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  1. 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!
  2. Many forums with an off-topic subforum end up with some political talk in there.
  3. A virulent and deadly illness afflicts the children of Bridgeport. One brilliant but greedy physician can treat the disease, for an extortionate fee. Burgle his house for the cure your daughter needs. Hello sneaksies! I'm happy to announce my new mission. A sequel to my first map, The Factory Heist, this is a smallish mansion heist that's turned out to be somewhat tricky, and I hope you enjoy uncovering the house's hidden secret! Promotional pictures here. Big thanks to my beta testers: datiswous, madtaffer, acolytesix, and wellingtoncrab. Without their input the level would be an unbalanced mess. V1.01 available in the mission downloader.
  4. ttlg seems to down again at least for me I tried different forums but got same message that there is a problem connecting to site!
  5. 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.
  6. ============== -= 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:
  7. Here is another sidequest to run TDM on Android: There is "Winlator", a frontend for WINE on Android. (It is like valve proton) https://github.com/brunodev85/winlator and https://winlator.org/ TDM Windows executable runs on it (using default settings): Got the TDM menu working, but crashes during loading a mission. To me, it is a nice app to run Windows games/applications on Android (such as DR/Thief1234/Steam) But you dont get the native speed and graphics of TDM, like in DIII4a. And it is a battery-energy drainer! ==== Installation in short: Download & install the apk for winlator and accept the app-permissions. In Winlator, create a new container, In the settings of the container, go to drives and point the targetpath for the drive d to the dIII4a folder on the storage. (or somewhere else) start the container. in the application "computer" (file browser), navigate to d-drive > darkmod folder > in the darkmod folder, double-finger-tab on the "Thedarkmod64.exe" > to get the quickmenu and hit "create shortcut". Close the session: hit your phone back-button and in the menu, click on "exit". (start > wine boot > exit windows. > ok.) You will find a shortcut to tdm executable in winlator shortcuts. from shortcuts menu, you can simply run the tdm executable by clicking on the the tdm shortcut. And use the settings menu of the shortcut, to change things of the container. In the session, hit your phone back-button, to get a menu. where you can change the input controls to a overlayed virtual-pad, keyboard, etc. ====
  8. I tried to post on TTLG Forums first, but despite registering i am still unable to make new posts so i asked elsewhere. Meanwhile I figured the problem by simply scaling down cutscenes resolution. My native screen resolution is 1280x800 and cutscenes in that format work well. Sorry for any double posting or using wrong forums for posting my question. Thank you for all the replies and help so far.
  9. Main post updated with the new version and changelog. I intended to avoid modifying sound files to increase their loudness, but idTech4 doesn't seem to care about ReplayGain tags...
  10. Desired Results File with All Languages What is want to end up with from our AI (with any iterative fixup and manual integration) is an FM-only version of TDM’s UTF-8 all.lang. That file has 17 language sections in a particular order, which we will adopt too (in the prompt further below), although, other than English being first, it doesn’t really matter. Once we have our FM all.lang, we can easily generate all the required ISO-encoded *.lang files, e.g., french.lang. Strategy of Feeding the AI One approach would be to just feed the entire #str list in one gulp, with prompt engineering that covers all aspects. This would minimize the post-translate integration time. But the concern is that prompt engineering becomes more difficult. The AI might get confused about what restrictions and hints apply to which strings. While sometimes shared context across strings can be helpful, too much shared context could lead to overly-creative translations (e.g., hallucinations). [BTW, if accessing the AI through an API, there’s often a "temperature" value you can specify, from 0.0 to 1.0, from most-predictable to most-creative. We can use a few words in the prompt to approximately achieve similar ends.] So, to maintain more control, I’m going to batch-feed. The assumption is that translating #str_ in batches of related input groups will allow more focused guidance from prompt engineering, leading to better results. I’ll start with inventory items, that have the shortest strings and most dictionary-like lookup. An alternative/additional batching (particularly needed with large FMs) would be by "scene". In the case of Air Pocket, it could be thought of broadly as 4 scenes, based on timeline and location. The story, as driven by objectives, is fairly linear; larger FMs would typically have some randomization in scene order. Would batching by scene be useful (i.e., give better AI results) for some of Air Pocket’s #str_ s? Thinking this over. But for now, treat inventory items independent of scene. Prompt Engineering for Inventory Items A stab at a reusable template follows in blue. It describes the overall translation task, the desired tone, and input and output formats. Text specific to inventory items is shown in bold. Text that is specific to this FM, to clarify the context and the meaning of particular words, is in italics, with spoilers hidden. You are an expert translator between English and other European languages, including Russian. You wish to translate a list of inventory items, all inanimate objects, from English to these other languages. Each line of the list begins with a tab, then a word beginning with #str_ within double quotes, then another tab, then a phrase within double quotes. When you translate a line, in the output keep the tabs and the #str_ word unchanged, and only change the phrase to the other target language in UTF-8, keeping it in double quotes. Make the translated phrase reasonably short while preserving the formal meaning. Avoid modern slang. Old-fashioned wording is fine. At the end of each line, add another tab, and then add a back-translation of the previous phrase into English again. When back-translating, ignore the original English phrase. Most of the inventory items are keys, and the associated phrases describe locked doors to particular locations aboard a ship, or locked trunks or safes on a ship. The "Master Key" opens all locks. Following the input list of inventory items, append output lists in these target languages: 1. German 2. French 3. Polish 4. Italian 5. Spanish 6. Portuguese 7. Russian 8. Czech 9. Hungarian 10. Dutch 11. Slovak 12. Danish 13. Swedish 14. Romanian 15. Turkish 16. Catalan. List of inventory items: [... skipping 1 potential spoiler] "#str_fm_map_inv_key_captains_cabin" "Captain's Cabin" "#str_fm_map_inv_key_captains_safe" "Captain's Safe" "#str_fm_map_inv_key_galley" "Galley" "#str_fm_map_inv_key_master_key" "Master Key" "#str_fm_map_inv_key_mess" "Mess" "#str_fm_map_inv_key_sea_trunk" "Sea Trunk" Using ChatGPT As discussed at the outset, you can use this without signing in (it will nag you). Also, if you’d like it not to retain your input for training purposes, click on the circled question mark and change it under "Settings". As of this post, of you ask ChatGPT what model it’s using, it responds "You're currently chatting with GPT-4o, the latest model from OpenAI as of 2025. The "o" stands for "omni" — it's designed to handle text, images, and more, all in one model." Following up by enquiring about usage limitations, it says "Free users can access GPT‑4o, but with strict usage caps, which vary based on demand and time of day". More specifically, "usage falls in the range of 5–16 messages per 3–5 hours, after which you'll be limited or switched to GPT‑4o‑mini." The latter is a faster but lower-accuracy model. "We’ll notify you once you’ve reached the limit and invite you to continue your conversation using GPT-4o mini or to upgrade to [paid] ChatGPT Plus." Because I’m doing this at a leisurely rate (and reporting it to you in posts), the usage restrictions should not bite. About Input and Output Formats As you can see above, the input is the AI prompt, appended with content from english.lang, namely, the lines between the "{" and "}" brackets. For those lines, no change to tab-separation is done. The output is the same format, but with an added English back-translation added to each line. When ChatGPT generates the response, each requested language is enclosed in its own HTML response frame, with a separate "copy" link. So you have to copy each link separately, pasting them successively into your FM-specific all.lang file while adding headers, e.g., [French]. Also, the frame margin contains the word "vbnet". When I asked, ChatGPT indicates that’s the style of syntax highlighting applied to the results, based on source material, but it may be inappropriate and so ignorable. Which explains why the word "key" was always colored green. In the next post, I’ll discuss the specific results.
  11. And I thought you fixed your problem: https://www.thiefguild.com/topics/95063/thief-the-black-parade-cutscenes-problem By the way, I can only recommend to patch your clean Thief Gold installation with TFix Lite instead of TFix. That way, you will avoid any potential issue with the mods you may or may not have enabled in the full TFix. Best for a fan mission install to use TFix Lite. And, another by the way: You will have much better luck to find help with your problem on forums which are dedicated to Thief Gold. This forum is for the Dark Mod. Try https://www.ttlg.com/ , for example.
  12. Intro to Air Pocket’s Readables Air Pocket has just two readables, with shared and duplicated pages; there are really only two unique pages. One is titled “Appointment to Service”, and represents printed, rather draconian boilerplate given by the ship captain to every hired seaman. The other, titled “Further instructions”, is handwritten and specific to our hero and his lady. This appears as a readable by itself, but is also collated (as page 2) in a bundle and nailed up with two copies (pages 1 and 3) of the “Appointment to Service”, for Thief and Emily as new hires. These immobile readables appear at the outset of the FM, which makes iterative localization testing easier. They merely set the scene and have no game hints, so no worries about spoilers here. Because these are not mobile readables, there is no need for inventory names with associated #str_ . (If they were mobile, the translations of the titles could serve as inventory names.) In this post, I’ll discuss the AI translation, saving the largely (but not entirely) post-translation text-expansion issues for the next post. Prompt Engineering for Readables When feeding to AI, the two pages can reasonably share a prompt, but otherwise be treated independently; there is no compelling reason to prompt them as story flow. I am skipping asking ChatGPT to do the back-translation, because I don’t trust it to not cheat. Just put a tag at the end of each line, “//uv”, for unverified. Perhaps I’ll ask another AI to back-translate later. A draft reusable template follows. It describes the overall translation task, the desired tone, and input and output formats. Text specific to readables is shown within the next section in bold. Text that is specific to this FM, to clarify the context and the meaning of particular words, is in italics. Input to ChatGPT You are an expert translator between English and other European languages, including Russian. You wish to translate a list of pages from English to these other languages. In the list, each page is shown by two consecutive lines: the title text of a page followed by the body text. Each line of the list begins with a tab, then a word beginning with #str_ within double quotes, then another tab, then a phrase within double quotes. When you translate a line, in the output keep the tabs and the #str_ word unchanged, and only change the phrase to the other target language in UTF-8, keeping it in double quotes. Avoid generating “Unicode combining characters”. Try to keep the character count (including spaces and punctuation) in each translated phrase not too much longer than the original English, while preserving the formal meaning. Specifically, for title text, try to keep character count under 50% longer, and use a title style of word casing. For body text, try to keep the character count under 30% longer. Before, between, or after sentences, one or more “\n” may appear, indicating a line break; retain these in the translation. Avoid modern slang. Old-fashioned and historic nautical wording is fine. At the end of each line, add another tab followed by the fixed text "//uv", indicating unverified. There are two pages. They relate to a fictional voyage, several centuries ago, of a small sailing merchant ship Esmeralda. The first page is a printed boilerplate notice, given by Esmeralda’s Captain Riggs to each seaman hired for a voyage. It is effectively a contract, written with lots of words in the body capitalized to make it seem more official and legal. Parts of the text are designed to be somewhat threatening, as if this hiring was aboard a big government naval vessel, not just a merchant ship. The second page is an informal handwritten note, also by Captain Riggs, with more specific instructions to two hired crew members. On all pages, leave “Riggs” and “Esmerelda” unchanged during translation. Following the input list of pages, append output lists in these target languages: 1. German 2. French 3. Polish 4. Italian 5. Spanish 6. Portuguese 7. Russian 8. Czech 9. Hungarian 10. Dutch 11. Slovak 12. Danish 13. Swedish 14. Romanian 15. Turkish 16. Catalan. List of pages: "#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 and at the Pleasure of the Captain and Officers. By the Law of the Sea known by all, while Aboard, Violations of Duty will be Judged & Punished by the Captain and Those carrying out his Orders. Thievery, Mutiny, Assault, and Other Gross Breeches of Order will be met by Flogging or Death. At Successful Voyage End, the Appointee upon Discharge will receive 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" Output ChatGPT broke up the results into frames by language again, but I just noticed that, beyond the end of the output, there is an overall “copy” button. So I don’t really have to copy each language individually. But still in either case, I’m post-copy editing to put separating headers in the proper form, e.g. [German]. The first time I did this, in late evening, it did the whole gulp very fast. The second time, with a more-complete prompt (shown above), at noon time, the system was evidently being hammered (or maybe just a policy slowdown). It typed out slowly and paused several time, asking me to hit a Continue Generating button. Frames where those pauses occurred got messed up in the overall copied output, so I had to recopy those individual frames, which were OK. Also, ChatGPT applied a different text color highlighting this time. Doesn’t matter. At first glance (and without back-translation verification yet), results looked pretty plausible. Interesting that where the text mentions "Captain Riggs", for most languages the "Captain" was left in English. Next, I’m going to add the new preliminary readables translations to all.lang and generate the *.lang, for the purpose of estimating and testing text scaling.
  13. My old friend Andreas urgently needs my help. He asked if I could meet him at the Lion's Head Inn, our favourite retreat in a quaint part of the city called Mirkway Quarter. He’s got a small apartment nearby where he makes a modest living off paintings he sells to pompous nobles and the odd merchant. Not long ago, his wife Lily was hired as a servant at the manor of the local alderman, one Lord Marlow. Now she hasn't been home for days. Andreas went to the manor looking for her, but the guards shoved him into the gutter and warned him not to return. Andreas is certain that something bad has happened, and I don’t think he’s wrong. Gallery Authors’ Notes It all started many years ago when Shadowhide laid the foundation for a sprawling and convoluted city and worked with MoroseTroll and Clearing to create a macabre storyline to befit this medieval metropolis. At some point, however, the beast grew too large to handle, so he handed the keys to the City to Bikerdude and Melan. Together, the two worked tirelessly, passing the map back and forth, each playing to their respective strengths. Notably, Melan reworked the story concept, toning down many of its darker, R-rated elements. Eventually Melan, too, moved on in 2017, but by then large swathes of the community had become involved in this map’s development. Mapping work was contributed by Baal, Grayman, Fidcal, Ubermann, Skacky, and Flanders, while Destined, nbohr1more, and Obsttorte wrote story texts. Several scripts were provided by Grayman, Baal and Obsttorte, such as an elevator with scissor gates, a TDM first. Even after all this input, the daunting task still remained to transform what had grown into the largest TDM map ever made into a playable mission. Bikerdude hammered away at this for some more years still, on and off between other projects, until in early 2020 when he deemed it ready for public viewing. It was then that Dragofer and Amadeus joined in. In the months that followed, the trio reworked, finished, and polished the mission in nearly every aspect, fully writing out and editing the story as well as adding countless scripted effects and (with help from Bienie) many new readables. The good working atmosphere and pooled creativity brought forth several new secrets, of which the largest likely hasn’t been done before in TDM (hint: check the libraries). In the very end, the name “Fractured Glass Company” was drawn up to refer to everybody who was involved in creating this very special mission. Without the hard work of all these people, most of all Bikerdude and Shadowhide, this mission would likely never have seen the light of day, let alone become what you see here before you. The mission is, as Bikerdude puts it, a homage to Thief 1 & 2, and it’s our hope that you catch these vibes as you explore and enjoy this mission. Update 1.2 (released 04/04/2021) Update 1.1 (released 11/11/2020) Credits - Mapping: Shadowhide, Bikerdude, Amadeus, Baal, Dragofer, Fidcal, Flanders, Melan, Skacky, UberMann - Original Story Concept: Clearing, MoroseTroll, Shadowhide - Story & Readables: Amadeus, Bienie, Bikerdude, Dragofer, Destined, Melan, nbohr1more, Obsttorte, Shadowhide - Editor: Amadeus - Scripting: Dragofer, Baal, Grayman, Obsttorte - Voice Acting: AndrosTheOxen (Andreas), Joe Noelker (Player) - Video Editing: Bikerdude (briefing), Goldwell (briefing intro) - Custom Models: Bikerdude, Dragofer, Dram, Epifire, Grayman, Obsttorte - Custom Textures: Airship Ballet, Dmv88, Hugo Lobo - Custom Sounds: GigaGooga, Sephy, Shadow Sneaker, alanmcki, andre_onate, Deathscyp, dl-sounds.com, Dmv88, dwoboyle, eugensid90, gzmo, lucasduff, mistersherlock, qubodup, randommynd, richerlandtv, sfx4animation, Speedenza - Betatesting: Amadeus, ate0ate, Biene, Bluerat, CambridgeSpy, Cardia, Dragofer, Garrett(Monolyth-42), JoeBarnin, Kingsal, Krilmar, ManzanitaCrow, MikeA, Noodles, S1lverwolf, s.urfer Download Note: this mission requires TDM 2.08, which is now available for download. Please be aware that old saved games will no longer work after you upgrade to 2.08's release build. Note: it’s highly recommended to run this mission using the 64-bit client (TheDarkModx64.exe), since there've been frequent reports the mission won't load on the 32-bit client (TheDarkMod.exe). Both are found in the same folder. The mission is available from the ingame downloader. In addition to that, here are some more mirrors, as well as the official screenshots for anybody uploading this mission to a FM database: Mission: Google Drive / OneDrive Mission (v1.1, slimmed down version for 32-bit clients): Google Drive / OneDrive Official Screenshots: Google Drive / OneDrive Hi-Res Map: Imgur Links Secret loot & areas walkthrough by @Lzocast
  14. Thomas Porter is back in a TDM FM called... LQD is a medium sized FM, made for the TDM unusual contest 2013, where Thomas Porter sets out to get rid of the Lich Queen once and for all! Will he succeed, or will the evil Lich Queen get her sinister revenge on Thomas? The mission was created by me, Sotha. Betatesters: Bikerdude, nbohr1more and Obsttorte are thanked for their efforts on improving this work. Big thanks to TylerVocal for excellent voice acting. Thanks to freesound audio artists: Amliebsh (39222), Steveygos93 (80401), Jackie4ever (83095) and Klankbeeld (133100). Immense thanks for the developer team and everyone contributing to the mod. Release notes: *This mission has player character narration. There is no way to control the volume of the player lines in TDM 1.08 and they are at 100% volume at all times. For optimal experience, be sure to set SFX and ambient close to 100% volume in the in-game audio settings and fine tune the volume to nice levels from you operating system's mixer. That way the world sounds match the player voice in volume and your gameplay experience is not reduced by very loud player narrative. *This mission involves using objects with other objects. Normally objects are used like this: push R to drop the item into your hands, move the item where you want to place or use it. *This mission has a video briefing, so you have the habit of skipping the TDM logo which is visible before the briefing, do not skip it or you will miss the briefing. Download link: Use the ingame downloader to get it. As always, it is not recommended to read the thread further before you have completed the mission. Someone will fail to use spoiler tags. [spoiler] This will be hidden [/spoiler] Enjoy! Please remember to give comments and vote! -Sotha.
  15. 1) I think the pickpocket count could be improved. It doesn't seem like pickable broadheads from archers are counted properly. In Penny Dreadful 1 for example, there are 2 pickpockets. If I finish the mission without picking the archer's arrow, it says '1 out of 2' in the end stats. If I pick both, it then suddenly says '1 out of 1', as if it never counted the arrow. 2) Can you guys make one key input for hold crouch and another for toggle crouch please? I use both during gameplay, and it is very annoying to have to go to the main menu to change the toggle setting each time. Or is there a way to keybind toggle/hold crouch in the DarkmodKeybinds.cfg? 3) Can you guys put the amount of Locks Picked in the end stats please? It is a stat I always try to minimize, and otherwise just useful info.
  16. 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:
  17. 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
  18. Yet More #str_ Added – Shouldered Names The I18N.pl script does not automatically localize characters’ “name”, “shouldered_name” and “shouldered_name_dead”. And that’s generally the right call. You don’t necessarily want to translate character names. For instance, I prefer my character “Emily” be left that way, i.e., not rendered as for instance “Émilie” in French. (And I’m unclear whether the “name” spawnarg should ever get the #str treatment. So really just looking at “shouldered_name” and “shouldered_name_dead”.) But I do have 3 characters that have not just name, but also title/rank, and it might be worthwhile to translate the title/rank, along the lines: "#str_fm_map_shouldered_name_capt_riggs" "Capt Riggs" "#str_fm_map_shouldered_name_first_mate_logah" "First Mate Logah" "#str_fm_map_shouldered_name_second_mate_chaf" "Second Mate Chaf" By story design, only Logah is actually shoulderable, but for completeness I’ll do all three. I’m using the same #str_ for both “shouldered_name” and “shouldered_name_dead”. BTW, an argument could be made that the character #str_ renames should include the class, e.g., ..._atdm_ai_townsfolk_wench_..., ..._atdm_env_ragdoll_guard_thug_, etc. However, a class name, while explaining the visual appearance, can be somewhat remote from the precise role that the AI plays in the FM. Prompt to ChatGPT With Air Pocket specifics in italics. You are an expert translator between English and other European languages, including Russian. You wish to translate a list of crew members on a small historic sailing ship, from English to these other languages. Each line of the list begins with a tab, then a word beginning with #str_ within double quotes, then another tab, then a phrase within double quotes. When you translate a line, in the output keep the tabs and the #str_ word unchanged, and only change the phrase to the other target language in UTF-8, keeping it in double quotes. Make the translated phrase reasonably short while preserving the formal meaning. Avoid modern slang. Old-fashioned wording is fine. At the end of each line, add another tab, the fixed text "//bt: ", and then a back-translation of the previously translated phrase into English again. When back-translating, ignore the original English phrase. The crew members names are Riggs, Logah, and Chaf, all males. Keep the name-portion unchanged, but translate the title-portion. Some centuries ago, they were on a small coastal sailing ship, trading in goods along the coast. In that time frame, take account of different countries having different merchant marine titles aka ranks. "Capt" here is an informal title for "Captain". These titles may be less formal than those of military officers aboard navy ships. Following the input list of crew members, append output lists in these target languages: 1. German 2. French 3. Polish 4. Italian 5. Spanish 6. Portuguese 7. Russian 8. Czech 9. Hungarian 10. Dutch 11. Slovak 12. Danish 13. Swedish 14. Romanian 15. Turkish 16. Catalan. List of crew members: "#str_fm_map_shouldered_name_capt_riggs" "Capt Riggs" "#str_fm_map_shouldered_name_first_mate_logah" "First Mate Logah" "#str_fm_map_shouldered_name_second_mate_chaf" "Second Mate Chaf" Results This time, ChatGPT did not place results in separate frames by language; because of fewer input strings? Also, between the title and name in every case was some odd “hollow box” character (possibly null character 0x00); I did a replace-all of those with <space>. What follows is the start of ChatGPT’s response (with my hollow-box correction). Here are the translations for each language. I’ve preserved tabs and identifiers exactly, translated the title portion into the historical/formal equivalent, and added brief back-translations (“//bt: …”) into English. 1. German "#str_fm_map_shouldered_name_capt_riggs" "Kpt Riggs" //bt: Capt Riggs "#str_fm_map_shouldered_name_first_mate_logah" "Erster Maat Logah" //bt: First Mate Logah "#str_fm_map_shouldered_name_second_mate_chaf" "Zweiter Maat Chaf" //bt: Second Mate Chaf 2. French "#str_fm_map_shouldered_name_capt_riggs" "Capt Riggs" //bt: Capt Riggs "#str_fm_map_shouldered_name_first_mate_logah" "Second Capitaine Logah" //bt: First Mate Logah "#str_fm_map_shouldered_name_second_mate_chaf" "Tiers Capitaine Chaf" //bt: Second Mate Chaf 3. Polish "#str_fm_map_shouldered_name_capt_riggs" "Kapn Riggs" //bt: Capt Riggs "#str_fm_map_shouldered_name_first_mate_logah" "Pierwszy oficer Logah" //bt: First Mate Logah "#str_fm_map_shouldered_name_second_mate_chaf" "Drugi oficer Chaf" //bt: Second Mate Chaf 4. Italian "#str_fm_map_shouldered_name_capt_riggs" "Capitano Riggs" //bt: Capt Riggs "#str_fm_map_shouldered_name_first_mate_logah" "Primo ufficiale Logah" //bt: First Mate Logah "#str_fm_map_shouldered_name_second_mate_chaf" "Secondo ufficiale Chaf" //bt: Second Mate Chaf ... etc. Other Observations As you can see above, ChatGPT neglected to provide a leading <tab> to each line, so I had to. I had forgotten to think about asking for “title case” in the prompt. Maybe just as well, since the 2 meanings of “title” (rank and capitalization) might have confused the AI. In the results, the person’s name was always left capitalized, and the first word. In a few languages, the second word was also capitalized; in most, it was not. I wasn’t sure if that’s how ranks are usually treated in various countries. I decided (unlike the inventory case) not to adjust the AI-provided casing. Finally, ChatGPT back-translated “Capt” always to “Capt”, never to “Captain”, even if the foreign language gave the full word, e.g., Capitaine. Probably evidence of its cheating here. I’m getting less confident in back-translation as a way to insure quality... at least when done by the same AI that does forward translation, and at the same time. Or maybe it’s just a ChatGPT shortcoming, and other AIs would do better.
  19. Instead of creating the list with the format I mentioned earlier, it would now be more helpful to use a slightly different format, based on your custom edit of Unicode.org's "Format A" for cp1251.txt The draft upcoming wiki page for ExportUnicodeDoom3, that explains this, begins... Introduction This 2025 offshoot of ExportFontToDoom3All256 is in response to a [request to help – link] extend TDM’s Mason 48pt font to include missing Cyrillic glyphs. The main idea is that the input TTF font would go beyond those that support just ASCII or ANSI, to include those that offer additional Unicode characters. It still limits output to a maximum of 256 characters, consistent with the DAT format. To achieve this, it reads an external “unicodeMap” file, in [Unicode.org’s “Format A” – link]. This provides the mapping from the traditional 8-bit ISO or Windows encoding that TDM uses (e.g., cp1251 for Cyrillic) to the corresponding UCS (Unicode 16-bit) value. As discussed below, you can edit this file in advance, if you want to generate just a subset of glyphs. New Command Line Arguments (in Addition to those of ExportFontToDoom3All256) unicodeMap Example: -unicodeMap "./Test/cp1251.txt" You can edit the unicodeMap file in advance, to specify which particular glyphs you want to generate by suppressing unwanted glyphs, either by: Deleting an unwanted line (or block of lines) entirely, or Prepending a “#” to comment-out the line. Also, this file format allows the Unicode value (e.g., “0x1234”) to be replaced by 6 space characters, when the ISO or Windows standard leaves that character undefined. In all 3 of those cases, every suppressed character in the output DAT file will be represented by the glyph that the font uses for U+0000. A hollow box is common. [additional arguments planned] So in my testing so far, I created a "cp1251upperhalf.txt" file, with all the lower-half ASCII lines deleted. Seems to work with some random Unicode font (Lucida Sans Unicode). Beyond that, for your work, probably commenting out individual lines with a starting "#" would allow more flexibility.
  20. That's reassuring; the length of the play-testing, not so much. I guess that speaks for the current state of the AI, however improved it got over the years. I'd like to mention the blackjack bashing again. The noise does in fact propagate towards AIs, but the real volume value is so low for them that functionally it is useless, despite sounding pretty loud for the player. This is another big stinker that I'm more familiar with: sound indicators. For starters, NPCs footsteps don't travel far enough to serve as a mechanic. This is thankfully rather easy to solve by increasing the volume of their steps, but it needs testing to not go overboard. But the worst indicators are the player's... Leaving aside the questionable blackjack noises, there is an indicator that is absolutely broken: jumping. Jumping always makes the loudest sound possible for AI, no matter if you are creeping+crouching, crouching, crouching+walking, creeping, walking or standing in place. You'd think that's fine because Thief does the same, but TDM has hidden jump modifiers (the other movement states have pm_stepvol_X cvars) that makes the perceived jump noise quieter depending on the movement state. This is baffling because TDM has an elegant "fall quietly when crouching" mechanic that actually makes less noise, whereas in Thief you have to carefully slide off your lower ball or you wake up the whole neighborhood. I don't mean to sound bitter, but it wasn't long that we were debating whether the new, upcoming tone mapping looked good or bad. Where's the discussion about this!? Your own footsteps aren't being honest to you! There is other aspects that could do with a real good cleanup. Pretty much all player footsteps' perceived volume is too quiet, and if you tinker with the values, you have to take in mind the real noise registered by AI (doesn't seem to be much info about this in the wiki) plus keep a close eye ear to every file sound's loudness; water and metal files have clipping (they go beyond 0db). Some materials even recycle sounds. I recall Amadeus found good CC0 sounds for ice and broken glass footsteps, but looking at the .sndshd files, sound design hasn't been touched in years... I have a quick&dirty "mod" with pumped up AI and player footstep volume, a left-over from when Daft Mugi, others and me tried to clean this up, but everyone has lost steam. I guess I've made a brief return here because with the DS FM playthroughs, TDM came to mind and it generally makes you think "Deadly Shadows but better"; the exciment dies out once I look at the files' guts, though. And partially, the rather apathetic mood in the forums Kudos to the active modders.
  21. 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?
  22. this is all i got : i found a cached version , This IP address appears in many posts on ttlg : web.archive.org/web/20151020170814if_/http://95.31.27.16/editors/t3ed/T3EnhancED.exe example ttlg post : Tafferpatcher: unofficial complete patch for Thief 2 - TTLG Forums This most likely belongs to a user named djriff(djriff@yandex.ru), his ftp name was ftp://djriff.homeftp.net There is one more from darklurker mirror, but it is completely down. I found another one from mirror named darkfate, but from several user posts, they encountered the same corruption issue with the file from darkfate.com/darkfate.ru
  23. Websites prove their identity via certificates, which are valid for a set time period. The certificate for forums.thedarkmod.com expired on 10/18/2024. Error code: SEC_ERROR_EXPIRED_CERTIFICATE
  24. Worth asking in here? https://www.ttlg.com/forums/showthread.php?t=103273&page=12
  25. 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
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