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  1. Mandrasola is a small sized map in which aspiring thief Thomas Porter steals some herbal products from a smuggler. The mission was created by me, Sotha and I wish to thank Bikerdude, BrokenArts and Ocn for playtesting and voice acting. Thanks goes naturally to everyone contributing and making TDM possible. This mission occurs chronologically before the Knighton's Manor, making it the first mission in the Thomas Porter series. Events in chronological order are: Mandrasola, The Knighton's Manor, The Beleaguered Fence, The Glenham Tower and The Transaction. The winter came early and suddenly this year. Weeks of strong blizzards and extremely harsh cold weather hit Bridgeport hard. With the seas completely frozen, a rare occurence indeed, most of the City harbor commerce has stopped completely. Vessels are stuck in the ice and no ship can leave or enter the City, resulting in the availability imported goods declining and their prices skyrocketing. One of these imported items is Mandrasola, a rare herbal product, which is imported overseas from the far southern continents. Mandrasola has its uses in alchemical cures and poisons, but mostly this substance is used for its narcotic qualities by commoners and even the nobility. The problem with Mandrasola is that excessive use is extremely addicting and the withdrawal effects are most grievious. Many are utterly incapable of stopping using Mandrasola and are transformed into quivering human ruins if they do no get their daily dose. And now this expensive and rare substance is running out from the whole City. Me and my fence, Lark Butternose, would love to grab this monopoly to ourselves: selling the last few doses in the City would probably be worth a fortune. According to Lark's sources, there remains only one smuggling lord who still has Mandrasola in stock. The problem is that this individual maintains an exclusive clandestine operation and only supplies a few nobles. Despite our best information gathering efforts we couldn't learn who the smuggler is and where he or she operates. Luckily we have an alternate plan. While searching for Mandrasola related information, we learned that a noblewoman called Lady Ludmilla is addicted to the substance and has paid high prices for small amounts of it. We also know that she has visited frequently someone in the Tanner's Ward waterfront, and since she goes to the area personally we believe she is visiting the smuggler. The plan is simple: I must monitor Ludmilla's most likely entryway to the Waterfront and then follow her to the smugglers hideout. I'd better be very careful around Ludmilla. She must not realise I'm following her or she probably won't lead me to her dealer. Hurting her is also out of the question. After she leads me to the smuggler's hideout, I can take my time to break in carefully and steal all the Mandrasola I can find. While I'm there it wouldn't be a bad idea to grab some loose valuables as well. I've now waited in the blistering cold for a few hours already. Looks like there are a few city watch patrols in the area to complicate matters... I think I heard a womans voice beyond the north gate. That must be lady Ludmilla, I haven't seen many ladies in these parts. I'd better get ready.. Links: Use the ingame downloader to get it. WARNING! Someone always fails to use spoiler tags. I do not recommend reading any further until you've played the mission.
  2. Of interest to translators, new wiki page https://wiki.thedarkmod.com/index.php?title=Multilanguage_Display That page ends with a big fat color-coded table, per Unicode character, comparing TDM and supported five ISO-8859 encodings. It should help guide a translator trying to show a desired character, even if that character is not native to the current language.
  3. Hello and thanks for checking out this post. I'm delighted to announce that version 1.1 of my fan mission "Cole Hurst 1: Eaton" is now available to download and play. This post is spoiler free, so please don't avoid digging into the details below if you are interested. I'm just using the spoiler tags to organize this post a bit. Let me start by saying "thank you" to anyone who has either previously played - or is considering playing this mission. It really means a lot to me. I have been away for a while, but following a round of beta testing that took place some time last year, I've only just recently managed to finish this update. I'm slightly embarrassed by how long it has taken me to complete, but I wanted to make sure that the valuable feedback I received was all properly addressed. Mission description "Tonight, Eaton's wealthiest citizens will gather at Lord Mayor Zelmer's estate to celebrate the city's founding. Nobles, dignitaries, a famed musician, and even the Queen will pass through its gates. While the guests celebrate Eaton's future, Cole Hurst is looking for a way out." For those new to and/or curious about this mission: I guess I would describe it as a traditional heist-style mission - although with a couple of major plot twist along the way. It's a very large map and I think it should take most players at least a few hours to complete. Screenshots Changes in version 1.1 Countless additions and a large amount of smaller tweaks and changes have all made it into this release. I may have already forgot a few things, but here are what I consider to be the main highlights: * New secrets & optional side quests * Story tweaks and reworked readables * Subtitles * Difficulty tweaks and related changes * Stability fixes * Various cosmetic changes * Audio tweaks * TDM version 2.13 now required Contributions and acknowledgments A special thanks to all of those listed below. I'm sincerely grateful for all your contributions! Mission testers and technical support @nbohr1more, @stgatilov, @duzenko, @Acolytesix, @Dragofer, @JackFarmer, @Shadow, @Cambridge Spy, @wesp5, @madtaffer, @prjames, @suzy8track, @datiswous, @boissiere and @Bergante Story Kelly Hrupa Voice actors twhalen2600 (AKA @Benny_the_guard) and Kelly Hrupa
  4. 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
  5. Ideally there should be entirely new player character model made for this.
  6. There's now an editable fan mission list on the wiki, for the sake of tracking missions made for The Dark Mod. Please read and follow the guidelines, and help keep the list up to date! Direct link, but also accessible from the wiki title page: http://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod Discussion of changes (format, policies, entries, etc.) can take place in this thread. --------------------------------------- There is also now a wiki page to track upcoming fan missions: http://wiki.thedarkmod.com/index.php?title=Upcoming_Fan_Missions Submissions, progress, and any discussion for missions under construction can take place here: http://forums.thedarkmod.com/topic/11639-upcoming-fan-missions/
  7. I frankly would have been p***ed off if they would have changed the level geometry in the Tomb Raider remasters. Especially considering the controls and movements were made with fixed units in mind. They had a hard time implementing the modern controls because of that. There are some things which are not possible with the modern controls. I'm a bit split regarding the Thief Gold remaster though. I don't really think it is as necessary as the Tomb Raider remasters, for example. TFix works fine. For Tomb Raider, the fact alone that you are not restricted to 30 FPS like in the original games was a huge advantage of the remasters, not to talk about the graphical improvements, widescreen support, and a lot of bug fixes. You pretty much have that with Thief Gold and TFix already. In the Steam forums, they mentioned the advantage of having new people getting into Thief, but, I don't think it will be that many.
  8. But it's not really body awareness, like you still can't see the rest of your character. It is only an indicator for crouching in the same way that you can see the weapon you are weilding.
  9. Ah, sorry. Let me copy the content here... All - Recall that the Carleton 24pt font is widely used throughout the main menu. In some cases, a particular text string is indicated as selected (or being moused-over), by showing each character in white with a red background "glow", offset to the right (and often below). I'm wrapping up a revision cycle for Carleton 24pt, and now have to deal with the corresponding carleton_glow bitmaps. It would save me considerable time if I could just use a dup of (revised) carleton 24pt itself to do this, instead of creating custom bitmaps and DAT files. Using a dup for carleton_glow would simply rely on existing GUI offsets to show a red drop-shadow. That is how the /russian/ version of carleton 24pt implements red glow. Visual Examples We'll start with existing TDM 2.14, looking at the main menu's Settings/Video/Language page. (You can run TDM to see this comparison live.) Two screen shot snippets are shown, from page top and (with mouse-over) bottom. Here's English, which uses custom bitmaps with "blurred/feathered" glow: Then here's the same page after Russian is selected as the language and TDM restarted: There's not a lot of difference. The white part of English is a little crisper, but may be attributable to... English carleton 24pt has 512x512 bitmaps, while Russian has the traditional 256x256. English carleton 24pt glyphs have edge-darkenting (i.e., thin black border), which was not done for Russian. Thus, I think the difference is not due to the different red glow treatments. The English glow has hints of red to the left of some characters, and more feathered red glow in character interiors, e.g., within the arms of the E, or extending further down from the top stroke of G. But it also shows some artifacting, where the feathering would like to extend further but is cut off by the character's bounding box. See the lower right corner of D and O in "Video", where the red is somewhat squared off due to this clipping. Now here are similar shots from an experimental FM with my revised carleton 24pt font, and also using the revised DAT and DDS files dup'd for carteton_glow: As with 2.14 carleton, the revised carleton retains glyph edge-darkening for definition. This edge-darkening didn't seem to hurt anything when carleton bitmaps was dup'd to carleton_glow. So, I'm proposing to use this "dup" approach, using red drop shadows, going forward. This would save me a bunch of time and effort (which I can expand on if necessary), and simplify the system. Thoughts?
  10. okay i like the cam movement from that Christmas demo link. I'm just curious how to set the camera to a first-person view when the main character (Corbin) gets out of bed, hahaha I guess that would involve a lot of scripting?
  11. Darkmod underutilizes, in my opinion, capabilities for procedural animation. We already do some, like the random head and torso turns that are added on top of existing animations. There's also possibility for separate animation for top and bottom of the character as well as head. There's a missing opportunity for varied facial expressions. I talked about animation blending in this thread. Here's something that for example Thief: Deadly Shadows did. It's swaying side to side while turning. I used Gemini to add code to the tdm_ai_base.script. I don't know if this is the most efficient way of doing it, probably not. Here are the parts added: Gemini came up with the term "banking" which is used in car racing. I don't know if that's what it's called in animation or games. There's a lot of variables that can be tweaked. You can rotate this way any bone you wish. I use 'Origin', 'Spine_Dummy' and 'Neck' bones: You can tweak amount of rotation for each bone. setJointAngle(m_bankingJointHandle, 1, jointRotation * 1); setJointAngle(m_bankingJointHandle1, 1, jointRotation * 0.6); setJointAngle(m_bankingJointHandle2, 1, jointRotation * -1.5); There's also global intensity: (targetBanking = deltaYaw * 1.4;) and attenuation: m_bankingCurrentValue = (m_bankingCurrentValue * 0.95) + (targetBanking * 0.05); modifiers. Gemini also proposed to add an LOD system, which I thought was a great idea. So currently at a distance of 1500 from player the swaying will be disabled. Here are examples, each with slightly different values: And here's comically exaggerated one:
  12. To summarize the various findings regarding character-level problems and their workarounds - Recommended Platform The 2024 improvements in character coverage of Stone 24pt were not distributed with TDM 2.13, but now in TDM 2.14. So the Air Pocket update's i18n will work best wtih 2.14. Mapping Error Fixed [Romanian] Due to an old romanian.map error, the Romanian character ș was rendered as Ș. Reported & fixed in bugtracker 6661, committed to dev 2.14 Rev 17437 build. Special (hacked) handling of readables in Air Pocket, to ovecome the shortcomings of mainly-ASCII fonts A system has been proposed to show the text first in English (where font is fine) and then (when current language is not English) switch over to the current language, but in the Stone font, which [at least for 24pt body font] has all 256 characters. This would require new C++functionality, not yet developed. In the meantime, the workaround implementation is to embed a copy of the English text (without #str_) within custom readable sheet GUIs. Specifically for Air Pocket, the fonts and scalings used are as follows. For pg1... Mac Humaine [with English title and body textscales of 0.40 and .31, both invoking 48pt]. Stone [with non-English title and body textscales of 0.30 and 0.23, respectively invoking 48pt and 24pt]. For pg2... Shoppinglist [with English title and body textscales of 1.0 and 0.5, both invoking 48pt]. Stone [with non-English title and body textscales of 0.52 and 0.26, respectively invoking 48pt and 24pt]. For more about this, besides earlier in this topic, see bugtracker proposal "0006638: Feature request: Provide Minimal Engine Support for Fade-In Translations in Readables". For planned improvements to Stone 48pt (as well as Carleton 24pt), see bugtracter 6656, 6657. Changes to English mission_briefing.xd Some pg_1 and pg_2 sentences are slightly altered from airpocket 1.0, to generate more-valid translations. And pg_3 is introduced, to handle language overflows. Unsupported characters in the TDM Char Map [Spanish] Can't do leading "¡", so drop it and replace trailing "!" with "." Missing characters in the Font used for Briefing & Objectives, Carleton 24pt The correct full translation is retained in all.lang as a comment, but the real text has the missing character substituted by its base character without accent. Specifically: [Polish] character ń (0x9c in TDM charmap) --> n [Danish] charactera å (0xe5 in TDM charmap) --> a [Romanian] characters ș and ț (0x9d & 0x9e in TMD charmap; and probably not upper case versions either) --> s and t, S and T. Wrong-sized character in the the Font used for Briefing & Objectives, Carleton 24pt [German] lower-case "ß" (Eszett) is shown with upper case height. Left as is in Air Pocket (although replacement with "ss" would also be OK). Needs a system-level font fix, e.g., down-scaling in the DAT file. Missing characters in the Font used for Messages (tdm_message_no_art), Stone 48pt [Polish] character ń (0x9c in TDM charmap) --> n Missing characters in the Font used for Title of Stone Readables, Stone 48pt Because under TDM 2.13/2.14, Romanian character ț is not available in Stone 48pt, (used in title), only Stone 24pt (used in body) , we do a work-around, namely, suppress use of title. (Other chars also missing from Stone 48pt: ș, Ș, T+hook.
  13. This pinned thread's purpose is to collect links to all the discussion threads for new features to be added in 2.14: https://forums.thedarkmod.com/index.php?/topic/23080-214-new-and-updated-assets/ https://forums.thedarkmod.com/index.php?/topic/23072-214-mirrors-and-remotes-resolution-and-optimizations/ https://forums.thedarkmod.com/index.php?/topic/23070-214-tdm-version-macros-and-x-ray-breaking-change/ https://forums.thedarkmod.com/index.php?/topic/23071-214-in-game-screenshot-as-menu-background/ https://forums.thedarkmod.com/index.php?/topic/23073-214-interactible-projected-decals/ https://forums.thedarkmod.com/index.php?/topic/23074-214-new-smoke-generation-system/ https://forums.thedarkmod.com/index.php?/topic/23088-214-beta-ko-non-elite-ai-after-flash/ https://forums.thedarkmod.com/index.php?/topic/22736-font-localization/page/2/#findComment-503417 As well as older Feature Collection Threads: [2.13] Feature Discussion Threads [2.12] Feature discussion threads [2.11] Feature discussion threads [2.10] Feature discussion threads
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  14. Finally done with my vertical contest entry... Swing You'll get your sea legs ... or die trying ... Thanks to my beta testers: SiyahParsomen Diego Baddcog ---------------------- README: SWING a Dark Mod mission, by Komag for the Vertical Contest held summer 2010 find me on TheDarkMod.com forums, or via ShadowDarkKeep.com This mission is a "platformer" with slight puzzle elements (figuring out where to go next and how to get there). Be prepared to do a lot of falling, dying, and quickloading! Quicksave anytime you are sure-footed, about take a risk Getting off the swing for any reason is not recommended! And try not to get sick ;-) Have FUN!!! Komag - Ben Ramsey -------------------------- BRIEFING: The King's steward has seen you in action aboard His Majesty's Ship Vertigo, and he is pleased with your potential. You are hereby granted an opportunity to prove your quality by successfully navigating the King's Royal Navy training swing. You need only retrieve the high crown (a replica of course) from the top of the swing, and return it to the docking area. As a bonus, see how many of the ten hidden bottles you can find - the more you come back with the more impressed your superiors will be, and that can only be a good thing as you know." ------------------------ Known Issues: - It's possible to stop the motion of some of the moving things, and even the entire swing itself, if you mess with things enough ENJOY!!! http://www.shadowdarkkeep.com/missions/Swing_v1.2.pk4
  15. 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 :)
  16. got an old phillips 52 " tv that works pretty well with linux as well (60 hz 1080p only) allmost 2 decades old now . has all the connections a tv enthusiast could drool over like s-video composite scart hdmi and vga . i dont use it anymore though as my LG 58 " 4k tv works fine with solus (may be because it can only handle 4k in 60hz ?). as for aholes on forums, i had my fair share just like trolls they seem to pop up from time to time and i found the most effective way of handling them is just to ignore them (dont feed trolls!). otherwise ping the site admin if they are doing they're job a warning about decorum can usually put them right but otherwise a ban might be needed. permanent if nessesary.
  17. My issue was that when starting the computer, the first log in screen would be a 60hz, and on OLED that causes horrendous flicker due to PWM voltage control. Input latency also gets high on lower refresh rates (>60 ms on some monitors), so moving the mouse around on the log in screen felt awful. Even my non gamer wife immediately noticed how not nice the log in screen was compared to the Windows 11 log in. Once I logged in, and the monitor switched modes to 240 or 360 or 540 hz, I could log out and it would be at the high refresh. So I did some research first and all the guides for kubuntu/ubuntu basically said the same thing, modify SDDM and apply plasma settings to the SDDM. This did NOT work for refresh rate on first boot. So I did more research and edited some files, still didn't work. So I asked the question on the forums. 90% was Apply Plasma Settings... in the SDDM section, and the other 10% were, you don't need that, that's not important, you're dumb for asking this question.
  18. Welcome! I hope you'll like it, or at least find it better than Windows. I have never received that answer myself, but I have seen it in various forums, not necessary associated with Linux. It is such a dumb and unproductive respone. Either it can be done or it can't. The purpose is not a factor. One silver lining though: it teaches us what kind of answers we don't want to provide ourselves when someone asks us a question.
  19. I'm on Linux now (Kubuntu 26.04 / kernel 7+) Still haven't changed my opinion on the help forums, there is STILL a lot of assholes gatekeeping / new user bashing. My favourite is "Linux is super power user friendly and you can do pretty much anything that you want!" Cool, how can I do this? "Why do you need that? You don't need that! Just leave it the way it is!"
  20. 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!
  21. The community patch packs have some gameplay and graphics mods. Thief Mods and Utilities https://www.ttlg.com/forums/forumdisplay.php?f=174 TFix https://www.ttlg.com/forums/showthread.php?t=134733 T2Fix https://github.com/Xanfre/T2Fix There are a few mods here for Thief and System Shock 2. Keyring Ghost Mode Minion Summoner Fairy Light Radar https://github.com/saracoth/newdark-mods Upscaled textures and paintings https://www.moddb.com/mods/thief-gold-esrgan-pack https://www.moddb.com/mods/thief-ii-esrgan-pack
  22. ============== -= 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 ============== Beta Russian Language Translations by @kalinovka Mirror #1: yandex.ru Mirror #2: Google Drive ============== *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:
  23. OK, the Briefings are essentially done. As I said before, content is now distributed into 3 pages, instead of the original 2. Also, I’ve been using “\n\n” to separate paragraphs. This provides “air” between paragraphs, and also makes it easy to fit yet more text on a given page if necessary by combining paragraphs. I needed to that only once (for German). There are additional specific-character changes that I applied manually, but in the future the AI could be told to do (i.e., not generate unwanted characters). I’m discussing these in the context of AI-generated Briefings, but they are more widely applicable, including to the [English] section. * Replace long dash “–“ (U+2013) with short dash. * Replace single-character ellipsis … with 3 individual dots. * Replace double quotes with single quotes. * Replace directional single quotes (namely ‘ and ’, including latter as apostrophe) with non-directional. Regarding double quotes, replacing them with single quotes is generally best. However, you can in some cases retain a non-directional double quote, but you’d have to escape it (with preceding \ ), and I vaguely recall that doesn’t work under all use cases. Russian has directional double-angle marks as quotes, which you can use. TDM’s ”english” (European) character map repurposes the Latin-1 double-angle codepoints for other purposes. Be aware that the default briefing font renders a straight single quote as if directional. Turning to shortcomings of the default Briefing font (scaled from Carleton 24pt), certain glyphs were never implemented and appear as squares (or artifacts) on-screen. At codepoints 9c-9e (Polish lower-case n with accent, Romanian lower-case s & t with descenders). Likely upper-case 8c-8e are also problematic. Possibilities of what to do: The long-term system-level solution is to complete the font’s character coverage. Awaiting that, you could just leave the FM with the squares/artifacts. In the FM strings, replace these characters with their unaccented base letters. As an interim system-level fix, update the font’s DAT, to replace these characters with their unaccented base letters. For Air Pocket, I’ll do either (1 - awaiting) or (2) at this time. Finally, for Spanish, the TDM standard english/european character map does not support the inverted exclamation mark: ¡. Three FM workarounds: Drop the leading ¡ but retain the trailing !. Make the sentence non-exclamatory, replacing also the trailing ! with a period. (This is what I generally chose.) Likewise drop both marks, but also capitalize the phrase to indicate shouting.
  24. hmm damn i just noticed something in the folder structure from other mods it seems some images need to be in subfolders based on what they depict. so for example character skins would be in a skin subfolder but i have no idea how to determine which since documentation is pretty damn scarse... guess we would have to contact some of the unreal modders to get a hint on how it has to be organized ?.
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