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  1. At the end of darkmod.cfg. like what xlm posted. or do a "seta" in the console, like "seta mysetting value" According this site, you can also to change some def files. https://doom.fandom.com/wiki/Doom_3 (See header "difficulty) A link to Info about A.I (what xlm posted earlier) https://wiki.thedarkmod.com/index.php?title=Cvars_in_The_Dark_Mod#AI
  2. Build Time: About 2 yrsThanks: To the Dark Mod team and comminuty at large for helping to get this mission completed, and for putting up with all my questions.Story and Readables: Melan, Sotha, Moonbo, Baal and Bikerdude.Additional Sounds: GoldwellBriefing Video: Crowind, SlyfoxxBeta testers: Oldjim, Lowenz, AluminumHaste, nbohr1more, Goldwell, Cookie, Tr00pertj, Grayman, Arcturus, Ungoliant, skacky, Goldchocobo.Additional Resource: Bikerdude & Dram (fire-flies)Info: TDM 2.03 is required for this mission - running the mission on older version/s will result in an 'Get Next Entity' errorThe mission available via the in-game downloader.Repeat after me, "Read and explore, Read and explore"Misc: We have used LOD on a lot of objects in the outside area's to cater for people with low end machines, when in game go the video settings>advanced>Object details and then adjust to suit your system.Feedback:
  3. Nameless Objects Mod v1.0 Description: this mod adds names to almost all core objects players can grab and hold in their hands. ------------------------------------------------------------------- How to use: As of this moment the Mod only works if you have "Core Essentials", which is included in TDM Modpack v4.0. Make sure to have "Core Essentials" and then download the *.pk4 attached to this post and place it in your TDM folder. I try my best to provide stuff people can experience first hand to form an opinion. I suggest you try "Business as Usual" by Bikerdude since this mission includes quite a few items you can grab right at the beginning. ------------------------------------------------------------------- Technical: The mod consists in a couple of def files and a script. I had to include two defs because otherwise there can be issues related with inheritance. The script does most of the work and it will run in the background as soon as a mission starts. The script runs once but it takes its time (10 to 30 seconds) not to hinder performance. All this is transparent to you. ------------------------------------------------------------------ Future: I wouldn't like this to remain as a mod and I volunteer to add names to all core defs for 2.13. I would, of course, use the translation system so that names can be translated in the future to languages other than English. I can name all core defs in a couple of rainy mornings but the Development Team must guarantee this work won't go to waste. The idea is that we name all core objects today and we let it stay: nothing changes in the source code and nothing gets displayed on screen. We get stuff done in the background and someday perhaps, all or part of it sees the light in some form. ------------------------------------------------------------------ There are quite a few things that must be discussed and agreed before we get started but the first step is: yes or no. People that might be interested in supporting and helping with this initiative: @datiswous, @Geep. Cheers! z_nameless_objects_mod_v1.0.pk4
  4. This is a work of fiction. Unless otherwise indicated, all the names, characters, businesses, houses, events, incidents and particpants in this forum thread/fm are either the product of the author's imagination or used in a fictitious manner. Any resemblance to actual persons, living or dead, or actual events is purely coincidental. Hello everyone, I am saddened that my first post here is to bring you all the news concerning the disappearance of my dear friend, wellingtoncrab, which was last seen on March 10 of this year by heading to the woods of northern California . Unfortunately, without trace or tracks, we have no choice but to cancel research. In addition to finishing 1.25 FMS, wellingtoncrab was known as an partner of many famous people and models, and to have the largest animal crossing house. We will miss them a lot. Of course, an immediate concern was devoted to determining the status of their unpublished FM(s). I must admit that the passage through their hard drive has not turned much, but I was intrigued to find a file called "IRI2.PK4". Unfortunately, my computer cannot load the card (too old, lol ), but I will download it here for posterity as well as the text included in the README: https://drive.google.com/file/d/1SdZswFLUh5VwReIq79uFL_ahXyKxg34F/view?usp=sharing ========================================= WellingtonCrab Presents: IRI2: The Totally Unauthorized Sequel to Moving Day: Moving Day 2: Look Who’s Moving Now *For Richard and Linda* “There once was a hole here. Now it is gone.” With enduring gratitude to: Testers: ImaDace Goldfish Kingsalmon Acknowledgments: @Jedi_Wannabe for graciously unauthorizing this sequel to his great mission "Paying the Bills 0: Moving Day." Mr. Squirrels: you know who you are and what you did. The name "Lampfire Hills" originates with the author Purah and now is part of the extended universe of many subsequent Thief missions. Bikerdude and Goldchocobo then brought the name into the setting of The Dark Mod with the FM "The Gatehouse." It then came to me in a dream. @Dragofer for all of his scripting work and support over the years. Polyhaven.com for its many excellent CC0 assets. I recommend supporting them on Patreon if you can spare the change: https://www.patreon.com/polyhaven/ Textures.com "One or more textures bundled with this project have been created with images from Textures.com. These images may not be redistributed by default. Please visit www.textures.com for more information." Google Image Search.
  5. Yet another breaking change, I'm afraid: 6346 Sounds have a bunch of parameters: minDistance maxDistance volume shakes soundClass The base value for each parameter is set in sound shader. However, it can be overridden with a different value in spawnargs (e.g. "s_volume" "-10") or in C++ engine code with SetSoundVolume (used extensively for footsteps). Unfortunately, Doom 3 engine has a special case: setting some parameter to zero means it will not override the base value. So there is no way to override sound volume with 0, because setting zero would mean "use value from sound shader", while setting 0.1 or -0.1 would mean "use volume = 0.1 or -0.1". This behavior causes confusion. It is especially bad when volume is set programmatically, because e.g. volume of player footsteps is computed as a sum of many modifiers (run, crouch, creep, in water, etc.) and it is hard to be sure you don't get zero sum in the end. The idea is to fix this mess and add a "don't override" special value in the system. Speaking of spawnargs, it would work like this: "s_volume" "13.4" = override with value 13.4 "s_volume" "0" or "s_volume" "0.0" = override with zero "s_volume" "" (empty string) = don't override Right now there are tons of zero values set in these spawnargs. It is not clear where the author intended to override with zero, and where he wanted to drop inherited override and use base value. I guess for compatibility reasons I'll have to replace spawnargs "s_volume" "0" with "s_volume" "" in all missions.
  6. I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
    Makes me think that TDM engine for Doom 3 itself would actually be perfect.

    1. Show previous comments  3 more
    2. datiswous

      datiswous

      So it's like going back.. But still, could be interesting.

      Would be interesting to make an immersive sim kind of level with Doom 3 assets using the TDM engine.

    3. The Black Arrow

      The Black Arrow

      I didn't think about that, but...That's actually a great idea, datiswous!

      Hopefully someone reads this status and gets inspired to make a "Doom 3 for TDM" fan mission, heh.

      I would think of it as either during the invasion or after the invasion, just a few hours in, where you play as one of those scientists or office workers, you got no weapons and you'll have to avoid the possessed Humans (zombies) and Security Guards, maybe even some Demons. You'd mostly go through offices, warehouses and some industrial complexes.

      I can easily see the Security Guards being implemented as redone Haunts that use Security Batons instead of rusty swords.

    4. datiswous

      datiswous

      I think it's actually something that regularly comes up. I've seen a similar topic at least once before.

  7. EDIT - Please note there is a mod somewhere down this thread.... ------------------------------------------------------------------------------ Taffers, It's a shame moveables didn't get a spawnarg for a proper name back in the day. Names could have added personality to the beautifully crafted moveables and exploring the world would have been way more interesting: "ent_name" "Apple" "ent_name" "Bottle of Wine" "ent_name" "Medium Crate" ... Mappers, of course, would have made use of this simple but nifty feature in a myriad of interesting ways Adding a proper name when a new item is first introduced takes not time but we are now talking hundreds of nameless objects... Oh well, as the saying goes: it never is too late! (or is it).
  8. The Adventures of Thomas: Lucy's Quest Author: gg 2022-06-20 Version: 1.1 Required TDM Version: 2.10 or higher EFX: Yes ============================================================== Cautionary note: This FM needs a strong CPU/GPU combination sufficient to play the more demanding TDM FMs. Just as for many or most of the new FMs being released with the new gfx possibilities opened up it does a world of good to tweak the advanced video settings for the best combination of settings for your PC. For example, on my weaker laptop I set shadows as stencil and soft shadows off. On my desktop I set shadows as maps and soft shadows medium. Bloom off. Ambient occlusion off. Since the FM was built and extensively tested at these settings I believe either should produce a satisfactory experience. ============================================================== Sound Credits: freemusicarchive.org music Aislinn04_-_Aislinn_-_Lovely_Maria freesound.org klankbeeld_horror_1 freesound.org/people/CarlosCarty/sounds/522687/ om_aum_mantra_male_chant_bb freesound.org/people/Still%20Frames/sounds/37720/ still_frames freemusicarchive.org music The_Mind_Orchestra_Bruwynn tecknic.bandcamp.com/album/the-dark-mod-ambience-and-atmospheres Zack Bower Ancient_2, _3, _5. Solemn_1 freesound.org/people/Jagadamba/sounds/256006/ group_chanting_om_aum ============================================================== Thanks to: The TDM/DR developers for producing such a beautiful machine. The keepers of the wiki pages which are looking very good these days. Sotha for his invaluable tutorial "The Bakery Job". This tutorial is a jewel. Springheel for creating an atmosphere. Bikerdude for... ideas how to do things and scale things. Playtesters and advisors Dragofer, wesp5, datiswous, shadow. datiswous pointed out some immersion breaking lighting faults, so I got the idea. wesp5 gave me some good advice on how to tell the story - so it's more understandable. Dragofer gave me some early advice on optimizing the mission, which gave me a couple of months work with results that are well worth it. Dragofer wrote a script which optimizes CPU calculations of AI interactions. Shadow helped by testing the script, as well as testing other attempts at optimization. With the script in action only the minimal of AI interactions in the player's vicinity are called to be calculated. The script provides a general benefit but the results vary from computer to computer. The script targets a CPU task. ============================================================== Gameplay: Notes attached to objectives contain essential information on gameplay, on who the good/bad guys are, on what the player must do, and why. Mandatory objectives are linear, directing the player along a route to the goal. Optional objectives can be completed anytime. ============================================================== CAUTION: spiders, rats, undead, necrophiles, cannibals, psychotic thugs, and some generally unsavory characters. No snakes, though. The spiders ate them. ==============================================================
  9. That is one reason. That is 2 more reasons. You'd like a script that, if you had to run it again, would "do the right thing". Unfortunately, that right thing is very hard to program, and needs IMHO to be both bidirectional and with a better method of string version control, to support both the FM author's updates and potentially multiple translators. Yes, another reason. Currently, it is my understanding that updating an FM (from the non-converted copy) and running the conversion script again causes mis-alignment of newly-generated #str values and previous .lang #str values. Another important cause of "nobody is making these language packs" is that Dark Radiant at best tolerates converted FMs. It offers no special translation support, as expressed in this code comment: "...we don't have any support for parsing the mod-specific translation data...." [from DR's DifficultySettingsManager.cpp]. That's where we are now. So officially give up on FM Western translations? Or improve the #str system to make it work for everyone? Or invent a new system? A new system. What would that look like to the FM author? To a non-author translator
  10. The Dark Mod 15th Anniversary Contest! To celebrate our 15th year, we are holding a fan mission contest! The Dark Mod project trundles onward for it’s 15th year in a row. In that time we have improved our game engine in countless ways and have grown to over 170 missions! To celebrate our perseverance and the years of improvements to come, we are hosting a contest to mark 15 years since the 1.0 release! Now is your time to demonstrate the mission design that best exemplifies your personal style and capabilities! Please consider entering this event! Unlike most recent contests, there is no defined theme and we are simply going to score based on our standard metrics of Story, Gameplay, and Visuals with our standard weighted scoring: Max Possible = Total Votes * 5 (Outstanding) TotalMaxPointsPoss (TMP) = AllCategoryVotecount(ACV) * 30 Full Weighted Score (FWS) = (Gameplay score*3 + Visual score*2 + Story score) / TMP Contest Submissions should be provided before October 16th so that players can start playing and celebrating on the 17th! The players have been keen to relay that they would like really creative missions so it may be worthwhile to examine our “Community Unusual Contest” to get an idea about the wild range of possibilities we offer to designers. Also, since the contest submission is in October, there will probably be an increased desire for Horror themes. The Dark Mod 2.12 was just released so including new 2.12 features is strongly encouraged. Finally, it might be nice if authors name their protagonist Corbin to match the included missions. ( None of the above suggestions are requirements for the submissions. ) Please post your intention to enter in this thread. Thank you! The Poll on this is to demonstrate the intended design used in the mission release threads.
  11. Interesting idea. Not sure about my upcoming time availability to help. A couple of concerns here - - I assume the popup words uses the "Informative Texts" slot, e.g., where you might see "Acquired 80 in Jewels", so it likely wouldn't interfere with that or with already-higher subtitles. - There are indications that #str is becoming unviable in FMs; see my just-posted: https://forums.thedarkmod.com/index.php?/topic/22434-western-language-support-in-2024/
  12. Since due to the nature of this forum, file/image sharing is used quite frequently, I thought to present some alternatives to the widely used Gdrive, which I don't like so much, especially since the last TOS change. File Sharing To share large files there are several options that also do not require registration. The first is File Hosting Online, which supports files up to 25 Gb, encrypted and also includes a Virus Scan that ensures safe use Another good option is Gofile, free to use, privacy focused and unlimited Bandwith. No refistry needed. While the files are accesed or downloaded at least one time a week, they are never deleted, otherwise inactive files are deleted after 10 days. If you prefer to use P2P, that means to share files directly from PC to other, without a hoster in the middle, there are also very good options, which permits to share files and folders without limites of type and size. The most easy to use is O&O File Direct, a small Desktop app (sadly only Windows), very easy to use 1 Open the app and drag the files/folders you like to share in its window 2 Optional adjust the days and amount of permited downloads and if you want a password 3 Share the link which apears in the app Done The only limits are, that the receptor only can download your files, when your PC is online, on the other hand this permits that you can stop the download in any moment, going offline or shutting down the PC. The other limit is, that the files to share can't be in a protected folder. Her are an Example with a list of Search Enines (Html file 423,56 Kb). While I am online, you can download it https://file.direct/f/pmjVFnjfkjFTKTt5 Videos One of the best options is Streamable (need a free account, inactive videos are deleted after 90 days in the free version) Alternatively you can use Streamja, a simple Video sharer with good privacy, free account optional (nick, mail) Images Ok, there are a lot of Image sharer, most used the known Imgur, because of this I add only one which offers some advantages over Imgur. ImgBox (free account) is a reliable platform to share and host images like Imgur, but it make it very easy to upload and post dozend of images simultaneous, selecting all the images you want and drag them on the window, offering coresponding bulk codes from the selected images to post them with one click for forums (BBcode), Html and others, fullsize or thumbnails. More since Imgur used since some time the hated webm formats for gif images, hardly accepted in most forums.
  13. Welcome to the Snatcher's Workshop. Come on in, we may have something for you today. Feel free to look around. We trade everything here. --------------------------------------------------------------------------- We realize new ideas and take existing ideas for a spin. For fun. Somewhere in this post you will find a download with mods. Good care was put to make all mods as little intrusive as possible to make them compatible with as many missions as possible. This set of mods will never break your game but some features won't be available in a handful of missions (the reasons are known). Feel free to report here what works and what doesn't. TDM Modpack vs. Unofficial Patch The TDM Modpack and wesp5's Unofficial Patch are incompatible since both the Pack and the Patch use a similar approach to mods. With the release of recent versions of the TDM Modpack I consider the most relevant features of the Unofficial Patch have been matched, superseded, improved, or simply implemented in different ways. More importantly, the TDM Modpack is not only tightly packed and it has a minimal impact in your install but it achieves more by altering less core files, meaning more compatibility and less maintenance. One can, of course, argue. TDM Modpack v4.0 Compatible with The Dark Mod 2.12 ONLY A lightweight, stable, non-intrusive, mission-friendly Modpack for The Dark Mod that includes many enhancements and a new set of tools and abilities for our protagonist: peek through doors, blow and ignite candles, whistle to distract enemies, mark your location, an invisibility-speed combo and more. Mods included in the pack do not alter your game or any of the missions in any relevant way. The pack includes enhancements to the core game and additions that can be used in missions but at the same time respects the vision of the mission creators. It is up to you to make use of any of the new tools and abilities or not. Please note that sometimes authors include in their missions their own versions of core files and as a result, some mods are not available in some missions. All missions will play fine regardless. Release posts: v4 series: v4.0 v3 series: v3.8 | v3.6 | v3.5 | v3.4 | v3.3 | v3.2 | v3.0 v2 series: v2.8 | v2.7 | v2.6 | v2.5 | v2.4 | v2.2 | v2.0 v1 series: v1.8 | v1.6 | v1.4 | v1.2 | v1.0 What's included in the pack? -:- APP: GENERIC MOD ENABLER -:- Credits: JoneSoft License: Free for unlimited time for Home users and non-profit organizations. Description: A portable, freely distributable Mod enabler/disabler. This application is required to run mods safely and it is included in the pack. At the heart of the Modpack resides JSGME (JoneSoft Generic Mod Enabler), an application that allows players to enable and disable mods with one click. JSGME has been around for more than a decade and it is to be fully trusted. Refer to the install instructions section at the bottom for full details. -:- MOD: AUTO COMMANDS -:- By activating Auto Commands some key bindings will be set automatically. F1, F2, F3 and F4 keys are not used by the game and we are reserving them for mods: - F1: Cycle through the Skills category - F2: Cycle through the Tools category - F3: Switch between Loot and Stealth stats - F4: Direct shortcut to "Penumbra" None of these categories or shortcuts can be set to any hotkey in-game currently, so we are using the built-in autocommands.cfg file to set up the keys. It may be the case you already make use of the autocommands.cfg file to configure other things to your needs or liking therefore consider yourself warned. Enable Auto Commands if you plan on using Core Essentials and/or the Skill Upgrade. -:- MOD: CORE ESSENTIALS -:- A pack that includes a variety of mods from the best modders of TDM: ~ FAST DOORS Credits: Idea and programming by Obsttorte. Treatment by snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn and a handful of lesser missions. Description: Being chased? In a rush? No problem: doors open and close faster when running. Topic: Slam doors open while running ~ QUIET DOORS Credits: An idea by SeriousToni (Sneak & Destroy mission). Mod by snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn and a handful of lesser missions. Description: A vast number of doors play more subtle, sneaky sounds for a quieter, stealthier experience. This applies to doors that come with default sounds but only when manipulated by the player. Topic: Decrease volume of open/close door sounds triggered by player ~ LOOT ANIMATIONS Credits: Original idea by Goldwell (Noble Affairs mission). Programming by Obsttorte. Treatment by snatcher and wesp5. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn and a handful of lesser missions. Description: Moves the loot towards the player before putting it in the inventory, underlining the impression of actually taking it. This mod comes with a subtle new loot sound that goes along nicely with the animation. ~ DYNAMIC LOOT INVENTORY Credits: snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn and a handful of lesser missions. Description: When picking up loot this mod displays the loot info in the inventory and shortly after reverts back to the last non-loot item selected. ~ SMART CONTAINERS Credits: Obsttorte (source code updates), Dragofer (similar attempts), snatcher. Availability: All missions. Description: To facilitate looting, the bottom of many containers (chests, jewellery boxes, etc...) gets automatically disabled at the beginning of the mission and only the lid remains frobable. ~ STEALTH MONITOR Credits: kcghost, Dragofer, snatcher. Availability: All missions. Description: Display some stats (Suspicions / Searches / Sightings) and the Stealth Score during a mission. Bring up the "Loot" inventory icon and press "Use" or just press F3 repeatedly if using Auto Commands. ~ STEALTH ALERT Credits: snatcher. Availability: All missions. Description: Completing a mission without being seen is something that can be done with some practice and patience. This mod will play an alerting chime whenever you are seen so that you don't have to monitor the Stealth stats all the time. ~ BLINKING ITEMS Credits: snatcher. Availability: All missions. Requisites: Console command r_newFrob must be 0, which is the game default. Description: Items within frob distance that go into the inventory (plus static readables) emit a subtle blink. This pulse can help you identify some valuable items that otherwise are difficult to detect. Topic: New Frob Shader ~ SMART OBJECTS Credits: snatcher, Dragofer. Availability: All missions. Description: Sometimes it is difficult to tell if an object is being held or not. Three dots will be displayed on screen whenever you grab an object, unless the object has name, in which case the name of the object will be displayed. In addition, objects (except AI entities) do not make or propagate sounds on impact while being manipulated. Topics: No impact sounds while holding an object / Nameless objects... a missed opportunity ~ SHADOWMARK TOOL Credits: snatcher, Obsttorte. Availability: All missions. Description: Our protagonist's lucky deck! When the item is selected the player can drop and throw playing cards to mark a location. Cards can be retrieved. AI will not normally mind a single card lying around but cards can sometimes be noticed. Topic: Find more details in this post ~ ALT FOOTSTEPS ON WATER Credits: SeriousToni. Availability: All missions except Hazard Pay, Noble Affairs, Shadows of Northdale ACT I and ACT II, Snowed Inn, Volta 2: Cauldron and a handful of lesser missions. Description: Alternative sounds of footsteps on water for our protagonist (walk / run / land). Topic: New Footstep sounds ~ OTHER ADDITIONS Re-worked Inventory menu (more compact). Semi-transparent backgrounds for the in-game Inventory Grid and Objectives screen. Alternative high mantle sound for our protagonist. Revamped and extended "Mission Complete" audio theme. -:- MOD: SKILL UPGRADE -:- A new "Skills" category is added to the inventory on mission load and the category includes the below abilities: Did you know? When using Auto Commands you can press F1 to access the "Skills" category and F4 to quickly access "Penumbra"... ~ SKILL: OBSERVATION Credits: Dragofer, snatcher, wesp5 Availability: All missions. Description: When the "Peek Door" item is selected the player can peek through any regular door. Select the item in the inventory and "Use" it on a door. Topic: Peek through (almost) every door ~ SKILL: MANIPULATION Credits: Dragofer, wesp5, Obsttorte, snatcher. Availability: All missions. Description: When the "Blow / Ignite" item is selected the player can blow out and light up candles and oil lamps. Select the item in the inventory and "Use" it on small flame sources. Topic: Extinguish small lights with a blow ~ SKILL: COMBINATION Credits: OrbWeaver, MirceaKitsune, datiswous, wesp5, snatcher. Availability: All missions. Description: When the "Alchemy" item is selected the player can alter the properties of broadhead arrows by applying different reagents. Select the item in the inventory and "Use" it repeatedly to cycle through the different arrow types. Topic: Alchemy to alter arrow properties? Arrow types: Shadow arrow compound or "Darkdust": Widely believed to be a myth, little to nothing is known about anti-light matter. Where did our protagonist get his formula from? When this substance is subject to strain the particles implode and the residual component absorbs light until it dissipates completely. Flare arrow compound or "Starlight": A recipe based on luminescent mushrooms and other exotic herbs. The resulting powder produces, for limited time, a dim but steady blue-ish glow when mixed with the right reactive. A high concentration of the active mixture can cause a burning sensation to the eyes. ~ SKILL: DISTRACTION Credits: snatcher. Availability: All missions. Description: When the "Whistle" item is selected the player can whistle and draw the attention of nearby AI. The more you whistle, the more attention it draws. Select the item in the inventory and just "Use" it. Keep a safe distance. ~ SKILL: ALTERATION Credits: VanishedOne (speed potion), kingsal (invisibility potion), snatcher (alchemy). Availability: All missions. Description: When the "Penumbra" item is selected the player can avoid light sources and run faster than usual for limited time. Health consumed will gradually be restored. Penumbra doesn't muffle the noise you make and it doesn't work when in contact with water. Press F4 to quickly access this ability if using Auto Commands. THE PATH TO UMBRA: How to become one with the shadows -:- MOD: CLASSIC BLACKJACK -:- Credits: Obsttorte, snatcher. Availability: All missions except A House of Locked Secrets and By Any Other Name. Description: A straightforward approach to blackjacking with new rules and mechanics inspired by the original Thief games. Never miss a KO again! - No indicator required. "Classic Blackjack" rules: Some AI are KO-immune and cannot be KOed: * Undead, creatures... * Guards wearing heavy helmets (to respect TDM vision) * Other: set by mission authors for the plot, in example The rest of AI can be KOed, just aim for the head: * Civilians: Can always be knocked out from any direction * Combatants: Can always be knocked out (including when fleeing) from any direction except when in high alert state (normally in combat mode) As reference, you can find in the Wiki the set of rules of the non-modded TDM: https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay#Blackjacking -:- MOD: FLASH GRENADE -:- Credits: snatcher, kingsal. Availability: All missions except Hazard Pay and Moongate Ruckus. Description: Flashbombs are clumsy and loud but as effective as ever. Instead of throwing Flashbombs like a cannonball we now toss them. Instead of exploding on impact Flashbombs now have a fuse. The chances of blinding have been greatly increased. -:- MOD: HUNTER BOW -:- Credits: snatcher. Availability: Most missions (a few missions do things differently but you should never notice). Description: Nock and draw arrows at a faster rate. Extended radius of gas arrow effect. Chance to retrieve rope arrows when missing a shot. -:- MOD: SHOCK MINE -:- Credits: wesp5, snatcher. Availability: All missions. Description: This mod replaces the Flashmines with customized, "High Voltage" electric mines. Remember: mines can be disarmed with the lockpicks! -:- MOD: SIMPLE SUBTITLES -:- Credits: Geep, stgatilov, snatcher. Availability: All missions. Description: A minimalist, imperfect approach to subtitles (you can set the scope of the subs in the audio settings). Topics: Subtitles - Possibilities Beyond 2.11 / English Subtitles for AI Barks Go to the audio settings and set the scope you prefer: Story: Story only On: Story and general speech (Give it a try!) Off: Disable subtitles Features of the mod: Background replaced with a font outline. Audio source widget replaced with a text transparency based on distance (volume) to the source. Yellow font color for story subs for best contrast, light grey font color for anything else. Non-story subs limited to a single instance, so that players aren't bothered too much with non-relevant subs (barks). --------------------------------------------------------------------------- DOWNLOADS / INSTALL / UNINSTALL So, how do I install and play with all this? Quite easy, but pay attention. I don't want you to break your game so we will be using a "Mod Enabler". A Mod Enabler allows you to enable and disable mods at will, with a few clicks. Before moving forward you must know a couple of things: The moment you enable a mod, previous saves will not work. If you want to load previous saves then you will have to disable the mod. If you play a mission with mods, the saves will only work when that exact set of mods are enabled. This above is important in case you deem your current saves precious. Consider yourself informed. DOWNLOADS You can download the TDM Modpack from Mod DB: INSTALL INSTRUCTIONS Download the zip, unzip it, and move contents to your TDM root folder: Folder "MODS" File "JSGME.exe" Go to your TDM root folder and double click on JSGME.exe (yellow icon). The first time you launch JSGME, it will ask for the "Mods Folder Name". Leave "MODS" and click OK. Now to your left you will find a list of mods available. To your right you will find a list of mods currently enabled. To enable a mod, select a mod on the left, and click on the arrow pointing to the right. To disable a mod, select a mod on the right, and click on the arrow pointing to the left. Go and enable the mods you want: UNINSTALL INSTRUCTIONS Quit the game (to unblock files) Go to your TDM root folder and double click on JSGME.ese (yellow icon) Disable all mods found on the right Close JSGME Delete the following: Folder "MODS" File "JSGME.exe" File "JSGME.ini" --------------------------------------------------------------------------- I hope you enjoy the mods. No coin? then leave a like for pirate's sake!
  14. As the title says, I made an ebuild for The Dark Mod a while ago, figured I might as well post about it here in case anyone here is using Gentoo (or wants to adapt it for other distributions). The game gets installed system-wide and files are symlinked to the user's home directory whenever the game is started after an update (or for the first time), so the game files are only in one location but also users' save states don't conflict. The ebuild itself is here: https://git.sr.ht/~dblsaiko/ebuilds/tree/master/games-rpg/thedarkmod, and you can install the game by enabling my Portage overlay and then emerging the games-rpg/thedarkmod package: # eselect repository enable 2xsaiko # (alternatively, add the repo using layman) # emerge games-rpg/thedarkmod
  15. In post https://forums.thedarkmod.com/index.php?/profile/254-orbweaver/&status=3994&type=status @nbohr1more found out what the Fixup Map functionality is for. But what does it actually do? Does it search for def references (to core?) that don't excist anymore and then link them to defs with the same name elswhere? Also I would recommend to change the name into something better understood what it is for. Fixup map could mean anything. And it should be documented in the wiki.
  16. Hope everyone has the blessing of undying motivation for "The Dark Mod 15th Anniversary Contest". Can't wait to see the many magnificent missions you all may have planned. Good luck, with an Ace!

  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. I've finally managed to log in to The Dark Mod Wiki. I'm back in the saddle and before the holidays start in full, I'll be adding a few new FM articles and doing other updates. :) Written in Stone is already done.

    1. Show previous comments  2 more
    2. datiswous

      datiswous

      Sorry about that. You are right, I spotted it myself to be slightly harsh, but didn't change it.. Thanks for the feedback on that and for your help on the wiki.

    3. Petike the Taffer

      Petike the Taffer

      Righto. :) I need to update a fair few things regarding the FM articles (including some of the older links) so I'll have plenty of work with this in the weeks ahead.

    4. TheUnbeholden

      TheUnbeholden

      Nice work Taffer. What articles have you done the most on so far? > :)

  19. The Numbers don't lie. It has been 15 years since the release of TDM 1.0 in 2009. I think we should consider a contest to celebrate this. Further, the contest goal should be with the intention of motivating the completion of a campaign that can be deemed official. Here are some possible ways forward: Proposal 1: Middle mission(s) Authors are asked to create a mission that expands the story between "A New Job" and "Tears of St Lucia". This can involve escaping the heavily guarded city perimeter, stowing away on a ship or caravan, attempting to recruit a partner for St Lucia and failing, getting caught by Builders before arriving and having to escape their compound, getting lost in haunted woods on the way there, etc. Any interesting way that the connection between the two official missions can be expanded. Points are awarded for making explicit references to Corbin, St Lucia, and any story elements in the two official missions. If the resultant mission is of high enough quality, it can possibly be made into an official mission. If we get a number of excellent submissions and they do not cause logical inconsistencies, we might even be able to add two or more to the official list. Proposal 2: Intellectual Property distinct approximation of TDS missions Over the years, many have asked that we recreate Thief 1 \ 2 in this engine. Obviously we cannot do this due to copyright law but we could create similar missions and stories that approximate the Thief 1 or 2 designs. That said, I think that most of our audience has played these missions to death so it may be underwhelming to see them arrive in approximate form anyway. What might be better would be to develop a similar story to TDS and make missions that resemble what T1 \ T2 players were dreaming would arrive when TDS was announced and the first screen-shots were shown in gaming magazines. So take any TDS mission you like, examine the story arc and wildly re-interpret something similar but on a much grander scale. Since it's possible that two or more contestants will choose the same mission to re-interpret, we have a slot system were authors need to claim their preferred mission and if it is taken then they must select another one or lose some story points. The slots represent a sketch of what the mission author might try to do rather than a blueprint. If authors can come up with a mission that has almost no resemblance to any TDS mission but would make for a compelling story development in a similar story arc then that can be claimed as an alternative to a slot. Proposal 3: Same as proposal 2 but we stick with Thief 1 rather than TDS. Wildly re-interpret T1 based on what you may have dreamed of when reading the gaming magazines or playing the demo. Slots system to prevent duplicate submissions. Maybe with either proposals 3 and 4, we still require the use of Corbin as the protagonist and a connective enough story that they could also be adapted as middle missions for the official campaign if the team agrees on it. Proposal 4: Another "Connections" Contest. We just allow authors to connect any two missions with each other or expand the story of an existing series or single mission. So those are my thoughts. I'll leave it to players and mission authors to suggest other proposals and if we have some sort of consensus about the most popular proposals then we will make a poll. Realistically between now and October we may not be able to hold a contest with any strict guidelines ( and tricky issues with maintaining a distance to Thief IP ) so proposal 4 may still be the easiest option.
    1. datiswous

      datiswous

      Should someone post something on https://www.ttlg.com/forums/ ? Especially since this release brings features Thief players might be happy with.

    2. nbohr1more
    3. SeriousToni

      SeriousToni

      Thank you nbohr!!

  20. Thought it would be a good idea to collate a useful list for new and old mappers alike and this post will update as we go. Abandoned works: Any WIP projects that were abandoned by the original author - http://forums.thedarkmod.com/topic/12713-abandoned-works/ Darkradiant & Darkmod shortcut settings: Some example settings for new mappers - http://forums.thedarkmod.com/topic/15152-darkradiant-and-darkmod-shortcut-folder-settings/ Darkradiant howto, must knows, tips and faqs - http://forums.thedarkmod.com/topic/12558-usefull-important-editing-links/?do=findComment&comment=272581 Info for Beginners: Newbie DarkRadiant Questions - http://forums.thedar...iant-questions/ Dark Radient Must Know Basic Intro - http://wiki.thedarkm...now_Basic_Intro Editing Tips for Beginners - http://wiki.thedarkm...s_for_Beginners Editing FAQ (Troubleshooting & How-To) - http://wiki.thedarkmod.com/index.php?title=Editing_FAQ_-_Troubleshooting_%26_How-To Sotha's excellent Mapping Tutorial series: http://forums.thedarkmod.com/topic/18680-lets-map-tdm-with-sotha-the-bakery-job/ Springheel's New Mapper's Workshop: http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/ Inspiration: Collection of screenshots and images people have found online - http://forums.thedarkmod.com/topic/11610-darkmod-inspiration-thread/ Mapping Resources: List of Voice actors available for voice recording - http://modetwo.net/d...6-voice-actors/ Lengthy collection of city reference pictures - http://modetwo.net/d...rence-pictures/ Collection of texture resource sites - http://modetwo.net/d...ture-resources/ Free Ambient Tracks - http://skeksisnetlabel.wordpress.com/2009/12/30/10-songs-for-free-download-vol-10-full-moon-over-noricum/ Mapping Tools: 3 useful tools for texture creation - http://forums.thedarkmod.com/topic/18581-must-have-tools-for-the-descerning-mapper/ Modular Building: What is Modular building - http://forums.thedarkmod.com/topic/14832-modular-building-techniques/ Working example tutorial on modular building - http://forums.thedarkmod.com/topic/18680-lets-map-tdm-with-sotha-the-bakery-job/ Springheels new modular models - http://forums.thedarkmod.com/topic/18683-using-springheels-205-modules/ Some related mapper recipies - Easy Vaults - http://forums.thedarkmod.com/topic/14859-easy-vault-recipe/?hl=%2Beasy+%2Brecipe Easy Outdoors - http://forums.thedarkmod.com/topic/16159-easy-outdoors-recipe/?hl=%2Beasy+%2Brecipe Easy Caverns - http://forums.thedarkmod.com/topic/14469-quick-caverns-recipe/?hl=recipe Easy Alert Ai - http://forums.thedarkmod.com/topic/17157-easy-alert-ai-recipe/?hl=%2Beasy+%2Brecipe Easy Alert Ai Custom Behavour - http://forums.thedarkmod.com/topic/17160-easy-alert-ai-custom-behavior-recipe/?hl=recipe Tutorials: Collection of video tutorials for DR - http://modetwo.net/d...in-darkradiant/ Using Lighting and detail effectively: - http://forums.thedar...l-and-lighting/ Voice Actors list: List of available voice actors - http://forums.thedarkmod.com/topic/12556-list-of-available-voice-actors/ Usefull Console commands: A list of console commands for testing in-game - http://wiki.thedarkm...Useful_Controls
  21. 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.
  22. I thought it would be convenient to collect in one place a list of all mods\addons\improvements created by the community for TDM. After surfing the entire forum I collected the following list of mods, and I present to you their list below. I will be glad if you correct me and provide any other links to mods that I may have missed. Graphic mods Fresnel Mod (MoDB link) Flame Glare Mod (MoDB link) ModPacks Unofficial Patch (MoDB link) TDM Modpack (MoDB link) (with the possibility of separate installation) Gameplay mods Augmentation Mod Wearable disguises Player Lamp (beta) Adjust player speed with mouse wheel Stealth Statistics Tool & Loot Stealth Stat (MoDB link) Textures TDM Texture Mod Small UI tweaks Reflections to all materials containing specular maps Sounds New Footstep sounds Collection of adjusted sounds by Anton Thiefier Sounds Blackjack Draw/Sheath SFX (MoDB link)
  23. Alright, so, I'm a Texture Artist myself for more than 20 years, which means I know what I'm talking about, but my word isn't law at all, remember that. I've worked (mostly as mods, I am a professional but I much prefer being a freelance) with old DX8 games up to DX12. When it comes to Detail Textures, for my workflow, I never ever use it except rarely when it's actually good (which, I emphasize on "rarely"). This is one reason I thought mentioning that I worked with DX8 was logical. One of the few times it's good is when you make a game that can't have textures higher than what would be average today, such as, World Textures at 1024x1024. Making detail textures for ANY (World, Model) textures that are lower than 128x128 is generally appealable. Another is when the game has no other, much better options for texturing, such as Normal Maps and Parallax Mapping. Personally, I think having Detail Textures for The Dark Mod is arguably pointless. I know TDM never had a model and texture update since 2010 or so, but most textures do seem to at least be 1024x1024, if there's any world texture that's lower than 256x256, I might understand the need of Detail Textures. Now, if this was a game meant to be made in 2024 with 2020+ standards, I would say that we should not care about the "strain" high resolution textures add, however, I do have a better proposition: Mipmaps. There are many games, mostly old than new ones, that use mipmaps not just for its general purpose but also to act as a "downscaler". With that in mind, you boys can add a "Texture Resolution" option that goes from Low to High, or even Lowest to Highest. As an example, we can add a 2048x2048 (or even 4096x4096) world texture that, if set to Lowest, it would use the smallest Mipmap the texture was made with, which depends on how the artist did it, could be a multiplication of 1x1 or 4x4. One problem with this is that, while it will help in the game with people who have less VRAM than usual these days, it won't help with the size. 4096x4096 is 4096x4096, that's about 32mb compressed with DXT1 (which is not something TDM can use, DXT is for DirectX, sadly I do not know how OpenGL compresses its textures). I would much rather prefer the option to have better, baked Normal Maps as well as Parallax Mapping for the World Textures. I'm still okay with Detail Textures, I doubt this will add anything negative to the game or engine, very sure the code will also be simple enough it will probably only add 0.001ms for the loading times, or even none at all. But I would also like it as an option, just like how Half-Life has it, so I'm glad you mentioned that. But yet again, I much prefer better Normal Maps and Parallax Mapping than any Detail Textures. On another note...Wasn't Doom 3, also, one of the first games that started using Baked Normal Maps?
  24. A visually breaking change is planned for 2.13 (6354). Environment mapping is used when material contains a stage like this: { blend add cubeMap env/gen3 texgen reflect } Historically, there are two separate shaders for this case: one if the material has bumpmapping, and one if it does not. Note that if the material has diffuse or specular stage, then bumpmap is added implicitly. The shader with bumpmap was apparently "tweaked" by someone in TDM and got several major differences: it has fresnel term output color is tonemapped to [0..1] range using X / (1 + X) the color multiplier is hardcoded to (0.4, 0.4, 0.4) I'd like to delete all of these differences and restore the same behavior as in non-bumpmapped case. It is also the same behavior which is used in both cases in Doom 3 BFG (and supposedly in Doom 3 too). Speaking of points 1 and 2, nobody will notice the difference except in rare corner cases. The point 3 however is serious. It is also the main reason behind the change. Right now nobody can tweak the intensity of environment mapping: if you try to set red/green/blue/rgb, these settings are simply ignored. Now the problem is that the intensity of most environment mapping materials will change. In core files I see text like this (stainglass_saint_01) : { blend add maskalpha cubeMap env/gen3 // tone down the reflection a bit //I see no evidence that these values do anything red Parm0 * 0.2 green Parm1 * 0.2 blue Parm2 * 0.2 texgen reflect } Since the default parameter was 0.4, after the change this material will get 2x less intensity. The situation is even worse if rgb multiplier is not specified, since then it will change from 0.4 to 1.0, i.e. envmapping will become 2.5 times brighter. I can probably collect the list of all materials using environment mapping, but I'm not sure I'll be able to check them all one by one. Perhaps I can delete existing rgb settings, blindly set "rgb 0.4" and hope for the best.
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