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for those still dabling in retro hardware heres some interresting sites https://windowsupdaterestored.com/ windows updates for win 9x to xp https://www.techpowerup.com/forums/threads/tpus-nostalgic-hardware-club.108251/ links to various sites with old software and information on setting up older systems hardware.
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A set of some 200 missions is a lot to sift through to find what one likes. I never used your site but if it provided functionality to search missions for parameters like approximate playtime, series v standalone, and tags like undead, spiders, mansion, city, etc, then it sounds plenty useful. Can the functionality be incorporated into the main web page? Perhaps even integrated to fetch underlying data from the wiki (so that trusted editors can keep the parameters up to date)?
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Hidden Hands: Blood & Metal Available via TDM Mission Downloader ============================================================== Title: Hidden Hands: Blood & Metal Filename : hhbam.pk4 Author: Jack Farmer Date of release: 01.09.2024 (Version 1) - 14.09.2024 (Version 2) - 28.09.2024 (Version 3) - 28.11.2024 (Version 4) - 25.07.2025 (Version 5) EFX: Yes Subtitles: Yes ============================================================== Hidden Hands series: I - Initiation II - Vitalic Fever III - The Lost Citadel IV - The Anomaly V - Blood & Metal ============================================================== Jack Farmer: mapping & drafts, briefing videos Amadeus: revision/editing of all texts for readables, narration and dialogues Joebarnin: custom scripts & prefabs and trouble shooting Datiswous: subtitles for all conversations, broadcasts, recordings and thief comments Dragofer: consultation for scripts, models and trouble shooting =============================================================== Beta testers: Cambridge Spy Mat99 Bergante Joebarnin wesp5 grodenglaive TheUnbeholden Acolytesix CrisiusXIII Release testers: Mat99 AluminumHaste =============================================================== Voice actors: AndrosTheOxen (all missions) Bikerdude (mission 1 and 2) Boylag (mission 1) Goldchocobo (mission 2, 3 and 5) Malasdair (all missions) Mary-Anne Stanke (mission 4) Narrator (mission 1 and 4) Purgator (mission 1 and 3) scodysk (mission 4) the double dutch king (mission 3 and 5) Xander Grant (mission 4) Yandros (mission 2 and 4) ================================================================ Pilfered items: - roulette wheel and alien model with thanks to Goldwell (taken from "AC II: New in Town") - pagan woman character and a select building facade with thanks to Fidcal (taken from "Heart of Lone Salvation") - skybox in mission 4 taken from Sotha's "TP: The Transaction" - mission 3 ("Down we go.") previously known as "The Cloister" - taken from the abandoned "Crucible of Omens" campaign, mainly created by the Dudes (JDude and BikerDude) and some other legacy missions makers ================================================================ New assets: - radio model and skin by Epifire, prefab produced by Bikerdude - several technical drawings provided by wellingtoncrab - keypad designed & coded by MirceaKitsune - flying bats designed & coded by STRUNK ================================================================ New sound fx / music: - factory and machine noises by inspectorj - machine sounds by lupalenzuela - rocks_falling_in_cave by unidentified contributor from freesound.org - vinyl_record_pop by joedeshon - ambient_battle_noise by pfranzen - distorted-wolf-howl by hail_pinson - roaring_sea by allthingssound - slideshow_projector by andreaskg - whistling-in-cave by retroguy23 - scary-ghost-wolf-howling by brainclaim - "Rivercare" by Adrian Wilaert - "Leave Her Johnny" by Roger McGuinn used under https://creativecommons.org/licenses/by-nc-nd/3.0/us/ All other new ambient tracks & sound fx created by Jack Farmer, occ. with gigagooga sound samples ================================================================ Special thanks go to: @joebarnin, who completely altruistically analyzed many game bugs, provided several clever scripts and even played through the initially very buggy game twice. It was an ordeal not even described in the first Builders book! Jeff, thank you very much! @datiswous, who, despite the enormous scope of the game, did not let himself be deterred from creating suitable subtitles for all dialog, comments, briefings and recordings. A truly monumental task! @Mat99 & @Bergante, who tried out things I would never have thought of and showed me once again that I absolutely have to take part in the next brain function enhancement surgery! ...and finally our friend, the incredible @AluminumHaste, who dared to do another detailed run-through at the end of the beta testing, which allowed for several more improvements and polishings. ================================================================ Thank you everyone at Fractured Glass for consultation and help in general! ================================================================
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Back to the on-going translation effort. Here’s some general observations and lessons learned while translating the main readable. Recap This readable, mentioned earlier, has an all.lang entry of: [English] // Readables in airpocket.xd: "#str_fm_airpocket_xd_sheet_appointment_to_service_pg1__title" "Appointment to Service\n" "#str_fm_airpocket_xd_sheet_appointment_to_service_pg1_body" "\n\nHEAR YE ALL, that the Bearer is found Fit to Serve, and appointed to the Rank of Ordinary Seaman, aboard the Merchant Ship Esmerelda, by Authority of the Shipmaster, Captain Riggs.\n\nThe Appointee serves Under the Direction & at the Pleasure of the Captain & Officers. By the Law of the Sea known by all, while Aboard, Violations of Duty will be Judged & Punished by the Captain & Those carrying out his Orders. Thievery, Mutiny, Assault, & Other Gross Breeches of Order will be met by Flogging or Death. At Successful Voyage End, the Appointee on Discharge will get the Agreed Wage recorded in the Ship's Log, less any Deductions.\n" "#str_fm_airpocket_xd_sheet_appointment_to_service_pg2__title" "Further Instructions\n" "#str_fm_airpocket_xd_sheet_appointment_to_service_pg2_body" "\n\n\n\nAs agreed, the 2 new crewmates will bunk in the galley, and share the sea trunk nearest the door in the mess.\n\nCaptain Riggs\n" As stated earlier, this text, stripped of #str_ IDs, tabs, and quotes, was given a long directive context prompt and fed into ChatGPT for forward-translation into all the TDM languages. For verification, individual language results were then back-translated (without additional prompt context) into English using Google Translate. Google Translate was also the preferred choice for spot patch-ups. Results were Good Overall Across languages, most sentences appeared to roundtrip-translate quite fine. Some languages (e.g., Turkish) needed more patch up, perhaps due to less AI training or just a greater sentence-structure differential. I did not stress-out about how well the officious over-capitalization of the original was carried over into the translation. Forward-Translation Problem #1 – Piecemeal Translation and Naming Consistency In order to keep this exploration tractable, at the outset I subdivided the collection of English #str_ into various groups (e.g, inventory items, character names (including shouldered), readable, briefing, etc.), and arranged to translate each group separately into all languages. The downside of this is that the subgroups end up with different names for the same thing. This is not unusual IRL, but not real desirable in a game. So, for instance, a key (inventory item) labeled “Mess” (for the door to the ship’s eating place) often has multiple correct nautical translations in a given language. When the word “mess” in the readable is translated, the AI may choose a different one. So patch-up is needed to make the references match. (Future projects might well benefit from a more holistic use of AI.) This problem also affects ranks and titles of persons, about which more next. Forward-Translation Problem #2 – Nautical Ranks and Titles left in English ChatGPT, when translating “...appointed to the Rank of Ordinary Seaman”, almost always left “Ordinary Seaman” in English. And would only sometimes translate “Captain” into a target language. (For a quick look at some suitable nomenclature, type this - “EU commercial nautical deck department ranks in all EU languages - into Google Search and see what the AI provides.) Furthermore, when “Captain” appeared in the readable as a title, e.g., “Captain Riggs”, ChatGPT liked to leave it unchanged. There are two ways to think about that: ChatGPT thinks “Captain” is a first or nickname. ChatGPT thinks that the rank of Captain (and perhaps the surname) implies this is an Englishman, so the rank should be left as conferred by the governing authority. It would be easiest for me to just leave it as “Captain Riggs” throughout. But I’m not really trying to imply Riggs is English, and would think translated immersion would be better if the title was also translated. (I haven’t yet decided which way to go.) Forward-Translation Problem #3 – Lost Nuance affecting a Proximity Clue The last sentence of the readable refers to “the 2 new crewmates ... share the sea trunk nearest the door in the mess.” The English implies that this trunk is *within* the mess. In retrospect, it would have been better to phrase it that way (perhaps I will in the end product’s [English]). Translations into some languages kept this implication; others just said something like the trunk was “near the mess door”, so could be outside the mess. This is a bigger problem than you might think, since the areas involved are underwater and chaotic, so search is difficult. I will do patch-up retranslation where needed.
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============== -= IRIS =- ============== WELLINGTONCRAB TDM v 2.11 REQ Ver. 1.3 *For Maureen* -=- "Carry the light of the Builder, Brother. Unto its end." -Valediction of the Devoted "What year is this? Am I dreaming?" -Plea of the Thief Dear Iris, I am old and broken. When we were young it felt like the words came easily. Now I find the ink has long dried on the pen and I'm as wanting for words as coin in my purse. I can tell we are nearing the end of the tale; time enough for one more job before the curtain call... ============== -Installation- Requires minimum version of TDM 2.11 **Dev build dev17056-10800 (2.13) fixes several visual effects which have been broken in the mission since the release of 2.11. For that reason playing with that version or later is currently recommended** -Iris does not support mods or the Unofficial Patch- Download and place the following .pk4 into you FMs directory: Iris Download ============== *Thank you for playing. Iris is a large mission which can either take as quickly or as long as you are compelled to play. I hope someone out there enjoys it and this initial release is not completely busted - I tried the best I could!* *Iris both is and isn't what it seems. If commenting please use spoiler tags where appropriate. If you are not certain if it would be appropriate a good assumption would be to use a spoiler tag* *Support TDM by rating missions on Thief Guild: https://www.thiefguild.com/* ============== WITH LASTING GRATITUDE: OBSTORTTE - Whose gameplay scripts from his thread laid the foundation which made the mission seem like something I could even pull off at all. Also fantastic tutorial videos! DRAGOFER - Who built upon that foundation and made it shine even brighter! And whom also provided immeasurable quantities of help and encouragement the past couple years on the TDM discord. ORBWEAVER & GIGAGOOGA - For generously offering their ambient music up for use. EPIFIRE - Who lent me his fine trash and trash receptacle models. AMADEUS - Who was the first person who wasn't me to play the damn thing and provided his excellent editorial services to improving the readers experience playing TESTERS AND TROUBLESHOOTERS: AMADEUS * DATISWOUS * SPOOKS * ALUMINUMHASTE * JAXA * JACKFARMER * WESP5 * ATE0ATE * MADTAFFER * STGATILOV * DRAGOFER * KINGSAL * KLATREMUS - What can I possibly say? Playing this thing over and over again could not have been easy. Deepest thanks and all apologies. -=THANKS TO ALL ON THE TDM DISCORD AND FORUM=- ==SEE README.TXT FOR ADDITIONAL ATTRIBUTIONS & INFORMATION== HONORABLE MENTION: GOLDWELL - If I hadn't by chance stumbled into Northdale back in 2018/2019 I would probably still be trying to get this thing to work in TDS, which means it probably would not exist - though more details on that in readme. ============== Boring Technical Information: *Iris is a performance intensive mission and I recommend a GTX 1060 or equivalent. I find the performance similar to other demanding TDM missions on my machine, but mileage may vary and my apologies if this prevents anyone from enjoying the mission.* *Iris heavily modifies the behavior of AI in the game, how they relate/respond to each other and the player. So they may act even stranger than they do typically in TDM. Feedback on this is useful - as it can potentially be improved and expanded upon in future patches.* -=- This is my first release and it has been a long time coming! If I forgot anything please let me know! God Speed. 2.10 Features Used:
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Any thoughts on Outer Worlds 2? I'm enjoying the game so far after some tinkering with reshade, I reduced saturation by -500 and the environment and characters look way more natural, less straining to the eyes and overall more digestible. Gameplay is all over the place but you can customize your character to whatever you want it to be
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Here's a .blend file with a Darkmod NPC rig: https://drive.google.com/file/d/1-odjc8A54ED5qgO7pA01Nr59U2_2jFmL/view?usp=sharing set up to be used with this motion capture animation pack https://www.rokoko.com/mocap/free-mocap-assets It's a stripped down version of this Blender rig. Exporting works the same way. For retargeting you'll need to install this addon: https://github.com/Mwni/blender-animation-retargeting It works in Blender 3.6 as well as 4.5. Animation playback of longer files is waaay faster in 4.5 but the drawback is that md5 file exporter won't work with anything newer than 3.6. This pack contains different skeleton standards. This setup was made for Mixamo which seems to be majority of files. Import .fbx file with scale 48, manual orientation: x forward to match the Darkmod skeleton. When selected, keyframes of the imported animation will be displayed. Select armature_control. In the retargeting addon tab (in right panel), in 'Source' box choose the imported skeleton name. Load config file: Darkmod_male_NPC_mocap_Mixamo.blend-retarget This should pair up both skeletons. First frame in animations is a t-pose. Proper animation starts at frame 2. Typically animations start offset from the center. You can move the character to the center at the start of the animation simply by dragging armature_control object. Similarly, character model may be slightly below ground level. Move armature_control up to adjust. Origin bone in tdm_ai_proguard has constraints to follow the pelvis. Otherwise it would stay in center. Here's what happens when origin bone stays in the same place. This is idle animation playing: And here's what happens when origin bone follows the character: I found that in order to match imported skeletons I had to bend darkmod skeleton forward a little bit. That pose is saved as "tpose_mixamo" single frame animation. I don't guarantee that this is the best way you can do it. Perhaps skeletons could be matched in a more ideal way. Remember that there are bones for clothing in Darkmod, that aren't in the motion capture files and need to be animated by hand :)
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hmm its actually rather advanced and unfortunatly a bit of a pain to setup. one example is hrtf (headphone surround) which requires mapping sound locations with a tool they provide. https://deepwiki.com/kcat/openal-soft/5.3-gui-configuration-tool lists a good deal of which steps needed. for all other cases it is probably better to ask on the github forums for it. attached my own config for dhewm3 which sounds somewhat ok. drop it next to the dhewm3 executable. if you feel up to experimenting you can add your own settings to it alsoft.zip
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By "IP", I'm thinking you mean my machine's address (not intellectual property). Yes, if an AI was not privacy-preserving, and actively monitoring for and reporting IRL criminal activity (likely many are), and misconstrued what I was doing, then I see your point. For my particular FM, the phrases don't really imply any criminal acts, just clues. This is not the case for all FMs. In those cases, when untrustworthy AI systems allow rich prompts, it's probably a good idea to specifically indicate you are writing for a fictional mission within a PC game. Also, the activity itself, translating into a fixed suite of multiple languages, is probably not something an actual criminal enterprise would do. Talking in the forums about your FM under development would also show that your intentions are not real-world crimes, and I'd like to think ward off all but the most wrong-headed prosecutions.
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We shouldn't turn off animation blending. Without it there's annoying jump from one animation to another. We need more blending, not less. Let's do a different hack. The problem is that origin bone rotation is driven by code and it finishes rotation in 1/3 of a second. We can't make it significantly slower without messing up AI. My first hack was to simply make character move slower than origin. So the origin would finish rotation, stop and then the character would continue moving for the rest of the animation. But we can animate the origin bone too. Since we want the origin rotation to be longer, we can counter-animate it. So while the game code rotates it 90 degrees one way, we can apply rotation in the animation file the other way to counter it. So we end up with 90-60=30 degrees movement for 1/3 of the animation. Then when the code stops moving the origin, the animation file can continue rotating it for the remaining 60 degress. We end up with this stupid looking animation: In the game however origin now rotates for the whole duration of the animation (1 second). This is what it looks like with blending set to "0" in float delta = getTurnDelta(); if ( delta > 10 && hasAnim(ANIMCHANNEL_LEGS, "turn_left")) { animState( ANIMCHANNEL_LEGS, "Legs_TurnLeft", 0 ); } if ( delta < -10 && hasAnim(ANIMCHANNEL_LEGS, "turn_right")) { animState( ANIMCHANNEL_LEGS, "Legs_TurnRight", 0 ); } Here's with blending set to "4" (current Dark Mod default). There's some jerkiness. I applied some more tweaking in Blender to mitigate some of that: With blending set to "6": Those values in: animState( ANIMCHANNEL_LEGS, "Legs_TurnLeft",4 etc., they seem to drive only the "ease in"? I'm a little confused about how they work.
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Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
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Couple of years ago I started making a character with Darkmod in mind. Then I abandoned it, then returned to it last year. Link to low poly version on Sketchfab Since it has the right proportions for Darkmod rig I might as well port it into the game. I already did the "skinning" part: There are couple of kinks that need to be worked out. First of all at the moment the mesh is in one piece. However, the main rig has only the "head" bone, no bones for the eyes and mouth. For the most part heads in Dark Mod are separate and have a separate rig with eyes and mouth bones. Zombies don't use the head rig, and so it seems they don't have facial animation. If both rigs were connected in some well defined way one could attach the head precisely. But from what I see, in the game the head rig's origin is in arbitrary places:
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Lips they flap, but the dubbed voices go their own way. YouTube doesn't have access to the underlying character 3D model, so can't easily adjust lips to match dubs. Tho some artificial intelligence systems for movie dubbing do that now, so I guess it's a matter of time for YouTube too.
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For the people eager to play with the latest state of development, two things are provided: regular dev builds source code SVN repository Development builds are created once per a few weeks from the current trunk. They can be obtained via tdm_installer. Just run the installer, check "Get Custom Version" on the first page, then select proper version in "dev" folder on the second page. Name of any dev version looks like devXXXXX-YYYY, where XXXXX and YYYY are SVN revision numbers from which the build was created. The topmost version in the list is usually the most recent one. Note: unless otherwise specified, savegames are incompatible between any two versions of TDM! Programmers can obtain source code from SVN repository. Trunk can be checked out from here: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/ SVN root is: https://svn.thedarkmod.com/publicsvn/darkmod_src Build instructions are provided inside repository. Note that while you can build executable from the SVN repository, TDM installation of compatible version is required to run it. Official TDM releases are compatible with source code archives provided on the website, and also with corresponding release tags in SVN. A dev build is compatible with SVN trunk of revision YYYY, where YYYY is the second number in its version (as described above). If you only want to experiment with the latest trunk, using the latest dev build gives you the maximum chance of success. P.S. Needless to say, all of this comes with no support. Although we would be glad if you catch and report bugs before the next beta phase starts
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testLora Released (Aug 30 version - run4) testLora.pk4 This shows an experimental FM, run 4 of testLora. It's certainly not the final product. The idea is to generate the Cyrillic characters for /russian/mason/ from a TTF font that has them (unlike MasonAlternate, the traditional TDM "mason" font), but is not too unlike MasonAlternate in style. And has a license we can live with. During generation, scaling was done (by using ExportUnicdoeToDoom3 with 45pt as a stand-in for "48pt"). As the screenshot shows, this makes the Lora lower case characters the same height as MasonAlternate lower case. However, the Lora upper-case characters, unlike MasonAlternate are not yet scaled up by 120% nor top-aligned. (Nor will they be at this point in the experiments.) The final product will likely have complex 3-way character sourcing, from MasonAlternative ASCII, some MasonAlternative Cyrillic, some Lora Cyrillic. Restating the briefing: Here's a mockup TDM character set, within-world, for a mixture of Mason and Lora fonts for Russian characters. This version of the FM has - - at codepoints 0x00-0x7f, the TDM 2.13 Mason ENGLISH characters. Most of these are crisp due to enlarged bitmaps. - at codepoints0x80-0xff, there's freshly generated Lora 45pt (passing as Mason 48pt) for Russian character set. Make sure TDM's language is set to Russian. On a room's floor, all cp1251-defined (and thus DAT-defined) printable glyphs are laid out, to quickly reveal missing & bad characters. They are shown twice, to evaluate 'stray marks' (due to bounding box overlap of neighbor glyphs) & vertical/horizontal 'spacing' [shown in screenshot]. View it all from the ledge (or noclip), or walk the floor for close inspection. No special top-alignment or per-character scaling yet. If used in an FM (as here), this font will not include 'glow' enhancements.
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Right, so some somewhat more comfortable variables for me have turned out to be: pm_walkbob 0.185 pm_crouchbob 0.14 pm_runbob 0.43 Can't guarantee they will feel right to anyone else. They don't entirely feel right to me either but we're getting into the ballpark. While we're at it, let's discuss some more controversial territory. Player speed, which has gameplay implications. It wouldn't be very nice to force anyone to make their guards run faster, for instance, but to me, the player speeds feel neither particularly stealthy nor particularly hurried when you want to be in a hurry. I have pm_walkspeed at 75. Feels like you mean business when you walk to things, like its important that you get to that thing today. pm_runmod is 2.25, which is much less sluggish than the current player character, but also careful enough that he conceivably could be making sure to step carefully down staircases. It doesn't really feel like the player is truly hurrying until up at around 2.5 or so, though. pm_creepmod is 0.65, which has our character in somewhat more of a hurry while sneaking, while still being audibly careful. pm_crouchmod is also at 0.65, making crouched walking somewhat more athletic than the default, while crouch-creeping is still painstakingly stealthy although the character sounds like they are skilled enough to still do it faster than a beginner. In my subjective opinion, it sounds more natural with these values, from the perspective of a player just using their imagination. Which is the perspective that mostly matters in a game. Not to knock anyone with professional experience who's here to tell me there's no way this could be stealthy. The other thing is, I don't think any of these updated values seem casual or blend in like someone who's "supposed to be walking around here". But unless you're on a guard's route, you'll sound out of place at any speed anyway. Its certainly better to minimize contact rather than try to blend in. And with limited windows to move, I think players might prefer a more hurried pace from the player character like this. The lower bob values for walking and crouching, and higher values for running help to make it sound more natural, speed mods or not. Better not to let the tail wag the dog on this one.
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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.
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Cralon - new dungeon crawler by former Gothic creators
chakkman replied to JackFarmer's topic in Off-Topic
Absolutely. In my opinion, Arkane Studios really just figured out balancing in Dishonored 1. Dark Messiah of Might & Magic also has its balancing flaws... play the game on anything but "Normal", and you know what I mean. Anyway, I didn't want to demotivate you. Just saying that there potentially could be difficulty issues later in the game. I think a melee character with some magical affinity would work well. But, yeah, usually, I also tend to a stealthy ranged character. In Skyrim or Fallout, I play that way. In Gothic, ranged characters are completely useless too. -
Reading in the dark is virtually impossible. In this game, however- no problem. Your readable GUI is always illuminated. But suppose the 2D readout was only as bright as the local light level. If a mission had the oversight of requiring the player to read an unmovable readable in the dark without any provided light sources, it could be impossible to complete without a walkthrough if there's a critical hint in that readable. On the other hand, it would add a nice extra purpose to the mechanics of relighting candles and moving them as desired, and it also just feels fun to me to light my lantern before reading anything, for instance. There is a somewhat ambiguous line that has to be drawn though if it was decided to make this affect mission objectives that depend on acquiring information. That would be: How bright is considered bright enough that the player character counts as being able to read that information? It would have to be an estimated in-game equivalent to a few candelas per square meter.
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I am pleased to announce the release of our new fan mission, The Hare in the Snare: Part 1 Mission type: City Missions + Inn/Tavern Description: People are being abducted off the streets and a Watch Captain requires the services of a thief to help him find out why. Download link (version 4): https://drive.proton.me/urls/ME63JDKPJ8#cz8NexM0DR75 Credits: Mapping and original characters: @Frost_Salamander Story, readables, custom models, voices and cinematics: @Kerry000 Menu title track produced and mixed by @JackFarmer with selected gigagooga sound samples Beta testers: @Cambridge Spy @Zerg Rush @Amadeus @Acolytesix @Lzocast @wesp5 @nbohr1more @Kerry000 @ate0ate @Wellingtoncrab @prjames Additional thanks: @Dragofer, @nbohr1moreand @peter_spyfor technical help @Springheel for the modules and tutorials @kingsalfor allowing @Kerry000to abuse his manbeast everyone else on Discord and the TDM forums who offered assistance Requirements and notes: This mission requires TDM 2.09. Earlier versions will probably work but you might see one or two missing models. You may experience some FPS drops in some areas with lower-end hardware. Mid-range and above should be fine. If you have issues, I highly recommend you use shadow maps instead of stencil (settings -> advanced -> shadows implementation). It makes a big difference. Screenshots:
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Cralon - new dungeon crawler by former Gothic creators
chakkman replied to JackFarmer's topic in Off-Topic
I definitely think some of the spells are pretty powerful, almost essential later in the game. Whether or not you can also beat the game with a stealthy ranged character, I don't know. I only can say that I had issues later in the game, but, maybe I'm just too bad at playing it, or distributed my skill points unwisely. I'd just go on and see how you do with your character. Frankly, casting the spells is a bit fiddly in the game anyway, so, maybe you will want to avoid that completely. Some more food for thought: Sounds exactly like the problems I ran into, haha. -
Cralon - new dungeon crawler by former Gothic creators
chakkman replied to JackFarmer's topic in Off-Topic
Wonderful game (Arx Fatalis), even though it has slight balancing issues, and punishes you when you're not playing as a character excercising magic, IMO. At some point, I had to quit my playthrough, because some enemies became too much for my sneaky ranged attack character. Cralon looks interesting (I've watched it for some time now, although I have some concerns about the overall quality, because it's a 2 person project, with a lot of licensed assets, and some things the developers made themselves, but they're rather semi-pro at it (like the soundtrack). We will see. -
I uploaded "walk.md5anim" animation with fixed elbow issue mentioned here. I managed to completely fix chain clipping on priest's model: This character's coat is still slightly clipped. "walk1" for comparison: There are 8 joints in the skeleton for animation of coats.
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Announcing the Release of 'Requiem' for The Dark Mod! Download Download the latest version of the Dark Mod here: http://www.thedarkmo...wnload-the-mod/ Download the mission here: Mediafire: http://www.mediafire...u89/requiem.pk4 Southquarter: http://www.southquar...ons/requiem.pk4 Fidcal.com: http://www.fidcal.co...ons/requiem.pk4 Create a folder in your Dark Mod install with the path "darkmod/fms/requiem" and place the downloaded .pk4 file inside. When you load up The Dark Mod, the mission will appear on the "New Mission" page. Requiem can also be found directly using the in-game loader. Gameplay Notes While this mission is playable in TDM 1.8, for an optimal experience please download and play in TDM 2.0 (or higher). Most inventory items in the game can be dropped, so no need to carry them around after they are no longer of any use. Note that If you use noclip or other console commands while playing, there is a good chance that you will break the intended flow of gameplay. Credits Mapping and Readables: Gelo R. Fleisher Voice Acting: Goldwell Additional scripting: Obsttorte Additional textures and assets: Flanders, Sotha, Grayman, Springheel, Bikerdude, Obsttorte Additional map optimizations: Bikerdude Testers: Bikerdude, Obsttorte, Gnartsch, AluminumHaste, Baal, nbohr1more, PPoe Custom Soundtrack: Leonardo Badinella - http://leonardobadinella.com/ Additional Music: Lee Rosevere - http://freemusicarch...c/Lee_Rosevere/ Marianne Lihannah - http://www.funeralsinger.net/ Vox Vulgaris - http://www.last.fm/music/Vox+Vulgaris/ A note from the author Hi all. While I've been involved in indie game development for a while now, I'm first and foremost a writer. My most recent project has been a novella that tries to capture the visual feel and tone of the Thief series (you can find the link below). As I was writing, I found myself playing a lot of Thief and Dark Mod fan missions, and got to thinking that maybe I wanted to make one myself, as a companion piece to the book. When I finished up writing, I had a bit of down time and decided to take the plunge. Having never done any serious mapping before, my plan was to make a small mission that I could bang out in a month or two and call it a day. Well, as sometimes happens, the project got a little bit bigger than I had planned. Ten months, and lots of elbow grease later, Requiem is finally ready for you to play. I'd like to thank everyone who helped pitch in to help make Requiem come alive, from those who took the time to answer my many questions on the forums to those who actively contributed to the FM. I especially want to thank Bikerdude who served as my mapping mentor, and Obsttorte whose clever scripts really turned what was in my head into the game that you are playing. Above all, I want to thank you for downloading and playing Requiem; I hope you enjoy it. Links of Interest Author's Blog: http://gfleisher.blogspot.com/ Companion Novella (Amazon): http://www.amazon.co...k/dp/B00BYEW02M Companion Novella (Smashwords): http://www.smashword...oks/view/298956
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