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Here's a .blend file with a Darkmod NPC rig: https://drive.google.com/file/d/1-odjc8A54ED5qgO7pA01Nr59U2_2jFmL/view?usp=sharing set up to be used with this motion capture animation pack https://www.rokoko.com/mocap/free-mocap-assets It's a stripped down version of this Blender rig. Exporting works the same way. For retargeting you'll need to install this addon: https://github.com/Mwni/blender-animation-retargeting It works in Blender 3.6 as well as 4.5. Animation playback of longer files is waaay faster in 4.5 but the drawback is that md5 file exporter won't work with anything newer than 3.6. This pack contains different skeleton standards. This setup was made for Mixamo which seems to be majority of files. Import .fbx file with scale 48, manual orientation: x forward to match the Darkmod skeleton. When selected, keyframes of the imported animation will be displayed. Select armature_control. In the retargeting addon tab (in right panel), in 'Source' box choose the imported skeleton name. Load config file: Darkmod_male_NPC_mocap_Mixamo.blend-retarget This should pair up both skeletons. First frame in animations is a t-pose. Proper animation starts at frame 2. Typically animations start offset from the center. You can move the character to the center at the start of the animation simply by dragging armature_control object. Similarly, character model may be slightly below ground level. Move armature_control up to adjust. Origin bone in tdm_ai_proguard has constraints to follow the pelvis. Otherwise it would stay in center. Here's what happens when origin bone stays in the same place. This is idle animation playing: And here's what happens when origin bone follows the character: I found that in order to match imported skeletons I had to bend darkmod skeleton forward a little bit. That pose is saved as "tpose_mixamo" single frame animation. I don't guarantee that this is the best way you can do it. Perhaps skeletons could be matched in a more ideal way. Remember that there are bones for clothing in Darkmod, that aren't in the motion capture files and need to be animated by hand :)
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@I.C.H.I. I apologize for my little rant. I take back what I wrote. Turns out, mocap is easy after all Animations come from: https://www.rokoko.com/mocap/free-mocap-assets Retargeted in Blender using this addon: https://github.com/Mwni/blender-animation-retargeting I took my Blender rig for darkmod NPCs and stripped away all constraints. For this demo I used .fbx from the pack with Mixamo skeleton, and manually set up the bone mappings. Yeah I know I think I will prepare those new animations and let other people decide if that's enough.
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Fan Mission: A Special Delivery by Silencium18(2010/06/12)
Klatremus replied to Fidcal's topic in Fan Missions
Hey @thebigh this is awesome! Would you mind reporting this over in the ghost report thread here: https://www.ttlg.com/forums/showthread.php?t=150710 This is one of those missions we currently don't have a ghost report for, as some reports from the old Square Enix forum got lost. You could simply write in the stats and add a brief description of the main challenging areas like you did above, and I can add it to the archive. Thanks! -
For the people eager to play with the latest state of development, two things are provided: regular dev builds source code SVN repository Development builds are created once per a few weeks from the current trunk. They can be obtained via tdm_installer. Just run the installer, check "Get Custom Version" on the first page, then select proper version in "dev" folder on the second page. Name of any dev version looks like devXXXXX-YYYY, where XXXXX and YYYY are SVN revision numbers from which the build was created. The topmost version in the list is usually the most recent one. Note: unless otherwise specified, savegames are incompatible between any two versions of TDM! Programmers can obtain source code from SVN repository. Trunk can be checked out from here: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/ SVN root is: https://svn.thedarkmod.com/publicsvn/darkmod_src Build instructions are provided inside repository. Note that while you can build executable from the SVN repository, TDM installation of compatible version is required to run it. Official TDM releases are compatible with source code archives provided on the website, and also with corresponding release tags in SVN. A dev build is compatible with SVN trunk of revision YYYY, where YYYY is the second number in its version (as described above). If you only want to experiment with the latest trunk, using the latest dev build gives you the maximum chance of success. P.S. Needless to say, all of this comes with no support. Although we would be glad if you catch and report bugs before the next beta phase starts
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My new mission, A Night in Altham, is available. We are already up to version 2! @Dave the Tafferfound an problem that deserves a fix, so here is version 2: https://www.dropbox.com/scl/fi/y4r1dmziuq6clh2im3qz1/altham2.pk4?rlkey=m3cv5v6v70lxbc9xha61nuxoj&dl=1. I will ask @nbohr1more to update the databases. A special thanks to JackFarmer for several pieces of custom ambient music. They "complete" the mission, providing a unique feel to its locations. Also thanks to the many beta testers (jaxa, Shadow, wesp5, Cambridge Spy, thebigh, datiswous, Mezla, MirceaKitsune, Melchior, Acolytesix, TheUnbeholden, prjames, Bergante). Thanks to @peter_spy for his beautiful Builder Compound assets. This is a large mission, so be ready to take some time. I recommend that you do named saves occasionally (I actually implemented auto-saves for this mission, but it was causing crashes on Linux, so I removed it). This mission has a lot of keys, so it implements a key management mechanism. Keys are removed from the game when no longer needed. This includes when you use a key to open a door, or if you pick a door/lock that also uses a key. Most keys are automatically removed, but there are a couple that aren't (for example, if they open up more than one door). In a certain area, this mission uses the Keyhole Peek feature of TDM. Typically, this is when you lean forward (F key) into a door keyhole and you can see into the next room. But in this case you don't lean into a keyhole. It's a hole of another kind. It's an unconventional use of something that isn't used a lot in TDM; hopefully the mission context will make it clear when to use it. The mission does not use Keyhole Peek for regular doors. Be aware, there is a known problem on Linux, where the peek feature can cause a crash. Peeking is not required for mission completion. This has been tested on TDM 2.11a and the current dev build of 2.12 (dev16854-10518). Scary things warning: Difficulty settings make a difference. Things that are affected by the difficulty level: Enjoy!
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@BikerdudeThere are open source options like MakeHuman/MPFB. If you stick to the core assets the output will be CC0. https://static.makehumancommunity.org/about.html Not as fancy as metahuman, but some of the results were pretty okay looking to me. I ran into a wall when it came to adapting the rig for the animations to TDMs though.
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Contributions downloads are at http://fidcal.com/DarkMod/index.htm Note that there is no dedicated beautiful sortable webpage list. I don't have time and also this means less delays. Just browse the folders and click on readmes and images and grab any zips. If anyone submits anything I can just upload it in a few minutes. ~~~~~~~~~~~~~~ If you wish to offer coding, modelling, or any other kind of help got to the I want to help forum for discussion. If you have any extensive assets you wish to discuss also you can go to the I want to help forum. If you simply want to share an FM, prefab(s), textures, whatever then post details in this thread (there are other websites for FMs too.) Generally these need to be zipped up with a description.txt plain text file and optionally an image, and uploaded somewhere I can get them such as a fileshare website like rapidshare. Any problem with that and if you have ftp I can arrange a direct upload to a private temporary folder on my website. All submissions to this thread should be accompanied by a short description summary to go on the download page and optionally a picture(s). Such submissions will be placed on my website download page (wip) at fidcal.com. Anything suspect for any reason I reserve the right to delete. I accept no liability for downtime or even no-continuance of the download section or even the entire website for any reason. Downloaders: I accept no liability if you download anything you'd rather not: download at your own risk. Oh yes, and I am not responsible for global warming, economic depression, you name it; I'm not responsible. From there, any mappers can download what they want. The Dark Mod Team may or may not assess some items for inclusion in future Dark Mod updates. FMs may be assessed for inclusion on the Dark Mod website. Anyone feel free to mirror the download folder. Any suggestions post in this thread too.
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I think we should be able to just blow up doors with mines or other explosives, and windows too!! XD I can see the wish for droppeble keys (even if it could cause getting stuck), for some people like to add their own layer of rules/gameplay on top of the basic and optional reqirements for finishing the mission; get all money, get all secrets, get all objectives, get a perfect stealth score. I salute these who like the TDM missions that much that they want to "supreme ghost" them, and I guess there could even be an extra difficulty level for it in new missions, or even existing missions after some tinkering. That said, I get why the default should be that a key is not dropable, and @wesp5 already seems to have fulfilled @BoilerDunce wishes as an optional function: Forums are a greatl! Also "Supreme ghosting" missions can be made with DarkRadiant, like any other mission, and the forum is here to help you on your way where needed : )
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Hello! Tracking down information on software and plug-ins that work with D3 / TDM can be a tough. So I have created a thread here where people can post what software/ plug-ins/ tutorials or other references they've had success or failure with in TDM. 3DS MAX 2013 64bit .ase - Default .ASE model exporter works. However you have to open the .ase file in text edit and manual change the *BITMAP line on each material to read something like: "//base/textures/common/collision" which allows the engine to read the correct material path. md5.mesh / animation - Beserker's md5 exporter/importers for 3dsmax. http://www.katsbits.com/tools, Importing and exporting works. The model must be textured, UV'd, with a skin modifier attached to the bones to export. PM me (Kingsal) for help with this. Imported models using the script will not be weighted appropriately, so this is not recommended if you are simply trying to edit existing tdm content. (Use blender instead) MAYA 2011 32bit md5.mesh - So far I've not had any luck with Maya 2011. I am using Greebo's MayaImportx86 for Maya 2011. I've got the importer working however I get a "Unexpected Internal Failure(kFailure)" and the import fails. This could be due to something finicky in Maya that I am not doing correctly. Will keep trying.. Blender 2.7 about - Blender is commonly used and pretty well supported on the forums/ wiki. Various versions may work as well - https://www.blender.org/download/ md5.mesh / animation Blender MD5 importer/exporter (io_scene_md5.zip): https://sourceforge.net/projects/blenderbitsbobs/files/ Sotha's guide Blender Male/ Female rigs by Arcturus - Here Edit by Dragofer: more links found in this post.
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Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
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Penny Dreadful is a fan mission series dealing with the exploits and misfortunes of Gerald Foxley, lowlife and common opportunist. To stick with the theme of lurid and disreputable pulp literature, these missions are planned to be nasty, brutish and short (more or less). They also allow me to experiment with gameplay ideas which do not fit TDM standards. In the first episode, The Grail of Regrets, what started out as a routine case of extortion ended with Gerald in the possession of the eponymous Grail. In the second, we will quickly learn that his newfound fortunes would be even shorter than anticipated... All the Way Up "Some say sudden wealth is a blessing, but those people are suckers. Me, I am the more careful kind. So when it turned out The Grail of Regrets, this sinister relic I dug up from a long-forgotten undercellar, brought in an unexpected number of the rich and influential, I knew my only course of action was to sell, and do it quickly. My best offer came from Archibald Flint, the boss of Fiddler's Hill and its merry men: one of the bigger names in the business, and as they say, the occult. Not that I would say no: if a man like him wants something, an independent can only hold out so long as he has contacts left - or fingers. Trouble is, someone else also wanted to do him a favour... On my way to Fiddler's Hill, I took a shortcut through Willett's Bridge, an antique thoroughfare bypassing some of the slums I wanted to avoid. The place enjoys a bad reputation - high tolls, confiscated cargo, and a series of gruesome accidents. Not the best place to be seen carrying a precious relic, but when you are in a hurry it is easy to make mistakes. The ramshackle mansion above belongs to a man named Messer Montrose, a factor who lords over the place with a group of thugs, and whose contacts with the Bailiff of the nearby jail has made him above the law. His men were waiting for me high above the city, and after a savage beating, threw me over the bridge down into the muddy streets. And so..." Download links: MEGA (43 MB) ...and the mission downloader! ***Performance warning***:due to its construction, this mission's hardware requirements exceed the TDM baseline. The mission has been tested on a variety of configurations, and generally produces acceptable frame rates on contemporary or slightly out of date hardware. Some older PCs may experience significant slowdowns in the open areas, which may render the mission unplayable for some people. I offer my apologies for this inconvenience -- optimalisation should be credited to Bikerdude, while the remaining problems are all mine. You will need TDM 2.02 to play this mission. Notes: There are multiple ways to accomplish your objectives, and even more to explore the mission - although some are less obvious than others.There are no lockpicks in this mission, as Foxley can't use them; also, he is no master thief when it comes to stealth - be careful! Brute force, if necessary, is legitimate.There is no poll to rate the mission because I do not believe in them. Your comments are welcome in writing, however!You can find my concept art in the PK4 file. These images obviously contain heavy spoilers.This mission series predates, and is thus unrelated to the Penny Dreadful TV series.Special thanks: to my testers; Airship Ballet, AluminumHaste, Lux, Obsttorte, Premier, Skacky and Xarg for detailed and thorough feedback, which has been invaluable. Springheel for the custom GUI and loading screen, RJFerret for help with objectives, Goldchocobo & Co. for voice acting, Grayman for gib generation and, last but not least, the Canon Texture Project for various canonical textures. 1.1 update note: This mission has been released in an updated version. This update contains a number of small bugfixes, it adds slightly more equipment on lower difficulties, and cuts down on file size by removing duplicate assets which have been incorporated into the TDM core since the mission's release (43 instead of 102 MB!). Thanks are due to my testers, Bikerdude, lowenz, nbohr1more and Oldjim.
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============== -= IRIS =- ============== WELLINGTONCRAB TDM v 2.11 REQ Ver. 1.3 *For Maureen* -=- "Carry the light of the Builder, Brother. Unto its end." -Valediction of the Devoted "What year is this? Am I dreaming?" -Plea of the Thief Dear Iris, I am old and broken. When we were young it felt like the words came easily. Now I find the ink has long dried on the pen and I'm as wanting for words as coin in my purse. I can tell we are nearing the end of the tale; time enough for one more job before the curtain call... ============== -Installation- Requires minimum version of TDM 2.11 **Dev build dev17056-10800 (2.13) fixes several visual effects which have been broken in the mission since the release of 2.11. For that reason playing with that version or later is currently recommended** -Iris does not support mods or the Unofficial Patch- Download and place the following .pk4 into you FMs directory: Iris Download ============== *Thank you for playing. Iris is a large mission which can either take as quickly or as long as you are compelled to play. I hope someone out there enjoys it and this initial release is not completely busted - I tried the best I could!* *Iris both is and isn't what it seems. If commenting please use spoiler tags where appropriate. If you are not certain if it would be appropriate a good assumption would be to use a spoiler tag* *Support TDM by rating missions on Thief Guild: https://www.thiefguild.com/* ============== WITH LASTING GRATITUDE: OBSTORTTE - Whose gameplay scripts from his thread laid the foundation which made the mission seem like something I could even pull off at all. Also fantastic tutorial videos! DRAGOFER - Who built upon that foundation and made it shine even brighter! And whom also provided immeasurable quantities of help and encouragement the past couple years on the TDM discord. ORBWEAVER & GIGAGOOGA - For generously offering their ambient music up for use. EPIFIRE - Who lent me his fine trash and trash receptacle models. AMADEUS - Who was the first person who wasn't me to play the damn thing and provided his excellent editorial services to improving the readers experience playing TESTERS AND TROUBLESHOOTERS: AMADEUS * DATISWOUS * SPOOKS * ALUMINUMHASTE * JAXA * JACKFARMER * WESP5 * ATE0ATE * MADTAFFER * STGATILOV * DRAGOFER * KINGSAL * KLATREMUS - What can I possibly say? Playing this thing over and over again could not have been easy. Deepest thanks and all apologies. -=THANKS TO ALL ON THE TDM DISCORD AND FORUM=- ==SEE README.TXT FOR ADDITIONAL ATTRIBUTIONS & INFORMATION== HONORABLE MENTION: GOLDWELL - If I hadn't by chance stumbled into Northdale back in 2018/2019 I would probably still be trying to get this thing to work in TDS, which means it probably would not exist - though more details on that in readme. ============== Boring Technical Information: *Iris is a performance intensive mission and I recommend a GTX 1060 or equivalent. I find the performance similar to other demanding TDM missions on my machine, but mileage may vary and my apologies if this prevents anyone from enjoying the mission.* *Iris heavily modifies the behavior of AI in the game, how they relate/respond to each other and the player. So they may act even stranger than they do typically in TDM. Feedback on this is useful - as it can potentially be improved and expanded upon in future patches.* -=- This is my first release and it has been a long time coming! If I forgot anything please let me know! God Speed. 2.10 Features Used:
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Many forums with an off-topic subforum end up with some political talk in there.
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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!
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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]
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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.
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Cralon - new dungeon crawler by former Gothic creators
chakkman replied to JackFarmer's topic in Off-Topic
Wonderful game (Arx Fatalis), even though it has slight balancing issues, and punishes you when you're not playing as a character excercising magic, IMO. At some point, I had to quit my playthrough, because some enemies became too much for my sneaky ranged attack character. Cralon looks interesting (I've watched it for some time now, although I have some concerns about the overall quality, because it's a 2 person project, with a lot of licensed assets, and some things the developers made themselves, but they're rather semi-pro at it (like the soundtrack). We will see. -
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...
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In DarkRadiant Go to File -> Game/Project Setup and make sure the map you're working on is selected. If you're working on one mission and open a map from another mission, DR won't be looking in the correct directory for all your custom assets.
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Hidden Hands: Blood & Metal Available via TDM Mission Downloader ============================================================== Title: Hidden Hands: Blood & Metal Filename : hhbam.pk4 Author: Jack Farmer Date of release: 01.09.2024 (Version 1) - 14.09.2024 (Version 2) - 28.09.2024 (Version 3) - 28.11.2024 (Version 4) - 25.07.2025 (Version 5) EFX: Yes Subtitles: Yes ============================================================== Hidden Hands series: I - Initiation II - Vitalic Fever III - The Lost Citadel IV - The Anomaly V - Blood & Metal ============================================================== Jack Farmer: mapping & drafts, briefing videos Amadeus: revision/editing of all texts for readables, narration and dialogues Joebarnin: custom scripts & prefabs and trouble shooting Datiswous: subtitles for all conversations, broadcasts, recordings and thief comments Dragofer: consultation for scripts, models and trouble shooting =============================================================== Beta testers: Cambridge Spy Mat99 Bergante Joebarnin wesp5 grodenglaive TheUnbeholden Acolytesix CrisiusXIII Release testers: Mat99 AluminumHaste =============================================================== Voice actors: AndrosTheOxen (all missions) Bikerdude (mission 1 and 2) Boylag (mission 1) Goldchocobo (mission 2, 3 and 5) Malasdair (all missions) Mary-Anne Stanke (mission 4) Narrator (mission 1 and 4) Purgator (mission 1 and 3) scodysk (mission 4) the double dutch king (mission 3 and 5) Xander Grant (mission 4) Yandros (mission 2 and 4) ================================================================ Pilfered items: - roulette wheel and alien model with thanks to Goldwell (taken from "AC II: New in Town") - pagan woman character and a select building facade with thanks to Fidcal (taken from "Heart of Lone Salvation") - skybox in mission 4 taken from Sotha's "TP: The Transaction" - mission 3 ("Down we go.") previously known as "The Cloister" - taken from the abandoned "Crucible of Omens" campaign, mainly created by the Dudes (JDude and BikerDude) and some other legacy missions makers ================================================================ New assets: - radio model and skin by Epifire, prefab produced by Bikerdude - several technical drawings provided by wellingtoncrab - keypad designed & coded by MirceaKitsune - flying bats designed & coded by STRUNK ================================================================ New sound fx / music: - factory and machine noises by inspectorj - machine sounds by lupalenzuela - rocks_falling_in_cave by unidentified contributor from freesound.org - vinyl_record_pop by joedeshon - ambient_battle_noise by pfranzen - distorted-wolf-howl by hail_pinson - roaring_sea by allthingssound - slideshow_projector by andreaskg - whistling-in-cave by retroguy23 - scary-ghost-wolf-howling by brainclaim - "Rivercare" by Adrian Wilaert - "Leave Her Johnny" by Roger McGuinn used under https://creativecommons.org/licenses/by-nc-nd/3.0/us/ All other new ambient tracks & sound fx created by Jack Farmer, occ. with gigagooga sound samples ================================================================ Special thanks go to: @joebarnin, who completely altruistically analyzed many game bugs, provided several clever scripts and even played through the initially very buggy game twice. It was an ordeal not even described in the first Builders book! Jeff, thank you very much! @datiswous, who, despite the enormous scope of the game, did not let himself be deterred from creating suitable subtitles for all dialog, comments, briefings and recordings. A truly monumental task! @Mat99 & @Bergante, who tried out things I would never have thought of and showed me once again that I absolutely have to take part in the next brain function enhancement surgery! ...and finally our friend, the incredible @AluminumHaste, who dared to do another detailed run-through at the end of the beta testing, which allowed for several more improvements and polishings. ================================================================ Thank you everyone at Fractured Glass for consultation and help in general! ================================================================
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Following the discussion of the Released and Upcoming thread Fidcal and I came up with some ideas how we could save abandoned labours of love. We came up with the following for contributing and adopting unfinished work maintained in this thread: How to contribute? If for any reason you decide to quit working on a map, map parts, etc. please consider contributing your abandoned work to the community! Proof of concepts and appealing results from "just playing around" alike may be interesting for other people to pick up. To do so just send a private message to a team member (preferably a mission manager like nbohr1more) with all relevant information about your work so far (see format below) and a link where it can be downloaded. Please do not post any download links in this thread. Your work will be archived on one of the Team's TDM servers. FM's (WIP) Name: ... Former author(s): ... Current author(s): (If any) Status: (free for adoption / in work) Due Date: (the next date I expect a new WIP version and progress report) Type: (Mansion, City, Crypt, Wilderness, ...) Theme: (Gold Heist, Horror, Story Focused, Inventors, ...) Progress: (Geometry, Details, AI, Gameplay, ... in some rough percentage) Informations: (anything the authors like to share about the work so far) How to adopt? Send a PM to a team member (ideally a mission manager). If you have already released an FM for TDM then most likely adoption will be granted. If you have never released an FM it'll be less likely.. If you did release FM's for Thief or a mod for any other game please send details that help us to decide. If you're the original author you can always pick up your committed work again as long as it is still (or again) "free for adoption". What do we expect from authors who did adopt assets? All former authors must be given credit upon release. You may like to use the unfinished assets the way you like: use parts in your own map or continue finishing the abandoned map. We and the former authors have to trust anyone given responsibility of the assets of a possibly already superb unfinished map. We all know that it sometimes happens that people cannot continue a work for various reasons (if so, please PM the team member), lose interest or in the worst case just disappear! In this case, or if we try to contact you for a status update and do not hear from you in a reasonable amount of time, we will offer the map again for adoption to someone else who might want to finish the FM. We hope to see some great unfinished works being worked on again and completed. So, fellow authors ... contribute your unfinished work List of Abandoned Works _________________________________________ Please check the wiki for details of abandoned work free for adoption and adopted maps: https://wiki.thedarkmod.com/index.php?title=Abandoned_Works
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I'm happy to announce the release of my third FM: Year of the Rat. This is my first city hub map, focused primarily on story characters and environment. It's my most complex project to date, taking its fair share of effort to make which was a good learning experience. As an experiment I opted to use no scripts and rely solely on the default entities, as well as no custom assets apart from the map and splash screen hence the small pk4. It features a few special elements, such as factions that are hostile only when the player commits crime or a decoder lockpick used to open electronic doors. The beta testing thread can be found here, thank you everyone who helped find the most obvious problems. You play as a famous thief nicknamed Black Jack: A man who's pulled many crazy jobs in his life, only to be hired for an absurd and insulting task by an anonymous employer. The objective is pretty straightforward: Be kind to the mice and feed them some cheese! Your silly quest takes you to the Lantern Light district during the Lunar New Year celebration, a place where gangs and corrupt nobles do their dirty deeds together. What ulterior motives and unexpected twists could your adventure entail? While the most obvious problems were patched during beta testing, some issues can't be easily resolved due to the complexity of the entity setup and objectives, meaning you may encounter a few inconsistencies. Most notably surrounding AI, which may float above chairs and not react to alerts or oppositely send the whole map into a panic: This is mostly due to how the engine handles AI and alarms. The map is small since I wanted to add more detail without having to work on large areas, as such some places can feel cramped while the skybox may be visible up close. I'll be busy so further updates are unlikely unless I decide to add new content later... you're welcome to report any issues you encounter, but keep in mind that if something wasn't fixed it's likely known but difficult to address or due to engine functionality. Spoilers for objectives and secrets as follows: Download 1.2: Google Drive, Mega. Screenshots with minor spoilers for the various areas:
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Here I'll post prefabs, models and stuff that mappers can use if they like.
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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.
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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.