (4 chars) Out of valid range on top edge A categorized itemization about treatment of specific problems and characters, with further details, is here: Information about methods, including new tools, to conduct this analysis and tweaking will be forthcoming, mostly after the 2.12 release.
  3. I figured this was only done to avoid missions breaking if they add their own stuff. Checking out the link above it doesn't seem to work with init scripts where most of the changes of the patch are. If I rename the tdm_user_addons file I get an redeclaring user_addon_init error and if I rename that, all the patch scripts are gone. So what am I doing wrong here?
  4. The devs didn't title this thread, and @datiswous said they're attempting to mislead people by using Russell's name and a retro style to make it resemble Thief, which is cynical. I grew up on forums like I'm sure anyone who likes a game from '98 did. I actually left the Discord immediately after joining it because it was more off-topic doom-posting than anything relevant to the mod. I thought the forums might be better, but it's mostly just grown men yelling at clouds and telling strangers how mature they are, and a few brave souls actually developing anything. Depressing place, I'll just stick to enjoying new missions every 6 months without an account.
  5. True, but, 1. this thread is called "Western stealth FPS with Stephen Russell", and, 2. nothing you said changes anything for me. The gameplay still doesn't look like something I'd enjoy. And, if you really think this forum is cynical, then you don't visit forums much. Actually, the majority of the users are are pretty mature, unlike in other forums.
  6. Switching systems is a longer term time and effort investment than a way to compile a program. Especially because I am willing to invest some time learning linux. Mint, probably. I don't have any strong preferences, I just want something reliable and low maintenance, where I can focus on work.
  7. I use hotkeys for filters, yes. If I had to access the menus every time I wanted to hide/unhide things I'd go insane. I wouldn't toggle them on/off nearly as much as I do, and my workflow would be slower and more limited. As an example, I very often toggle visportals on/off for adjustments, or func_statics for inspecting world geometry. And sometimes I have to turn off all filters so that I'm 100% sure I'm copying or moving geometry properly, without leaving behind hidden clips, triggers, visportals, nodraws, etc. And then I have to re-hide all the things I like to keep hidden. I don't know about your workflow, but 99% of the time, I keep collisions, shadows, sky, visportals, triggers, nodraws, and also caulks, all hidden and out of my way. With hotkeys I just press alt and a bunch of keys in succession, and it takes me seconds. With menus it would take a while. There's no way I could ever not use hotkeys. I'd go completely nuts. No, I'm saying they require more work than just simply creating a layer and putting stuff in it. And if you don't put a hotkey on it, it's also more work to use. I'm not saying you can't use them for that. I'm saying they're not the right tool for it. EDIT: Keep in mind that the example above is just one example. There's all sorts of things you might want to use that functionality I suggested for. And again, layers are map-specific. If you setup filters for layers (is that even really possible?), then your filters menu will grow, and become polluted with junk that only works on certain maps. And the more you do it, the worse it gets. Back when I could used that in Hammer, I always had quite a few layers per map that controlled visibility of specific groups of objects. When you can just go wild with it, you go wild with it.
  8. It's arguably quite a bit more work than just creating a layer and adding stuff to it. And then you'd have to also add it to a hotkey, to make it practical. Filters are good for things you want to keep as groups forever, not really for temporary or map-specific groups. One other problem with filters is that you can only have so many hotkeys. Any filters that aren't attached to hotkeys aren't practical to turn on/off, because you need to access the menu. (Ideally, filters and layers would be unified under the same system, because they are actually the very same thing. I went into this in more detail here. I'm not expecting that to be done in DR, though. It might be a lot of work. But I could be wrong.)
  9. TDM has tons of textures from "free" texture resources that do not allow redistribution and cannot be incorporated into a commercial project. Someone would need to create a huge replacement pack of textures that do not break the look of existing missions and do not infringe on the copyrighted textures. Also, many artists who contributed to this project do not want 3rd party entities to use their work in commercial projects. They intended the models, textures, sounds, animations to be exclusively used for Darkmod content. You would either have to replace ALL assets or contact every contributor and ask them to re-license their assets. Many contributors are no longer active with the project and haven't visited the forums in years so it would be no easy feat. I cannot speak to Debian policy but I think that they treat installers that add non-free content the same as non-free content itself. One could argue that Steam is such an installer but I guess Debian would counter that there are a few fully Libre games on Steam. I think Debian, Ubuntu, or Linux Mint need to consider a repo that allows for games (etc) that include non-libre content but intentionally offer this content for free to the community with no stipulations other than "don't try to sell it as a product".
  10. Excellent little mission! Good design, aesthetically pleasing, good use of vertical space (any mission with rope arrows is +1 in my book). I only got 2 of the secrets - had to cheat to find the others (pretty fiendish, but secrets should be fiendish!). Good work, I'm looking forward to more!
  11. The Dark Mod is hosting an Ask Me Anything thread on the PC Gaming reddit forum:  https://www.reddit.com/r/pcgaming/comments/10nfcwj/hello_we_are_the_international_development_team/

    Feel free to join the discussion there :)

    1. AluminumHaste

      AluminumHaste

      That was so cool to go through!

    2. Shadow

      Shadow

      Very effective. There's Thief fans there admitting they never heard of TDM, and now they are trying it. So excellent.

  12. 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
  13. How about using TDM automation framework (and maybe pcem/qemu)? More info see: https://forums.thedarkmod.com/index.php?/topic/19828-automation-features-and-discussion/
  14. 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.
  15. It is possible that this is a setting that needs to be activated to work: https://mantisbt.org/forums/viewtopic.php?t=23221
  16. I just figured out how to make subtitles work in TDM (srt) for ingame cutscenes and how to automatically generate the srt file in Kdenlive's speech recognition (I just had to edit it a bit).

    Kdenlive is a free and open source multiplatform pretty advanced video editor.

    Test case is the first builder gost scene in Requiem saying:

    1
    00:00:00,180 --> 00:00:02,140
    the builder be with you this night
    
    2
    00:00:02,600 --> 00:00:04,840
    there will be secrets all around you
    
    3
    00:00:05,040 --> 00:00:06,439
    so have a keen eye

    The following page gives you the basic info:

    https://wiki.thedarkmod.com/index.php?title=Subtitles

    These 2 tutorials give you the info for creating the srt files:

    If you run into the problem the Kdenlive cannot find your Python PATH, then here is a solution:

    https://www.mail-archive.com/kde-bugs-dist@kde.org/msg672183.html

    Edit: During the installation of Python, in the installer, if you select more options, you can specify to set the PATH. I tried this on another Windows computer and this fixed the issue. Much easier solution.

     

    This is all the code for the testcase:

    Spoiler

    fm_root.subs file in subtitles folder in fm's root:

    // Requiem subtitles
    
    subtitles fm_root {
        verbosity story
        srt "sound/voices/Hanno1.ogg" "subtitles/hanno1.srt"
    }

    hanno.srt file in same folder:

    1
    00:00:00,180 --> 00:00:02,140
    the builder be with you this night
    
    2
    00:00:02,600 --> 00:00:04,840
    there will be secrets all around you
    
    3
    00:00:05,040 --> 00:00:06,439
    so have a keen eye

     

     

    Maybe I will create a seperate (text,images based) tutorial on the wiki.

    1. Show previous comments  5 more
    2. Geep

      Geep

      I've tried "On" and have seen a guard bark with some subtitling in Away 0. In my newly-added intro to the stgatilov's Subtitles wiki page, I mention that a dozen barks for the Cynic voice are available so far to existing games.

      @nbohr1more, @stgatilov, I've noted the following in the bugtracker but let me call this to your attention here: the standard overlay .gui for subtitles offers 3 non-overlapping fields in the lower screen for subtitles, but my copy of 2.11dev source code (not the latest) seems to provide 4. I think these numbers should agree. In my update to the Subtitle wiki article, I revised the number from 4 to 3.

    3. stgatilov

      stgatilov

      Obviously, you'll see the minimum of these two numbers on screen...

      Otherwise, it's not a problem.

    4. Geep

      Geep

      OK. I was thinking that it's better for the code to correctly know it can't display a subtitle at the moment because of it's out of slots, rather than think the fourth slot is showing when its not. Because in the first case, maybe it can eventually/belatedly show the subtitle if/when a real slot becomes free. Unless the code's not meant to be that sophisticated.

      Is there some special .gui (now or planned) that uses 4 slots?

      @stgatilov, I can tweak the wiki page further based on your responses.

  17. If the "mission fails as soon as stealth score turns non-zero," that would not be good for ghost players. They might need to find out "how" they failed and experiment to avoid alerting guards. They might need to take those score points as a "bust". They might need to take those score points to complete an objective. Then, mission authors would need to encode exceptions into their missions, which would be a lot of work (if they decide to do it at all). However, part of what makes ghosting challenging and fun is when mission authors do not create their missions with ghosting in mind. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Writing code for these rules would be a huge undertaking. Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Creating an official mode could alienate these dedicated ghost players, because it would clash with what is considered ghosting in the community. Including the Stealth Stat Tool mod in the official release would be more useful. Or, making the audible alert states of guards quick and easy to recognize could help as well. For these reasons, I don't agree with an official "Ghost" mode. If the dev team were to do it, we should consult with @Klatremus so we get it 100% correct or not pursue it at all. (This ghosting bit should probably be in its own thread.)
  18. Aye solus has been rather fun to dip into most games work quite well with it also (still you will need some wine fu to get everything running if you mainly play windows games, that said steam and Lutris makes it atleast pretty manageble). you should still be able to upgrade to win10 for free if you get the win10 media creation tool from microsoft (you can also upgrade to win 11 if your hardware is supported -> needs a TPM module and atleast a gen 8 cpu). im still on a gen 6 so no win 11 for me unless i hack it (you can disable the hardware check with a registry key but only if upgrading from a previous version). If used to Win7 the interface in Win10 can be a little daunting with its massive live tiles, if you cant stand how it looks get something like openshell which will bring back a more standard start menu with easy access to the old control panel.
  19. Save/Quicksave and Load/Quickload with turrets WIPs work now, thank you!
  20. @MirceaKitsune - have you raised a bug report for this particular problem (searching in the wrong place if shot by an arrow)? I think I have found the cause of it and can write it up in the bug tracker. In short, I believe the intended behaviour is that the victim is supposed to search halfway between him and the shooter (presumably chosen because he shouldn't really know where the shooter really is) but the code that sets this point gets overridden shortly afterwards by code that sets the search point to his current location. It's quite instructive (if you like that sort of thing) to read up the various bugs reports on AI behaviour that have been raised down the years. In particular, bug 3331 contains a number of fixes to problems similar to those reported in this thread.
  21. All right y'all. We need some good ole data instead of 28 pages of -- well, you know. The "mantle roll" is the amount the view rolls or tilts during a mantle. So, if you could be so kind as to: Launch TDM 2.12 Beta Go to Settings -> Gameplay Set "View: Mantle Roll" to: 1.0 and test in game (100% of original mantle roll) 0.5 and test in game (50% of original mantle roll) 0.1 and test in game (10% of original mantle roll) Finally, vote for your preferred setting. The increased mantle speed changed the feel a bit and perhaps the mantle roll would feel better tweaked some to match it. (Edit: To clarify, this is about a potentially different default mantle roll value. The "View: Mantle Roll" slider in the settings will remain, regardless.) This thread is for your click-ity click vote on the poll at the top of this page. All constructive comments about the increased mantle speed in 2.12 are welcome on its own, wonderful thread:
  22. Okay: I replayed a few missions with difficulty set to Hardcore which is the maximum setting. Nothing obvious changes: All of the same issues persist, including the ability to beat up a guard with no reaction by climbing on a table in total darkness. All that changes is guards running to your location a bit more accurately when seeing you from a distance, attacks however don't count as sight. I decided to record a video for this thread to show my point, Crucible of Omens: Behind Closed Doors. What's happening here: While standing on a ledge that should be reachable by a stair, I shoot the guard in the back as he's walking away. His first reaction is to run down the stairs in the completely opposite direction. A few seconds later he comes running back up, only to go in a crevice at the other opposite end of where I was located. By sheer chance he heads somewhat toward my initial position, after which he runs down the stairs again. He finishes his alert state far away, looking for me far at the bottom of the stairs where I clearly wouldn't have been located. How this could have been better: The guard was shot in the back, it doesn't take a genius to tell that's where the arrow came from. He should have picked random positions in a cone originating from his view and facing toward me at the moment of the shot: He shouldn't come running to my exact location which would be both difficult and unrealistic, but should have searched in my general direction such as the wooden door to my right.
  23. Bumping this thread. I was trying to parse the code for LibreCoop recently, the multiplayer coop mod for Doom3, or Dhewm3 more exactly. The main alternative is OpenCoop, but I think LibreCoop is more developed. Anyway, it got me thinking how much work would have to go into a coop mod for TDM. It's still my biggest wish item. The idea I got was one has to basically walk system by system through the code and think about the client and server side of packet swapping. TDM has a lot more and more complicated systems than Doom3, but once you start getting a feel for it, I think the basic system doesn't change that much. In a way it reminded me a bit of a pared down save/load system, what you need to update a game state, except you're streaming it in in real game-time, and you using tricks to fill in gaps to ease the load. The other thing I noticed is that maps themselves need their scripts tweaked and anything else happening in the world. But I wonder if there's a way to procedurally do that when a map is loading, so one could just use the FM files as released. It looks like it'd take more than a year or two if one were working steadily through it, although I think one would get efficient at it over time. Like I was noticing, there's a consistent logic to it. But most of all I think it'd be worth it. I really like Thief coop, and I think it'd be great for TDM. I'm just FYI'ing about it now because I was browsing through the other coop mods. Not even soliciting opinions or anything. Just thinking aloud (avisible?) about it.
  24. Well I think I've gone as far as I can with this but libxml is simply not doing what it's supposed to. I can put code like this in the Game constructor: auto games = GlobalRegistry().findXPath("//game"); assert(!games.empty()); // SUCCESS assert(games[0].getAttributeValue("name") == _name); // SUCCESS assert(!GlobalRegistry().findXPath("//game[@name='" + _name + "']").empty()); // FAIL The "//game" node is there, it has an attribute "name" with value "Doom 3 Demo" (or whatever the first game to be loaded is), but passing that exact name string back to an XPath query using the [@name='blah'] syntax just doesn't work, even though it used to work fine, and should work according to the XPath specification. I even dug down into the Document::findXPath function to see if something was being set in one of the C structures to indicate what is going wrong, but even though there is a lastError struct, it is empty. If there is any indication of the problem, it is buried deep within impenetrable and poorly-documented C structures. So, I am done with libxml and will look at C++ alternatives. If we were going to integrate this, what is the best way of doing so? I seem to recall from previous discussions you would prefer not to have git submodules linked into the repo, and it looks like pugixml is just one .cpp and one header file, so I guess the simplest approach is just to download the files and add them directly to the build in a suitable directory (like we do with the libfmt library).
  25. Ambient atmospheres are in my opinion one of the best parts of the Dark Mod experience, not just for getting a mission to have the right feel but also for inspiration and to have them playing in the background when creating maps. The more the merrier, so here's a thread to collect all the links to ambient music and environmental sounds that could have a spot in TDM's setting. Ambients from the TDM forums Gast's Eerie Lullabies Magnanimous Merry's Miscellanea Orbweaver's Dark Ambients Spadey's Ambients Radioteque's Ambients Kyyrma's Composing Ambient Tracks for Dummies - Kyyrma shows how ambient soundtracks can be made from a set of sounds. Also contains some of his finished ambients. Request for more interior sounds - this thread is a very productive community session where members came up with a large and good selection of new ambients. Uncle Peti's Sound Den Dragofer's Ambients - post #6 in this thread SeriousToni's Ambients - posts #8, 12, 15 and 19 in this thread Ambients from the TTLG forums Custom resources list Gigagooga's Ambients 1 - possibly the largest pack of ambient musics and nature sounds, all of them high quality. Gigagooga's Ambients 2 - this pack puts more weight on shorter swells/hits/pads to be layered on top of a subtle ambient. Gigagooga's Ambients 3 Yandros' ambient loop Sephy's Ambients - a large collection of ambient pieces, including many shorter ones which will be valuable for anyone wanting to try a layered ambience approach like in the Thief OMs and Full Moon Fever. Internet databases www.freesound.org - some of the better composers in my opinion are ERH and BrandonNyte. www.purple-planet.com - a large selection of all kinds of ambient and musical soundtracks to be used freely. www.darkwinter.com - an internet label that publishes a lot of dark ambient music under a Creative Commons license. www.endlessascent.com - sister website of Darkwinter for non-dark ambients. Youtube Asatru Dark - also has very nice reference images for outdoor stone memorials, statue arrangements etc. #4 Void by Raffaele du Marteau & #6 Dreaming of Nowhere by Raffaele du Marteau - possibly the most forlorn pieces I've found on the internet. Alacazam - a prolific Creative Commons ambients composer . Cryo Chamber - for-profit label for dark ambient music with a large selection on offer. Going by their Youtube comments they're fine with people using their soundtracks for games etc., although you'd probably need to buy the soundtracks first. Dark Ambient Mixed Session - as much ambient as something to have in the background while mapping.
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