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  1. Hello! Tracking down information on software and plug-ins that work with D3 / TDM can be a tough. So I have created a thread here where people can post what software/ plug-ins/ tutorials or other references they've had success or failure with in TDM. 3DS MAX 2013 64bit .ase - Default .ASE model exporter works. However you have to open the .ase file in text edit and manual change the *BITMAP line on each material to read something like: "//base/textures/common/collision" which allows the engine to read the correct material path. md5.mesh / animation - Beserker's md5 exporter/importers for 3dsmax. http://www.katsbits.com/tools, Importing and exporting works. The model must be textured, UV'd, with a skin modifier attached to the bones to export. PM me (Kingsal) for help with this. Imported models using the script will not be weighted appropriately, so this is not recommended if you are simply trying to edit existing tdm content. (Use blender instead) MAYA 2011 32bit md5.mesh - So far I've not had any luck with Maya 2011. I am using Greebo's MayaImportx86 for Maya 2011. I've got the importer working however I get a "Unexpected Internal Failure(kFailure)" and the import fails. This could be due to something finicky in Maya that I am not doing correctly. Will keep trying.. Blender 2.7 about - Blender is commonly used and pretty well supported on the forums/ wiki. Various versions may work as well - https://www.blender.org/download/ md5.mesh / animation Blender MD5 importer/exporter (io_scene_md5.zip): https://sourceforge.net/projects/blenderbitsbobs/files/ Sotha's guide Blender Male/ Female rigs by Arcturus - Here Edit by Dragofer: more links found in this post.
  2. I didn't respond because I thought others would bring this up. The Blow/ignite only works for small flames, like candles. Torches can't be blown out. So you would probably see FM authors using candles less and less to counter this. Whistle doesn't always work. AI will be alerted, but stay their ground and not venture toward you. It's rare but it happens. I would guess that is deliberate programming by the Authors to "ignore" the whistling mod (if that's possible). So THAT might be happening more and more frequently as new mods are introduced and FM Authors respond accordingly.
  3. I kind of miss our old status-bar on the right, where you could casually share what's on your mind or what is happening in your life right now. So, I figured, let's just start a thread for that. Let's get this started...
  4. The Problem Readables are available in a wide range of TDM bitmap fonts. Unfortunately, the majority of these fonts lack non-ASCII glyphs for European languages, and it would be a prohibitively lengthy task to craft them. This is one of several translation hurdles. (Another is soliciting, organizing, and distributing the work of human translators; see “AI for Translations: An Exploration” for work on an alternative. This also promotes the use of meaningful alphanumeric #str_ IDs - possibly automatically generated – instead of traditional numeric.) A Proposed Solution Suppose that when a particular page of readable is shown, it is shown first is English, with the mapper-specified font (e.g., Camberic), and then, after a number of seconds, shown in the current user-selected language, with a different font (e.g., Stone), one that offers the needed diacritics? And with the translated font size scaled down to accommodate potentially more-lengthy translated strings? Both the English and translated text can be viewed in sequence. That opens the door to “quick and dirty” default translations, e.g., machine translation. In particular, the reader may sometimes be able to work-around any layout problems and sub-optimal translation by consulting the English text. (Nevertheless, default translations may sometimes miss subtle nuanced hints, so the ability to improve them with tweaked text is a necessity.) The Proposed Mechanics Recall that the game engine currently passes these values to a readable’s gui: gui::title gui::body With a multipage readables, the content of these parameters changes as pages are flipped. For clarity, it is proposed to replace them with: gui::titleEnglish gui::bodyEnglish gui::titleTranslated gui::bodyTranslated The latter 2 would be just like gui::title and gui::body, except that they would serve empty strings when the current language is English or there is no translation available in the current language (and so be used for gui code program logic, to suppress a transition). Observe that this behavior does not substitute an English string for a missing non-English string. Skip the remainder of this section if details are not of interest. Each stock readable .gui would need a one-time conversion to use them. Instead of the traditional 2 winDef overlays for text, there would be 4, corresponding to the 4 text-passing parameters just mentioned. This allows the translated text to fade in while the English text fades out, when an onTime event starts the transition (at 2 seconds in this example). Here is the fragment of .gui code that has been altered: Aspects of this Design – Transition from English The transition is timed, so no extra “Translate” button is shown, nor a hard-to-come-by hot key required. If you want to see the English again, you would briefly navigate away from the page to another, then return; or, if a single-page, close and re-open it. A simple implementation (as the code above and example below) uses a fixed, hard-coded time. Alternative Mechanism. At some cost to code clarity, it is probably possible to get by with just the 2 normal text-passing parameters (gui::title and gui::body) and their traditional 2 overlays, though additional variable(s) would be needed for tight time-synchronization between engine and gui; and overlapping fade-in/fade-out between English and translation would not be possible. Advanced Version. In the longer term, timing could be made more flexible, by passing it as parameter from the engine, e.g.: “gui::transitionTime” Where does this value come from? While it could somehow encoded into the .xd file by the mapper, I prefer a different approach. Have the engine calculate it from character or word count of the body, with user-specified globals for reading rate and min and max bounds, e.g.: sys_readablesWordsPerSecTransTime sys_readablesMinTransTime sys_readablesMaxTransTime A drawback of a timed transition is that additional reading time is needed to get to the translations, which may, with immobile readables, increase risk of discovery by guards. So having these additional user controls would let a user get to the translations faster, even skip the English entirely by setting bounds to zero. A Simulated Example – FM “readableTranslationFadeIn” In the absence of engine support for the 4 text-passing parameters, it is still possible to make an approximately-functional mockup using some hard coding. However, this prototype DOES NOT suppress the transition when the current language is English. That is, it shows (rather than prevents) an English-to-English transition with change of font & font-scale. TDM with the languages set to “Francais” (French). The first screen shot shows page 1 of a 3-page scroll, momentarily displayed in English with Camberic title and body. After a few seconds, it transitions to the second screen shot, in French in Stone font. With accents. While shown here as a scroll, this approach should be easily adaptable to books and sheets. About the Example’s Implementation The screen shots are from a prototype FM: readableTranslationFadeIn Notable files are: guis/readables/scrolls/scroll_calig_camberic.gui, a custom override of the standard Camberic scroll readable, with the translation transition mechanism from above, plus additional simulation fakery described below. strings/all.lang, a UTF-8 file containing 6 #str_ (2 per scroll page – title & body) in each language section. Only the [English] and [French] sections were implemented. The English example content was loosely derived from the St. Lucia FM. The English text (without #str_ structuring) was manually converted to UTF-8 French using Google Translate (website, not API). strings/english.lang & french.lang. These were generated from all.lang using my gen_lang_plus program to create the 8-bit “ANSI” versions as required, e.g., ISO-8859-15 encoding for French. xdata/readableTranslationFadeIn.xd, that contains the #str_IDs for the 3 scroll pages. Within scroll_calig_camberic, this simulation had this fakery: “gui::title” and “gui::body” were stand-ins for hypothetical parameters “gui::titleTranslated” and “gui::bodyTranslated”; The English text was hard-coded, and the appropriate content selected by actual parameter “gui::curPage”, to make up for missing hypothetical parameters “gui::titleEnglish” and “gui::bodyEnglish”. The READABLE_FADE_TIME is currently set to 2 seconds for testing. Probably 5-6 seconds would be better during game play. Aspects of the Design – Font Scaling As mentioned earlier, the translated font is scaled to make the text smaller than the original, to accommodate languages that need more room. A simple implementation (like in the example code) uses fixed values with “textscale”. So the textscale for the two Translated winDef overlays is smaller than for the 2 English winDef overlays. Specifically, in the example GUI code, the text scaling factors from the original Camberic readable were retained: textscale 0.4 // titleEnglish textscale 0.31 // bodyEnglish and supplemented by (with a different font, namely Stone): textscale 0.33 // titleTranslated textscale 0.24 // bodyTranslated The goal is to keep the rendered text smaller than the original English rendering for languages with more characters per sentence. These values, while hard-coded, will differ across readables (due to different starting fonts), and would need to be experimentally determined. But this treatment, with just a fixed scaling value that is independent of both text content and current language, is unlikely to be very satisfactory. Better ideas, needing additional engine modifications, will be considered in a follow-on post. Additional Considerations When Authoring the XD File. Recall that TDM is relatively inflexible when using #str_ within an .xd file. So this form will not work: "page1_body" : { "" "" "#str_fm_scroll_camberic_pg1_body_parish_inspection_excerpts" } Instead use "page1_body" : "#str_fm_scroll_camberic_pg1_body_parish_inspection_excerpts" With the 2 leading linebreaks moved into the #str content as leading \n\n. When Testing. If there is a mismatch between the TDM Language setting and the PC’s language setting (e.g., under Windows), then some characters may turn out wrong or indicated as missing (e.g., as boxes). The degree will vary by language, and is unlikely to be seen in the initial English render (because that’s almost all in ASCII, common to all the ISO encodings.) Even with such mismatches, the translation can be reviewed as to overall length and where linebreaks occur. Be aware that direct editing of *.lang files is not recommended, and could risk converting from a particular “ANSI” raw 8-bit encoding into “UTF-8”. Applying this Technique More Broadly. A few fonts have oddball glyphs for certain characters, e.g., a skull and crossbones in Treasure Map. This would require special handling during translation. For Briefings, Objectives, and Messages, similar approaches can be conceived. However, for each of these (and different from readables), only one particular font is routinely offered. And there are alternative designs to be considered. For instance, the English and Translated text could be shown simultaneously side-by-side in various ways, instead of sequentially. The Objectives have the additional complication that the font size is already user-adjustable.
  5. Hello! To celebrate 15 years of TDM, and because so amazing missions have been made in my absence, I felt compelled to made a small mission for everyone to enjoy: The Last Offering! Mission briefing: Build time: roughly 30 h darkradiant time during october-november 2024. AI has been used for initial mission brainstorming, proofreading and polishing readables. Thanks: *Whole TDM community for everything. *Betatesters: thebigh, datiswous, Shadow Other: I challenge you to play this short mission without saving or loading! The player gets plenty of gold for gear: buy a good thieving kit and enjoy the mission without saving! It is quite possible it is more exciting that way. Let me know what you think replying to this thread: I'd love to hear about your experiences and opinions. Enjoy, and I hope you have as fun playing as I had making this! Download link: https://drive.google.com/file/d/1HthqgoeBKf7kgYTRm5ice5t31_90_PRu/view?usp=drive_link
  6. Congratulations on another enjoyable but challenging (in a few spots) mission. I admit I had to come here to check on a few spots for moving forward but was mostly just exploring. Thanks for all your hard work and I look forward to more from you.
  7. I'd like this feature if possible. If spiders die in very bad position, their body may prevent moving, they can block doors. Dragging their bodies rarely work for some reason. Maybe because of their legs? Removing the collision from their legs might work, too.
  8. I did originally consider using either a key binding (hard to come by) or a button. The button would seem to require a lot of iteration and per-readable customization to find a location where it's not blocking the text. Plus i18n for its label and complex treatment of when to hide and show it (or in some cases toggle the text). I got tired just thinking about it. So while I don't deny that player control is good, my more-limited version I feel is more-practically implementable with a reasonable amount of core-coding and GUI-hacking work for 2.14 or 2.15
  9. ============== -= 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:
  10. Absolutely. In my opinion, Arkane Studios really just figured out balancing in Dishonored 1. Dark Messiah of Might & Magic also has its balancing flaws... play the game on anything but "Normal", and you know what I mean. Anyway, I didn't want to demotivate you. Just saying that there potentially could be difficulty issues later in the game. I think a melee character with some magical affinity would work well. But, yeah, usually, I also tend to a stealthy ranged character. In Skyrim or Fallout, I play that way. In Gothic, ranged characters are completely useless too.
  11. There are currently nearly 200 missions to the game. That's a lot. So I made a list of the ones you shouldn't miss. If you're a beginner, do not start with the best missions. Play a few others first to learn how the game and controls work, and how you can use some items to interact with objects on the map. You will appreciate them more that way. Tastes vary. My subjective assessment is based on how enthusiastic and interested I was during the mission. Generally, I appreciate the unusual circumstances. If I felt lost too many times or needed hints to solve the plot, those were clear disadvantages. I don't like the needle in the haystack type elements. (Secrets are fine.) The list isn't a quality line. I don't want to add precise ratings, that's not the point. I have a message for those whose missions didn't end up here: Don't worry. Others may judge differently. In any case, some missions may be added here with some editing. A few didn't make it here only because of the obscure wording in the descriptions of objectives. Give me tips if you think something is missing from the list. 200 missions are a lot, I might have skipped some gems. BEST MISSIONS -A House of Locked Secrets: Very funny, diverse and memorable, sometimes nonsensical. The best mission. 4 hrs -Seeking Lady Leicester: It's probably the second best mission, but I won't argue with anyone who ranks it first. Knowing how to rotate items is essential to play this mission (middle mouse button). 6 hrs -Volta 2, Cauldron of the Gods 2.5 hrs -Volta 3: Gemcutter 3 hrs -Penny Dreadful 1: The grail of regrets 1.5-2 hrs -Penny Dreadful 2: All the way up 3 hrs -The Painter's Wife: A monumental mission. The size doesn't mean this is the best one. -Hazard Pay 2 hrs -Now and Then 5.5 hrs -Black Mage 3 hrs -Requiem: The mission is excellent and imaginative. But it's painfully difficult to move without being noticed at certain points. 4 hrs -Crucible of Omens: Behind closed doors: Excellent mission, the only problem is that it's difficult to navigate between the different parts, and it's hard to find your way back to places. Having a route back to the first part, which could be opened from the later part of the map, would have helped the flow. 5 hrs RECOMMENDED MISSIONS -Iris I hesitated a lot whether to put this in the list of best missions. But the first part of the mission offers so many options, it's rather a caricature of the genre. And the environment isn't very good either. Less would have been more. The second part of the mission is much better. I appreciate the innovative element. 7 hrs -Chronicles of Skulduggery 0: To Catch a Thief -Chronicles of Skulduggery 2: A Precarious Position 2.5 hrs -Chronicles of Skulduggery 3: Sacricide: Good, traditional mission but the story is too black and white. -No Honor Among Thieves: The end isn't satisfying, but otherwise this is a good mission chain. 5.5 hrs -Shadows of Northdale act 2. 3 hrs -The Last Night on Crookshank Lane 4 hrs -Penny Dreadful 3 -Mother Rose Funny. It's not for beginners! 40 min -A Score to Settle -Sir Talbot's Collateral -Talbot 2: Return to the City 1.5 hrs -Talbot 3: Fiasco at Fauchard street 1.5 hrs -Thomas Porter 1, Knighton Manor: Good jokes. -Thomas Porter 2, The Beleaguered Fence -Thomas Porter 3, Glenham Tower -King of Diamonds -Accountant 2: The code is good. -Golden Skull: 30 min -Vengeance for a Thief 1-3 -The Factory Heist -A Good Neighbor -Snowed Inn -Langhorne Lodge -Heart of Saint Mattis 3-4 hrs -Perilous Refuge 2.5 hrs -The Hare in the Snare: Part 1 -Rightful Property -Alberic's Curse 1.5 hrs -A Night in Altham: A strange mission. 9 hrs -By the Cookbook 1 hour -Wizard's Treasure 1 hour -A Night to Remember 1.5 hrs -Lord Edgars Bathhouse 1.5 hrs -Last Offering: How much you enjoy it depends largely on what equipment you choose at the beginning. 1 hour -The Rift: Quite cool, but the music isn't on the ambient channel so it's not possible to make it quiet. 1 hour -Briarwood Cathedral 1.5 hrs -The Threepenny Revue: 45 min -Mission of Mercy 1 hour
  12. So I thought I had found a new and BETTER way of creating lit/selflit windows for TDM, but discovered fairly quickly that some window textures are already using this mething, but that unfortunaly the vast majority are not. The aformerntioned method is that we use the stock material def for the frame (so you retain the diffuse & bumpmap details), and then only 'blend add' the lit window panes which are a separate texture. An example stock texture that uses this method already - textures/darkmod/window/wooden_frame01/wooden_frame01_lit What we have above is an overlay of JUST the window panes, and its just this texture that is RGB boosted! I don't know why we HAVENT been doing this in the core mod all this time, and to quote @nbohr1more"Boosting the diffuse is a pretty poor way to achieve that effect." And unfortunately a LOT of the core window textures are using this poor method instead of the window pane overlay method. Ive already spent some time in establishments of lower affairs (the line from the gatehouse popped into my head, heh), making overlay versions for frost_salamander for his recently released FM. Please see the zip arcdhive below. @Amadeus has already had a look at and used some, in his upcoming wip - - https://drive.google.com/file/d/11168eiBj_m-Lu5d-8FLYUgM7J1MC_92h/view?usp=sharing So @Amadeus suggested that I list all the window textures that need looking at. I haven't included the ones I have already fixed in the wip archive above - textures/darkmod/window/diamond_pattern02/diamond_pattern02_*** - the lit versions from this series have a diffuse that is basically black, but thankfully the unlit version has a diffuse that can be used. textures/darkmod/window/ornate/stained_colourful_dirty textures/darkmod/window/ornate/stained_colourful_dirty2 textures/darkmod/window/pointedtop_big01/pointedtop_big01_*** - there are lit versions in this series, but they are not using any diffuse/bump. So these are perfect to use as overlays as they are. textures/darkmod/window/diamond_pattern01_*** textures/darkmod/window/diamond_pattern_andbars01_*** - So these are good candidates to be used as overlays with some tweaking, but we need a much better diffuse/bump. textures/darkmod/window/largesquare01_barelylit - poster child of why this thread was created, all the lit versions of this series are just RGB boosting the diffuse. textures/darkmod/window/roundtop_diamond_pattern01_*** textures/darkmod/window/simple_square01_***- this series also has very poor cropping on the edges. textures/darkmod/window/smallpanels_4w_dirty01_*** - this series has diffuse that is basically black. textures/darkmod/window/smallpanels_4w_dirty02_*** - this series has diffuse that is basically black. textures/darkmod/window/smallpanels_4w_dirty03_*** - this series has diffuse that is basically black. textures/darkmod/window/smallpanels_industrial_mesh_selflit textures/darkmod/window/square_pattern01_*** - this series needs a complete overhaul.
  13. 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!
  14. As my custom assets work has increasingly shifted from models towards scripting, I'll open a new thread here to contain any scripts that I write which can be reused in other missions, starting with the A ) Presence Lamp This is a Lost City-style lamp that brightens and dims depending on the presence of the player or an AI. It fades between 2 colours and can trigger its targets whenever it switches fully on or off, so it should also be viable in various other situations. The standard setup consists of the following: - a trigger_multiple brush. The spawnarg "anyTouch" controls whether AIs, too, are able to activate it - a presence lamp, highly recommended with a colorme skin - one presence light, or any other light with appropriate spawnargs The targeting chain is trigger brush -> lamp -> light When the player or an AI stands in the trigger_multiple brush, the lamp switches on and starts a short timer. Subsequent triggers reset the timer. If the timer runs out because no one's standing in the trigger brush anymore, the lamp switches itself off. Notes - Multiple trigger brushes can target the same lamp, and one trigger brush can target multiple lamps. However, each presence lamp can only target one light, so if you want i.e. a bouncelight you'll need to hide an additional silent presence lamp somewhere and target it from the same trigger brush. - The lamp and the light use their own colour spawnargs respectively, since setting 0 0 0 on a lamp would make it appear pitch black. - Technically the trigger brush can be exchanged for anything else that triggers the lamp every 0.5s (this number can be changed via "update_interval" on the lamp), i.e. a trigger_timer. - This was originally named the proximity lamp and was one of many scripting jobs for The Painter's Wife. I've renamed it to "presence lamp" because the mapper may place the trigger brush(es) wherever he wishes: proximity to the lamp is not a factor. Credits go to Bikerdude for putting together the crystal lamp models. Download Presence Lamps - Google Drive Place or extract the .pk4 into your FM archive, then look up the presence lamp prefabs. If you already are using other custom scripts, remember to add the presence lamp's .script to your tdm_custom_scripts file. B ) Teledoor This is a Skyrim-style door which opens just a bit into a black_matt "void" before teleporting the player to a different area of the map, which may represent the other side of the door. This is used for connecting physically separated map areas with each other, such as when there's an exterior/interior split of a building or ship to allow for more mapping freedom. [Full Thread] C ) Mass Teleport This is a teleportation setup designed to seamlessly teleport the player and any moveables between two identical-looking areas. This allows the mapper to link 2 physically distant areas with each other while maintaining the illusion that they're connected. The teleportation zones should be free of AIs as they can't be teleported like this without their patrols breaking. [Post] D ) Automaton Station A station for Sotha's automatons (includes the automatons) which can be switched on and off by patrolling automatons. (Part of core assets as of 2.10) [Post] E ) Camgoyle A sentient turret originally made for the FM Written in Stone. It's based on the new security camera entity and augmented with scripting to allow it to fire magical projectiles at the enemies it detects. People are more than welcome to use it and to convert it into something else, such as a mechanical turret. [Post] [Download] F ) Audiograph The audiograph is an Inventor's Guild device for playing back recordings stored on spindles, which are small metal cylinders the player can pick up and store in his inventory. [Post] G ) Turret A new companion to security cameras familiar to Thief players. It will become active as soon as an enemy is detected by a targeted security camera, firing projectiles to fend off the intruders. Similar to the security camera and the camgoyle sentry, turrets are highly customisable in their behaviour and appearance. [Thread] G ) Fog Fade Dynamically change fog density depending on what location the player is in. [Thread]
  15. Hah I knew I would find a thread about Filcher here. I just played for a couple of hours. What I really liked about it is that it addressed the elephant in the room when it comes to this flavor of stealth games: the fuckup cascade issue. This gameplay shines when we are in the flow, exploring cautiously, making progress, etc. Then we make a mistake, go back in time a few minutes, and the satisfaction and reward of the experience diminishes because we know what lies ahead. It's the kind of incongruent design that's difficult to tackle. Like Sonic games, where you have to go fast, then get punished for going fast with spikes. I say they tackled this by removing saves and making the levels shorter and a little easier. But then as the campaign progresses, the levels start to get longer and harder and we end up having both the original problem of Thief compounded with the frustration of having to restart from the beginning every time. But it was fun.
  16. 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.
  17. I'm not sure if this should go here or in the Tech Support section, so If this is the wrong place, please let me know. As a hobbyist game developer, I'm curious about how the Light Awareness System works in The Dark Mod. I've been poking through the source code, but haven't found any definitive math explaining it, or code comments mentioning on how it's calculated. If anyone could point me to exactly where to look, or could explain what steps and/or math it's using to calculate how visible the player is, I'd greatly appreciate the insight. For reference, I'm trying to implement a similar system in my own stealth game I'm working on in Unreal Engine 4.
  18. Every now and then people post silly screenshots they've taken from TDM. Why not start an own thread for it? Recently, I've experimented with adding props to AI's. The wiki says "Attaching things to AI is an important way to make your AI unique," and indeed really unique AI's can be created this way. It is summertime. Even the crypt's residents need to do something about that awful pallor...
  19. Since we have a Random Video of the Day thread, it seems like this is fair. Show us any article you find interesting, or funny, or surprising, or whatever else is out of the ordinary. I'll begin: http://www.dailytech...rticle33998.htm I never imagined people pissing in an elevator. Of all the strange ideas I've had in my life, that was never one of them. Personally, I suspect the thug. ... and this comment cracked me up. "Why in the world would someone pee in an elevator? Also, when the system catches someone, they don't have to call the police. All they have to do is lock the elevator doors, engage the heaters and shaking motors, and get paid ad money on YouTube for the footage. "
  20. @datiswous It's strength. Different values for each RGB channel will change the hue. You can probably add those Parm parameters too, I'm guessing for additional control in Radiant (?). I don't know how they work.
  21. 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...
  22. Hey I just wanted to create a Thread where everybody can post his improvement wishes. I Personally love this mod. There are so many features in it, and because it is a mod created by a community, why not write what could be improved. My wishes are: Some special weapons. I loved T2X and the variety of weapons. Some really hard to find special weapons, like the confusion arrow or a special bomb would be cool. But they have to be very special, for example as a result of a side quest - or maybe a usable torch for easier killing the undead More enemies, I think there will be an improvement, we just got spiders and zombies, but a higher variety is always good. More (custom) conversation. Thats one of the main parts I'm missing - so much flair and atmosphere is getting lost without them. Also some comments from he main charakter would be nice. For example when a guard gets knocked out "hah, now who's the taffer" ... better AI when the hear a voice. They start looking for you, but most of the time I just sneak into another room or a higher area and just have to wait, they should at least get someone with a torch or call other guards for help These are only small parts of the game which could be improved and are only my points of view, maybe it's either not possible to create or it fits not in the design of TDM.
  23. 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.
  24. Thank you @Bergante! My plan is to finish this rough playable version eventually and post it in the Beta-Testing thread. I have hopes to make it resemble an actual mission fit for the downloader, but feedback will help me decide if that's really desirable and how best to go about it if so. I wonder if a post in the general Dark Mod section that acts as a "climbing thread" might help with this instead. People could reply to it to share climbs for any FM. A potential downside is that, if the climber only posts in that thread, the FM author may not get notified of some glaring skip or issue that ought to be fixed. Tricky... The shop description for moss arrows actually says they can "cushion hard falls", but I didn't notice a difference in fall damage when I tried testing it just now. That would definitely be a cool feature to fix/add.
  25. I think it would be smart to go ahead and start a "Newbie thread" that covers all newbie questions in one place, as with the TDS Forum. It doesn't have to be this one, just for future reference. Aaanyway, I was going through the A-Z Tutorial, and right about the time you make the pool of water, I fixed some leaks, thought I got them all. Now it won't Dmap again, but when I hit Pointfile, it says "Could not open pointfile: E:/games/ ... /TutorialMap.lin" I don't know why since it's been working up to now. So if I have a leak I can't find it, but it's troubling just that Pointfile suddenly, inexplicably doesn't open! There isn't any ".lin" file either; not sure what happened to it. Any ideas? Edit: I started a map from scratch and Pointfile didn't show up again. So whatever it is, it isn't something I messed up in that first map, but a general problem I'm having with DR. Edit2: But it does Dmap and Map just fine, so that's ok.
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