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  1. Inventory Item Results The AI results, generated in a flash, were successful overall. The desired output format was achieved, and the back translations detected very few problems. An example result (before alphabetic ordering), from [Italian]: "#str_fm_map_inv_key_sea_trunk" "Baule da mare" Sea chest "#str_fm_map_inv_key_galley" "Cucina di bordo" Ship’s galley "#str_fm_map_inv_key_mess" "Refettorio" Mess "#str_fm_map_inv_key_master_key" "Chìave maestra" Master key ... Caveats: A judgement of “overall success” is without ground-truthing by human translators. The back-translation uses the same AI as the forward-translation... loosely analogous to “grading its own paper”. Though told not to look at the original English when back-translating, is it cheating and lying? Revisions and Refinements Title Casing for Inventory Items. I should have explicitly prompted to generate this in the results. I manually corrected these (leaving separators like di, de, do, del in lower case), but a few cases required ChatGPT consultation to get the proper upper-case Unicode letter. Mess. Two translation needed revision, because they seemed to suggest an eating area of a much larger or luxurious ship: [German] "#str_fm_map_inv_key_mess" "Offiziersmesse" Officers’ mess [French] "#str_fm_map_inv_key_mess" "Salle à manger" Dining room Rather than rerun the whole translation, I just asked ChatGPT about these cases: On a small ship, what is the mess or eating area called in French? On a small ship, the eating area is typically called la cambuse or le carré, depending on the context: Le carré – This is the standard French nautical term for the crew's or officers’ mess (eating/living area) on a ship. It’s equivalent to the English term mess. Carré des officiers – officers' mess Carré de l’équipage – crew mess La cambuse – Often refers to the ship’s food storage or sometimes the galley (kitchen), but in some informal or small-vessel contexts, it can be used more broadly, though this is less precise for "mess." So for a small ship’s mess or dining area, the best and most nautical French term is le carré. Consequently, I just replaced "Salle à manger" with “Carré”. Likewise, in German, simply “Messe”. Master Key. This was back-translated as “Main key” in 6 of the languages, which I guess is OK. In Air Pocket, a Master Key (entity name key_master) was left in the blue room, if needed for a debugging build; inaccessible otherwise. Arguably, it should not be translated at all. So I’ll comment those non-English lines out. (“Master key” is not part of TDM’s base strings?) Captain’s – Odd Punctuation and Perhaps Compound Unicode. The German translation of “Captain’s Cabin” had odd punctuation: "Kapitan­s¬kajüte" (and some evidence of a Unicode “combining character”). I did a separate follow up to ChatGPT, and revised to drop the punctuation and add an umlaut over the 'a': Kapitänskajüte. Another German use of “Captain’s” was similarly revised. German reportedly never uses apostrophe for possessive form. Captain’s – Title versus Name. There was one case in [Danish] where the word “Captain’s” was not translated, as if it was a person’s name. (Also, reportedly, Danish does not generally use apostrophes for possessives; there are exceptions, but doesn’t seem to apply here.) State of All.Lang So Far Starting from a temporary file into which I pasted the raw AI results (with [<language>] headers added), I fabricated all.lang by: Making sure it had Unix line ending, not CRLF. (In Notepad++, Edit/EOL Conversion/Unix). Begin it with a first-draft preamble comment, heavily adapted from TDM’s all.lang preamble. Following that, a line with just an opening bracket. And a closing bracket line at end of file. Making the handful of translation corrections mentioned above. Change the casing to Title Case. (I didn’t bother changing the back-translation’s case.) Tagging the back-translations with “//bt:”, so they are denoted and if need be can be quickly stripped out with an editor. (If subsequent revision is manually applied, the delimiter will also be altered; preamble will provide guidance.) Lessons Learned So Far Improvements to Prompting... Specify that the FM’s ship is small. Specify that “Captain” is a title, not a person’s name. (Hmm, there’s some shouldered names, not touched by I18N.pl, that maybe should be partially-translated too, with titles like “First Mate Logan”.) For inventory items (and likely readables titles), ask the AI to make the output in Title Case. Tell the AI not to generate Unicode combining characters. Ask the AI to add a special delimiter “ //bt: “ before the back-translation. To the extent possible, convert any directional punctuation (apostrophes, single quotes, double quotes) to non-directional, to comply with TDM font limitations. Since it seems to give better results if you ask about one specific item (like “mess” in French), maybe it’s optimizing for speed instead of accuracy. Ask it to take more time? ChatGPT translation seems to have problems with possessive forms... or at least those problems are more-easily spotted during review. Speculation: maybe one cause of this is that I didn’t specify which country or regional dialect of a language to use. Perhaps a prompt to “prefer the form of language spoken in a language’s originating country, within or adjoining Europe.” Concerns about Translation Length... The results are generally short, but in-game will some of them prove to be too long? Traditionally, inventory names are limited to 2 lines, with “\n” needing to be inserted. This will need to be tested eventually.
  2. ============== -= 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:
  3. Hrm I wasn't able to type on *after* the spoiler and accidentally already submitted the reply.. (Does this forum somewhere have a raw mode where you type text with tags around them or something instead of this broken WYSIWYG editor?) Anyway, what I was gonna add: This was a great mission and I already played Away1 - I'm really looking forward to Away2, want to see how the story goes on
  4. In order to thank the team (and other mappers) for their relentless efforts in contributing, I hereby give the community.... Ulysses: Genesis A FM By Sotha Story: Read & listen it in game. Link: https://drive.google.com/file/d/0BwR0ORZU5sraTlJ6ZHlYZ1pJRVE/edit?usp=sharing http://www4.zippysha...95436/file.html Other: Spoilers: When discussing, please use spoiler tags, like this: [spoiler] Hidden text. [/spoiler] Mirrors: Could someone put this on TDM ingame downloader? Thanks!
  5. Ulysses 2: Protecting the Flock By Sotha The mission starts some time after the events of Ulysses: Genesis, and continues the story of Ulysses. It is a medium sized mission with a focus on stealthy assassinations and hostage liberation. BUILD TIME: 12/2014 - 05/2015 CREDITS The TDM Community is thanked for steady supply of excellent mapping advice. Thanks goes also to everyone contributing to TDM! Voice Actors: Goldwell (as Goubert and Ulysses), Goldwell's Girlfriend (as Alis) Betatesters: Airship Ballet, Ryan101. Special Thanks to: Springheel and Melan (for proofreading). Story: Read & listen it in game. Link: https://drive.google.com/file/d/0BwR0ORZU5sraRGduUWlVRmtsX3c/view?usp=sharing Other: Spoilers: When discussing, please use spoiler tags, like this: [spoiler] Hidden text. [/spoiler] Mirrors: Could someone put this on TDM ingame downloader? Thanks!
  6. This post differentiates between "gratis" ("at no monetary cost") and "libre" ("with little or no restriction") per https://en.wikipedia.org/wiki/Gratis_versus_libre * A libre version of TDM could: ** Qualify TDM for an article on the LibreGameWiki *** TDM is currently listed as rejected https://libregamewiki.org/Libregamewiki:Rejected_games_list because "Media is non-commercial (under CC-BY-NC-SA 3.0). The engine is free though (modified Doom 3) (2013-10-19)" ** Qualify for software repositories like Debian *** TDM is currently listed as unsuitable https://wiki.debian.org/Games/Unsuitable#The_Dark_Mod because 1) "The gamedata is very large (2.3 GB)", and 2) "The license of the gamedata (otherwise it must go into non-free with the engine into contrib)" and links to https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/LICENSE.txt Questions: 1) tdm_installer.linux64 is 4.2 MB (unzipped), which is far from the 2.3 GB which is said to be too large. Yes, the user can use it to download data that is non-libre, but so can any web browser too. If the installer itself is completely libre, does anyone know the reason why it cannot be accepted into the Debian repository? 2) If adding the installer to the repository is not a viable solution, would it be possible to package the engine with a small and beginner friendly mission built only from libre media/gamedata into a "TDM-libre" release, and add user friendly functionality to download the 2.3 GB media/gamedata using "TDM-libre" (similar to mission downloading)? 3) Would such a "TDM-libre" release be acceptable for the Debian repository? 4) Would such a "TDM-libre" release be acceptable for LibreGameWiki? 5) Would the work be worth it? * Pros: Exposure in channels covering libre software (e.g. the LibreGameWiki). Distribution in channels allowing only libre software (e.g. the Debian repository). * Cons: The work required for the modifictions and release of "TDM-libre". Possible maintenance of "TDM-libre". I'm thinking that the wider reach may attract more volunteers to work on TDM, which may eventually make up for this work and hopefully be net positive. 6) Are there any TDM missions that are libre already today? If not, would anyone be willing to work on one to fulfill this? I'll contribute in any way I can. 7) I found the following related topics on the forum: * https://forums.thedarkmod.com/index.php?/topic/16226-graphical-installers-for-tdm/ (installing only the updater) * https://forums.thedarkmod.com/index.php?/topic/16640-problems-i-had-with-tdm-installation-on-linux-w-solutions/ (problems with installation on Linux) * https://forums.thedarkmod.com/index.php?/topic/17743-building-tdm-on-debian-8-steamos-tdm-203/ (Building TDM on Debian 8 / SteamOS) * https://forums.thedarkmod.com/index.php?/topic/18592-debian-packaging/ (Dark Radiant) ... but if there are other related previous discussions, I'd appreciate any links to them. Any thoughts or comments?
  7. I just noticed you included a / in there, because Godot uses / for all paths, and all path validity checks just failed when I was testing the code. I'm presuming I don't need to worry about it, as the zip file will probably always contain the compatible one, and it may be ok to not check for that character. But I'm a bit confused at how / causes problems, though, so I'm not sure what to think. The python version uses \ instead (I think), which may be why I never noticed this before, but maybe that's because I'm on windows. If that's the case, then it will misreport every path as invalid on linux.
  8. That's correct but many people just use the in-game mission downloader to check for new stuff without even looking at the forums, which is what I did. In the past a lot of missions that required a newer version of the game executable and assets would tell you this when you tried to start them up. I was just reporting on this and that you don't need to reinstall, just update via tdm_updater if you find this issue.
  9. Just to complicate your life, there are 3 additional aspects to consider about the circa-2014 Mason files, and subsequent circa-2017 improvements to the 'english' version perhaps applicable to your work. (These issues are covered in the wiki "Mason Font" article, with a bit more in my "Analysis of 2.12 TDM Fonts", https://forums.thedarkmod.com/index.php?/topic/22427-analysis-of-212-tdm-fonts/. The 2017 changes can be seen in the *current* 2.13 TDM English Mason files.) 1) Need for custom DAT-scaling on certain Mason characters The source TTF had upper-case and lower-case characters that were early-on considered too similar to size. So (before 2014) in the DAT, selective per-character scaling was used to differentiate them. See https://wiki.thedarkmod.com/index.php?title=Font_Metrics_%26_DAT_File_Format#Per-Character_Font_Scaling for details. As you add new characters, you should do likewise (relatively easy with refont). 2) Creating the "glow" of mason_glow How Tels created the glow (for 'english' carleton & mason) is discussed in reasonable detail here: https://forums.thedarkmod.com/index.php?/topic/12863-translating-the-tdm-gui/page/5/#findComment-262661 That could be done for Russian too, which I recall currently fakes a glow, and possibly would require a minor GUI or engine code change to use. Note: To best accommodate glow and retain GIMP-visualization-alignment between base and glow characters, Tels moved some base characters within their bitmap, to keep their glyphs 2-3 pixels away from any bitmap edge. You should consider this when placing new base glyphs. Note: For the 3 mason bitmaps doubled in size circa-2017 as discussed next, the mason_glow bitmaps were also doubled. 3) Extensive bitmap editing to solve main menu character jaggedness. On Oct. 5, 2017, @Springheel in https://forums.thedarkmod.com/index.php?/topic/19129-menu-update/#findComment-412921 said: "Looking at the Mason fonts, it looks like they were super low res to begin with, and were then just resized [presumably referring to per-character scaling], making them even worse. I'll see what I can do." [Further on, referring to fonts in the TDM menu system:] "It appears that resizing the dds file to make it higher res is possible, so I'll proceed." Later, on Oct 13, 2017, he concluded within a "More detailed list of changes: "Updated the menu fonts, which were surprisingly bad before" Unfortunately, I couldn't find details on how this work was actually done. I assume the bitmap editing was all done in GIMP. It started with doubling the size of certain bitmaps from 256x256 to 512x512. This was done for the first 3 bitmaps (i.e., those with ASCII, some Latin-1). Then characters were made more crisp and smooth-edged. How? Dunno. Also, some odd but harmless artifacts happened within GIMP (noted in https://forums.thedarkmod.com/index.php?/topic/22427-analysis-of-212-tdm-fonts/page/3/#findComment-499660)
  10. Uh... A suffering protagonist is kind of core to the whole Thief narrative formula. Observe: Garrett starts as a starving street urchin, then graduates to professional freelance burglar struggling to pay his rent while every guard, warden, guild thief, and hammerite in the city is gunning for him. It finally looks like he is going to catch his big break if he can just complete a series of harrowing, supernaturally charged heists. Then surprise! His patrons transform into a couple of eldritch demons and rip his eye out of his head! Congratulations, guy who just wanted to get rich and retire, despite your severe injury, you get to go into literal hell and save the world pro bono. Aren't you having fun yet? (And yes for the slow people in the audience, you are having lots of fun, but the character isn't. And the fact this hyper-competent character is clearly struggling in this situation is part of what makes you feel like such a badass roleplaying him.) Shall we continue to games two and three? And for the record, in this case it is not even about being a Mary Sue; because Garrett IS a huge Mary Sue. It's about having a story with character motivations and conflicts. Changing the sex of the protagonist doesn't change the fundamentals of good narrative. Honestly I feel like the real misogyny is that as soon as a woman is put in a life threatening situation and doesn't act like it's a lovely walk in the park, some people get a reflexive ick reaction. But what do I know? It's not like I've been spending the last several years of my free time writing a mythological fantasy novel starring a (completely non-eroticized) young female protagonist, and agonizing over how to calibrate the amount of danger she is exposed to and her reactions to it. That would be crazy.
  11. Practically speaking, to get on to Steam you also need to formalize the team as a legal entity, which brings up stuff like tax filings, a board of directors and executives, reporting requirements, etc., that I think nobody was keen to take on or hand over to others to take on. To begin with, it'd change the whole character of the team & the project a lot, I think. I forgot the issues with GOG and Itch now. I think everybody admitted it sounds good in principle at least. It's just herding cats when you get into the details, and half the cats are missing. That's before you even get to the actual mess with all the licenses. --- I noticed in the credits of Blendo Game's Skin Deep, when I played it recently, that there's a credit for the TDM Engine, from which he evidently lifted some things for his game. Brendon has long been making his games with Doom engines, so there's a reason he did that. I'd say he's also a friend of the community. He's visited the forum & is known for his games & thinking on immersive sims. But the point is that there's an example of someone branching off the TDM engine for a commercial project (that's also on Steam BTW). So if you have questions about it, that's someone you can contact to ask about it. I'm sure it matters that probably none of the assets carried over, though, only the game engine, or parts of it.
  12. @kalinovka, I'm assuming your TTF font codepoints are those of Unicode. A conversion to Win1251 would use this map: https://www.unicode.org/Public/MAPPINGS/VENDORS/MICSFT/WINDOWS/CP1251.TXT The lower 128 are just ASCII, where Unicode and Win1251 use the same number. The upper 128 contain both the 90 codepoints you mentioned (starting with 1025 aka 0x0401), interposed with other characters. A proper rendering for TDM would include all these characters. It is possible that some old-school font editor already has an export profile for Win1251. As for hacking up a variant of ExportFontDoom3All256, you'd need to write a static array, holding Unicode values from CP1251.TXT. You could just do the upper 128 if you want, as shown next. Example: const static unsigned long UnicodeFor1251::array[] = { 0x0402, // 0x80 CYRILLIC CAPITAL LETTER DJE 0x0403, // 0x81 CYRILLIC CAPITAL LETTER GJE ... // more tedious or fancy editing here } Then the code loop would be something like [NOT TESTED]: // Export all characters. unsigned long sourceCharacterCode; for (int outputCharacterCode = 0; outputCharacterCode < Font::numCharactersToExport; outputCharacterCode++) { if(outputCharacterCode < 128) sourceCharacterCode = outputCharacterCode; else sourceCharacterCode = UnicodeFor1251[outputCharacterCode - 128]; bool okay = exportCharacter(sourceCharacterCode, outputCharacterCode); if (!okay) { std::cerr << "Error: Unable to export character " << getCharacterCodeString(characterCode) << "." << std::endl; return false; } } ... Further down in FontExporter.cpp, more changes... bool FontExporter::exportCharacter(unsigned long sourceCharacterCode, outputCharacterCode) // WAS single parameter characterCode { Doom3GlyphDescriptor* doom3GlyphDescriptor = 0; // Get the index of the glyph that represents this character. int glyphIndex = self.font->getGlyphIndexForCharacterCode(sourceCharacterCode); // WAS characterCode ... // Create a descriptor for the current glyph. doom3GlyphDescriptor = &self.doom3GlyphDescriptors[outputCharacterCode]; // WAS characterCode ... } After a successul export, there's still lots more testing and tweaking to be done, e.g., with datBounds, refont, if you want best character spacing and presentation. Also, TDM treats codepoint 0xFF specially, as mentioned in https://wiki.thedarkmod.com/index.php?title=I18N_-_Charset
  13. Yeah, let's come back to Thief. I don't really care if I play a male or female character especially when from a first person perspective, in many games you can select your gender anyway! But speaking of this, are there any TDM missions were you don't play the typical male "Garret-typ" character?
  14. jaxa

    2016+ CPU/GPU News

    Could depend on your preferences, budget, country, operating system, etc. What is your current GPU and what are you aiming to get out of the new one (e.g. are you playing new games, what resolution, etc)? AMD's 9070 series have been selling way over MSRP, out of character outside of the worst GPU shortages, but prices may have settled. Europe could have better supply than the US: AMD Radeon RX 9070 XT listed below MSRP in Germany
  15. Might this not be better suited to https://forums.thedarkmod.com/index.php?/forum/58-tdm-tech-support/ or failing that make the text collapsable.
  16. When talking about a possible libre version of TDM (https://forums.thedarkmod.com/index.php?/topic/22346-libre-version-of-tdm/) it seems we believe all media/gamedata included in TDM is licensed CC-BY-NC-SA. I am not familiar with how the process of adding new media/gamedata works today; I have seen files uploaded to the bugtracker which developers then commit to SVN, but I don't know if there are other ways. It may be a good idea to implement a process that when new components (media/gamedata included in TDM) are added, the contributor is asked to be explicit about the license (a choice which may defaults to their previous preference, for usability). It won't fix the past, but it may help in the future. This will make it easy for contributors to add future data under a more permissive license if they choose. Libre media can be added and its license can be tracked, rather than assumed to be CC-BY-NC-SA. I suggest looking at how Wikimedia Commons has implemented this: the contributor state the source and license at the time the data is uploaded. This can be done either by providing urls or by saying "It's my work and I choose this licsense". The first step could be to add a way to keep track of each filepath in SVN, author, license, sources. Start by setting the value for each file's license to "(default/legacy CC-BY-NC-SA)". Possible implementations for a user interface for new additions are: * Use our own wiki, which runs Mediawiki (same as Wikimedia Commons). I see several benefits of this, but we also need a way to accept uploads of batches, not just single files. * Look at how other open source projects have solved this. There may be more appropriate solutions available. ... but I'll leave the implementation open. Suggestions are very welcome! If the author of each file already in SVN can be tracked, then it may be possible that the author is willing to give a blanket permission for all their past files in one statement, and all their files in SVN can be updated in one commit. A productive contributor willing to release some of their work under a more permissive license could make a big change. If Dark Radiant would support letting mappers search media/gamedata by license (does it already?), it would make it easier for mappers to create a completely libre mission, which would help facilitate a TDM-libre release. If I understand things correctly. This post does not address all details and it may contain misunderstandings or assumptions, but it's a start. Also relevant: * Is there a compiled and maintained list of recommended or deprecated resources for mappers to use? * https://forums.thedarkmod.com/index.php?/topic/20311-external-art-assets-licensing/
  17. Regarding the existing Russian version of TDM's MasonAlternative font, this had a different origin than those Russian fonts processed by Riff_Keeper. Tels created this in 2012. He started from bitmaps of an ASCII Mason font, then used his Perl patch program to copy selected ASCII glyphs (that resemble in some way Cyrillic) to new font "MasonAlternative". See https://forums.thedarkmod.com/index.php?/topic/12863-translating-the-tdm-gui/page/15/#findComment-274617 In GIMP, he flipped or otherwise hand-edited to make them Cyrillic. He said, "There are still a few dozen missing, but this is enough to render the two headlines we have (New Mission and Setting)" https://forums.thedarkmod.com/index.php?/topic/12863-translating-the-tdm-gui/page/15/#findComment-274623 This accounts for the incomplete coverage. Speculatively, he took this approach because it couldn't find a Mason-style TTF font with both Russian characters and an acceptable license (e.g., public domain, or at the least freely redistributable for non-commercial use). @kalinovka,I wonder what the licensing is for your masonchronicles3.ttf.
  18. Evidently a significant portion of the Cyrillic work was done by Keeper_Riff (in conjunction with Tels) back in 2011. These folks are not active in TDM these days. Keeper_Riff outlined a workflow, starting with FontLab to edit TTF files... https://forums.thedarkmod.com/index.php?/topic/12863-translating-the-tdm-gui/page/12/#findComment-271548 Specifically Carleton: https://forums.thedarkmod.com/index.php?/topic/12863-translating-the-tdm-gui/page/4/#findComment-262135
  19. Yeah TDP is supernatural noir fiction, which often goes in for a protagonist suffering for their flaws, usually arrogance. TMA is not the same story at all, nor is TDS. Since you're 1/3 there and there's barely any plot revealed in that trailer, I fail to see why it doesn't warrant an eye roll when you claim a female thief needs to suffer and struggle without seeming pathetic in order to be a valid character. I also have a hard time believing you'd be saying that if it was another guy, no matter how many young females you 'calibrate' into your writing. You're weird, you sound weird, I don't know what to tell you. I guess don't sign off on that note or it sounds like you're fixating on gender to an unhealthy degree. At any rate, new Thief gud.
  20. chakkman

    Free games

    I think what is actually the case is that Epic Games (like they did in the past) paid Bethesda, so that they can offer Deathloop for free, trying to get a bigger market share. That's what they've done in the past, and, I'm sure they still do it. I got Deathloop there earlier. I never bothered to buy it, as I wasn't that interested, but, for free, I take it. The start of the game already turned me off a bit. I hate it when the main character babbles nonstop about things which happen in the game where I'd rather make up my own mind on how I react to it. It's that braindead gen Z thing "I need everything spoon fed, even the emotions I should have". Horrible. Arkane never really were the same after Dishonored and Prey, were they? Redfall is a bowl of crap as well.
  21. A Winter's Tale By: Bikerdude "One of the few pleasures I have as a man of the thieving profession is to return to my old home town for the holidays and relax in the company of friends and relatives. But a local lord has been going out of his way to making the lives of the locals a miserable." Notes: - TDM 2.12 or later is REQUIRED to play this mission. - This is my entry for the speedbuilding jam. - This FM should play on the vast majority of systems. I have perf tweaked this map with low end players in-mind. And have moved the globale fog/moon lights to the ‘ better’ LOD level. - min recommended spec (as per beta testing) Intel Core i7(3rd gen), nvidia 1030 4gb (GDDR5), will get you 60fps inside and 45fps outside. - Various areas will look better with shadow maps enabled (SoftShadows set to medium/high, Shadows Softness set to zero and LOD set to 'better'), at the possible expense of performance depending on your system specs. - this mission continues the imperial theme, with this being a border town slightly further out from the main imperial lands than Brouften. - build time roughly 130hrs. Download Link: - (v1.4) - https://discord.com/channels/679083115519410186/1310012992867405855/1310022631415746632 v1.4 changes: I have been tweaking the LOD levels through-out the map - - Snow fall has been moved to LOD low/normal. - world fog moved to LOD better. - fireplace grills to LOD better. - world moonlight moved to LOD high. Other tweaks - - reduced light counts in all the fireplaces. - reduced the length of the looping menu video background. - Some new assets Gameplay: - added more ways for the player to get around. - tweaked existing routes to make some easier or more of a challenge. - and added an additional option objective. Credits: Special thanks go to - - Nbhor1more, flashing out the briefing and creation of readables. - Amadeus, Help w/custom objectives, script work, proof reading, mission design & testing. - Dragofer, for custom scripts and script work for the main objective. - Baal, for additional tweaking of the main objective and script work,. - Beta testers: Amadeus, Nbhor1more, Mat99, DavyJones, S1lverwolf, Baal & Dragofer. - Freesound.org, for ambient tracks, further details in sndshd file. Speed Jam Thread: - https://www.ttlg.com/forums/showthread.php?t=152747
  22. I felt betrayed indeed as a huge HL1 and HL2 fan, but when I watched the non-VR version gameplay, I noticed that if it wouldn't have been VR, it wouldn't have been better than many fan-made HL2 mods. So they probably made it VR only to a) promote Steam VR, but also b) because fans would have been disappointed by a normal version anyway. And of course they also had you play a female side character instead of the "old white guy " who made the series famous. I wonder how this will work out with Witcher 4 where again you will not play as the guy after which the series is named.
  23. Double topic. See also topic: https://forums.thedarkmod.com/index.php?/topic/22754-thief-vr-legacy-of-shadow-announcement/
  24. i am having a hard time searching for specific keyword in bug tracker so i decided to wade into google search and found similar thread with similar issue : https://forums.thedarkmod.com/index.php?/topic/13723-key-drop-melee-animation-glitch/
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