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In pursuit of a long-sought secret, the key to life everlasting lies deep within the recesses of an ancient athenaeum. Dragofer, Bikerdude, and I proudly present our FM for the Christmas Connections Contest titled "Written in Stone." Notes - TDM 2.10 Beta 5 or later is REQUIRED to play this mission. However, it is recommended to play using 2.10 Beta 6. You can get the latest version here. - This FM is a sequel to The Elixir. While it is not vital to play that before playing Written in Stone, there are some story connections. - This FM may be more hardware intensive than normal. LOD settings can be set below "Normal" to improve performance on low-end machines by disabling certain features. - Various areas will look better with shadow maps enabled at the possible expense of performance. - This FM implements the func_peek mechanic, allowing players to peek through any door that has a keyhole on it by leaning forward. PLEASE NOTE: This function has been known to cause crashes for a small number of players in the past, likely due to using the 32-bit version of TDM. At no point in this mission is it required to use the func_peek mechanic; it is purely optional, so feel free not to use it. As an entry in the 2.10 Christmas Connections Contest, the new features and assets used by this FM are: Download Version 1.1 This FM is available for download here: Google Drive Simply place the written.pk4 into your darkmod/fms folder and you're ready to go! Promotional Screenshots (via ThiefGuild) Credits A big thanks goes out to Wellingtoncrab for making a beautiful city map, Narrator for their wonderful voice work, nbohr1more for creating the original story premise as well as a few readables, Goldwell for animating the introduction to our briefing video and Duzenko for making certain glasses work as well as they do! A huge thank you also goes out to our beta testers: Goldwell, Wellingtoncrab, Kingsal, noodles, Krilmar, Garrett(Monolyth-42) ate0ate, and Mike_A. Thank you all very much for your keen eye to detail and great insights! Asset Credits Kingsal's Killer Assets Wellingtoncrab's Wonderful Furniture and Book Skins ***PLAYERS BEWARE*** SPOILERS lurk in the depths below. We strongly recommend playing this FM first so you don't spoil the fun for yourself!
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I find it much easier just to download a fresh version off ModDB whenever it updates, and just copying— darkmod.cfg darkmodkeybinds.cfg fms / missions.tdminfo Into the new folder.
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How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
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Hello and thanks for checking out this post. I'm delighted to announce that version 1.1 of my fan mission "Cole Hurst 1: Eaton" is now available to download and play. This post is spoiler free, so please don't avoid digging into the details below if you are interested. I'm just using the spoiler tags to organize this post a bit. Let me start by saying "thank you" to anyone who has either previously played - or is considering playing this mission. It really means a lot to me. I have been away for a while, but following a round of beta testing that took place some time last year, I've only just recently managed to finish this update. I'm slightly embarrassed by how long it has taken me to complete, but I wanted to make sure that the valuable feedback I received was all properly addressed. Mission description "Tonight, Eaton's wealthiest citizens will gather at Lord Mayor Zelmer's estate to celebrate the city's founding. Nobles, dignitaries, a famed musician, and even the Queen will pass through its gates. While the guests celebrate Eaton's future, Cole Hurst is looking for a way out." For those new to and/or curious about this mission: I guess I would describe it as a traditional heist-style mission - although with a couple of major plot twist along the way. It's a very large map and I think it should take most players at least a few hours to complete. Screenshots Changes in version 1.1 Countless additions and a large amount of smaller tweaks and changes have all made it into this release. I may have already forgot a few things, but here are what I consider to be the main highlights: * New secrets & optional side quests * Story tweaks and reworked readables * Subtitles * Difficulty tweaks and related changes * Stability fixes * Various cosmetic changes * Audio tweaks * TDM version 2.13 now required Contributions and acknowledgments A special thanks to all of those listed below. I'm sincerely grateful for all your contributions! Mission testers and technical support @nbohr1more, @stgatilov, @duzenko, @Acolytesix, @Dragofer, @JackFarmer, @Shadow, @Cambridge Spy, @wesp5, @madtaffer, @prjames, @suzy8track, @datiswous, @boissiere and @Bergante Story Kelly Hrupa Voice actors twhalen2600 (AKA @Benny_the_guard) and Kelly Hrupa
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My old friend Andreas urgently needs my help. He asked if I could meet him at the Lion's Head Inn, our favourite retreat in a quaint part of the city called Mirkway Quarter. He’s got a small apartment nearby where he makes a modest living off paintings he sells to pompous nobles and the odd merchant. Not long ago, his wife Lily was hired as a servant at the manor of the local alderman, one Lord Marlow. Now she hasn't been home for days. Andreas went to the manor looking for her, but the guards shoved him into the gutter and warned him not to return. Andreas is certain that something bad has happened, and I don’t think he’s wrong. Gallery Authors’ Notes It all started many years ago when Shadowhide laid the foundation for a sprawling and convoluted city and worked with MoroseTroll and Clearing to create a macabre storyline to befit this medieval metropolis. At some point, however, the beast grew too large to handle, so he handed the keys to the City to Bikerdude and Melan. Together, the two worked tirelessly, passing the map back and forth, each playing to their respective strengths. Notably, Melan reworked the story concept, toning down many of its darker, R-rated elements. Eventually Melan, too, moved on in 2017, but by then large swathes of the community had become involved in this map’s development. Mapping work was contributed by Baal, Grayman, Fidcal, Ubermann, Skacky, and Flanders, while Destined, nbohr1more, and Obsttorte wrote story texts. Several scripts were provided by Grayman, Baal and Obsttorte, such as an elevator with scissor gates, a TDM first. Even after all this input, the daunting task still remained to transform what had grown into the largest TDM map ever made into a playable mission. Bikerdude hammered away at this for some more years still, on and off between other projects, until in early 2020 when he deemed it ready for public viewing. It was then that Dragofer and Amadeus joined in. In the months that followed, the trio reworked, finished, and polished the mission in nearly every aspect, fully writing out and editing the story as well as adding countless scripted effects and (with help from Bienie) many new readables. The good working atmosphere and pooled creativity brought forth several new secrets, of which the largest likely hasn’t been done before in TDM (hint: check the libraries). In the very end, the name “Fractured Glass Company” was drawn up to refer to everybody who was involved in creating this very special mission. Without the hard work of all these people, most of all Bikerdude and Shadowhide, this mission would likely never have seen the light of day, let alone become what you see here before you. The mission is, as Bikerdude puts it, a homage to Thief 1 & 2, and it’s our hope that you catch these vibes as you explore and enjoy this mission. Update 1.2 (released 04/04/2021) Update 1.1 (released 11/11/2020) Credits - Mapping: Shadowhide, Bikerdude, Amadeus, Baal, Dragofer, Fidcal, Flanders, Melan, Skacky, UberMann - Original Story Concept: Clearing, MoroseTroll, Shadowhide - Story & Readables: Amadeus, Bienie, Bikerdude, Dragofer, Destined, Melan, nbohr1more, Obsttorte, Shadowhide - Editor: Amadeus - Scripting: Dragofer, Baal, Grayman, Obsttorte - Voice Acting: AndrosTheOxen (Andreas), Joe Noelker (Player) - Video Editing: Bikerdude (briefing), Goldwell (briefing intro) - Custom Models: Bikerdude, Dragofer, Dram, Epifire, Grayman, Obsttorte - Custom Textures: Airship Ballet, Dmv88, Hugo Lobo - Custom Sounds: GigaGooga, Sephy, Shadow Sneaker, alanmcki, andre_onate, Deathscyp, dl-sounds.com, Dmv88, dwoboyle, eugensid90, gzmo, lucasduff, mistersherlock, qubodup, randommynd, richerlandtv, sfx4animation, Speedenza - Betatesting: Amadeus, ate0ate, Biene, Bluerat, CambridgeSpy, Cardia, Dragofer, Garrett(Monolyth-42), JoeBarnin, Kingsal, Krilmar, ManzanitaCrow, MikeA, Noodles, S1lverwolf, s.urfer Download Note: this mission requires TDM 2.08, which is now available for download. Please be aware that old saved games will no longer work after you upgrade to 2.08's release build. Note: it’s highly recommended to run this mission using the 64-bit client (TheDarkModx64.exe), since there've been frequent reports the mission won't load on the 32-bit client (TheDarkMod.exe). Both are found in the same folder. The mission is available from the ingame downloader. In addition to that, here are some more mirrors, as well as the official screenshots for anybody uploading this mission to a FM database: Mission: Google Drive / OneDrive Mission (v1.1, slimmed down version for 32-bit clients): Google Drive / OneDrive Official Screenshots: Google Drive / OneDrive Hi-Res Map: Imgur Links Secret loot & areas walkthrough by @Lzocast
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Looks like it's the same old script updated for latest Blender version. Just so you know, this vibe coded script below exports smaller files. It always bothered me that .md5anim files from Blender are three times bigger than they should. https://forums.thedarkmod.com/index.php?/topic/22528-md5-format-importer-exporter-for-blender-36/#findComment-508957
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does TDM even use the old ARB render paths anymore ? i was under the impression that TDM was allready on the GL3 backend. the vulkan backend might be interresting performance wise and as a possible prelude to future experiments with raytracing (if we are going for that). but merging needs to be done carefully so as to not mess up all the contributions from the community
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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 ============== Beta Russian Language Translations by @kalinovka Mirror #1: yandex.ru Mirror #2: Google Drive ============== *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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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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What would cause "runParticle" "mapname" command to not create the '_prt_gen' folder..?
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[FM] Mis primeras misiones / My first fan missions - Brams
Amadeus replied to Brams's topic in Fan Missions
Hey Brams2! Welcome to the dark mod! And you're coming in with two lovely missions to play, as well. Great work on these! One quick note: before these missions get added to the mission downloader, it's usually a good idea to get them beta-tested first. I also played the second mission and fell out of the map: But yeah, I suggest you start a beta testing thread here: https://forums.thedarkmod.com/index.php?/forum/59-tdm-mission-beta-testing/ -
@Mr. Sliceyit appears if you had a version of the mission downloaded prior to 2.14, you may need to redownload it, even though there is no "patch" or prompt to update. At least for me deleting the folder contents (except for the save file) and redownloading the mission from the mission downloader seemed to address the issue. I am not sure why that is, but since it's the same version, hopefully this will retain compatibility with your save game.
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http://i1049.photobucket.com/albums/s390/sirtaffsalot/vfat3_2015-02-16_18.15.48_zpsdf13cqmi.jpg UPDATE: This is now a Campaign Pack courtesy of Datiswous: https://www.thedarkmod.com/missiondetails/?internalName=vfatc What is The Complete Vengeance for a Thief Campaign? The Complete Vengeance for a Thief Campaign is a three part campaign with a brand new installment at the beginning called The Angel's Tear. The other two installments are the previously released A Pawn in the Game and The Art of revenge with new areas, additional story plus bug fixes and performance tweaks. What are the new areas in A Pawn in the Game and The Art of Revenge? Pics The Angel's Tear: New areas for A Pawn in the Game and The Art of Revenge: Download links: http://www.mediafire.com/download/c2p0myxp32hb8sb/The+Complete+Vengeance+for+a+Thief+Campaign.zip Installation instructions: Unzip the zip file and extract the three pk4s to The Dark Mod's FM folder. Load up TDM and play them in order. Thank you to the following: Bikerdude for help with visportals in the original A Pawn in the Game, visuals in The Angel's Tear plus all the mapping advice and tech support he has kindly provided me with over the years. Beta-testers for The Completer Vengeance for a Thief Campaign: AluminumHaste, Oldjim and Cookie. Beta-testers for the original A Pawn in the Game: Grayman, Bikerdude, Nbohr1more, Ppoe and Xarg Beta-testers for the original The Art of Revenge: Gnartsch, Obttorte, Lux and Jaxa. Everyone who helps me out in the Edtors Guild of this forum. Special shout out to Sotha, Grayman, Obsttorte and Bikerdude. Apologies if I've forgotten to mention anyone. The TDM team for providing me with countless hours of mapping and gameplay fun. Everyone who contributes anything to TDM to help make it the awesome mod that it is.
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I have two issues: I installed TDM on my F: drive. However, the FMs are stored on my H: drive. Is there a way to have the executable (TheDarkModx64.exe) load those FMs from H: instead of F:? Why doesn't TDM's native file handler list the FMs in alphabetical order?
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It seems a driver problem, not really strange for me. I don't think that it is really a TDM problem. In other Forums I see a lot of different issues with Logitech Mices and drivers, myself I had also problems with Logitech Mices. Nerer had again Problems buying specifically gaming mices with cable, these are way more robust and stable for obvious reasons. Maybe changing the Mouse will solve the problem. Currently I use the Rival 3 Gen 2 from Steel Series since several Years, very precise and responsive, apart with a good price (some Years ago I paid ~€30, now it costs somewhat more as I saw in its Homepage.
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Announcing the release of the third William Steele mission! Summary Cleighmoor takes Steele inside Cleighmoor Gaol, where Warden Fielder likes nothing better than a glass of wine and some cheese, while watching a miscreant hang from his gallows. Steele is tracking down the evidence of his parents’ murder. The mission starts in the sewers, and progresses to Cleighmoor’s compound. The William Steele Missions Cleighmoor is the third of several Steele missions. Altogether they'll tell a story of corruption, greed, and revenge. At some point, I'll start packaging them as a campaign, in addition to the single missions. If you haven’t played WS1: In the North, or WS2: Home Again, I suggest you complete those before playing WS3: Cleighmoor. Download Cleighmoor is available in the in-game downloader. Problem with Suicidal AI Occasionally, someone reports that a distant AI commits suicide. Since one of the mission objectives is to kill only in self-defense, this fails the mission when it occurs. To avoid that, I've created a replacement *.map file that you can obtain here. After you've downloaded and installed the mission, create a new folder named "maps" so that you have: darkmod/fms/ws3_cleighmoor/maps/ Unzip the replacement *.map file and place the new *.map file into the maps folder. So now you have: darkmod/fms/ws3_cleighmoor/maps/ws3_cleighmoor.map This should solve the suicide problem. A new version of the mission will be released after TDM 2.05. Build Time Nearly 4 years. (This was my first attempt at a mission, and it sat on the back burners until being folded into Steele’s story.) I18n Cleighmoor is ready for translation. Thanks Thanks to the TDM team for creating a terrific platform for storytelling and stealth gaming. Thanks to my beta testers: AluminumHaste, Bikerdude, Goldwell, Xarg, Lux, Moonbo, Deadlove, and plotzzz. Thanks to Goldwell for his voice work on the conversations. And thanks to YOU, for playing! Known Issues This is a large mission. To ease the burden on older systems, consider shutting doors behind you as you go. If you experience low frame rates, please consult the Performance Tweaks page on the Wiki. Performance Tweaks For very low end PCs I recommend the following settings: V-sync is off AA is off Aniso is 4x or lower Advanced settings are simple/default Post processing is disabled Anyone having performance issues with TDM missions can put the following cvars into their Darkmod.cfg file. This will improve the framerate and stutter/chop when in-game, but may increase loading times a little. image_usePrecompressedTextures "1" image_useNormalCompression "2" image_useAllFormats "1" image_useCompression "1" image_preload "1" Important This mission requires TDM 2.01 or later. The William Steele story is heavy with readables. Please try to read every readable you find. Most importantly, Enjoy! Screenshots WS4: The Warrens Steele ventures into The Warrens, a dangerous area near Bridgeport's docks. You can find it here.
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I see we have independently noticed this problem. I have proposed named strings for these instead of numbered strings in https://forums.thedarkmod.com/index.php?/topic/23204-proposed-i18n-improvements-for-tdm-215/ Would you be willing to change your patch to use those names? I'm translating those strings into the 16 languages now. I'll look to your translations for the German versions.
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not to bad slipstreaming drivers on xp, in fact there are several tools that can do it in just one click and more than a few that can do it with a few more but also support servicepacks as well as standard updates. win 7 is even easier as it uses the wim format just like windows 10/11. nlite is usually the goto tool for xp as it supports both drivers and servicepacks/updates. there is a guide here -> https://www.bleepingcomputer.com/tutorials/slipstreaming-windows-xp-to-create-bootable-cd/ if you only need the AHCI driver it is literally one click after pointing it to where it was extracted. you can skip the multiple driver install if it is only the AHCI driver you want. be sure to select the x86 folder if it is 32 bit xp. the txt mode driver is the one you want as without it you cannot boot from the cd in an AHCI system. the rest is pretty easy if you are using nlite (skip the section in the guide about using nero and jump to using nlite for creating the bootable iso). if you cannot manage it i can make the slipstream for you, done it hundreds of times so im pretty well versed in it by now. can even create a wim based boot cd like newer windows installations use, but that takes quite a bit more work. but has the advantage of working better if booting from a usb stick.
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Yes, instead of starting with the English text in the prompt, it is better to point it to a file instead, when the amount of text is voluminous (as it will be in my upcoming Group 3 work in https://forums.thedarkmod.com/index.php?/topic/23204-proposed-i18n-improvements-for-tdm-215/ ). Good to know Google Translate supports URL file access. So does ChatGPT (even the basic version without login).
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Mod that polishes several sound aspects that affect the gameplay, with a sprinkle of general gameplay tweaks. TDM 2.12 introduced a subtle rebalance to player footstep sound volumes. This was meant to be the first step towards an overhaul for all footstep sounds, both in volume levels and variety, since quite a few materials share sound files. 2.13 added "improved footstep sounds for broken glass and ice material surfaces" Almost one year later since 2.13, this project has completely stagnated; as a regular user that tried to chip in, I've seen the motivation fade out from the devs and mappers involved. So instead of letting it rot, I've made the early attempts to achieve this overhaul into a mod. The scope has widened a bit, since I decided to tackle annoying things such as alert 3 & 4 duration or sound propagation for blackjack/sword impact stims. Repository to report issues: https://codeberg.org/SilverKeeper/tdm-sound-polish Installation Latest release: https://codeberg.org/SilverKeeper/tdm-sound-polish/releases/download/1.2.1/Sound Polish Mod v1.2.1.7z The mod comes in three versions: x_soundpolish.pk4 is the main version, using TDM Core sounds but with handpicked improved files from other soundpacks. Read the changelog for a detailed listing. x_soundpolish_VoltaFootstepMod.pk4 has the handpicked files from the main version + footstep sounds from Kingsal's "Volta" series, both for the player and humanoid AI. x_soundpolish_ThiefierSoundsByGin.pk4 has the handpicked files from the main version + the footstep sounds from Gin's "Thiefier Sounds" soundpack, both for the player and humanoid AI. Copy one of those to TDM root folder. Additionally, you can copy autocommands.cfg or my personal autocommands_full.cfg and rename it as autocommands.cfg. Look at Gameplay and TDM settings for a brief explanation. The `Docs` folder has detailed documentation on my definition changes, final footstep propagation values (based on TDM Core `tdm_propagated_sounds.def` propagation values) and a list of FMs with custom footstep sounds to keep track of potential incompatibilities. Out of respect to FM authors, I won't be tweaking their audio files to "fix" any inconsistencies that might arise by using my mod. Hopefully they will release updates to their FMs if they themselves share my view on polishing TDM current audio design. Overview Footsteps .sndshd files for humanoid and player footsteps were a complete mess. They were mixed between 3 files when they should've been properly categorized in 2, materials shared one shader for the AI and the player, and in rare cases they outright played the wrong sound files (player carpet footsteps were "placeholders" currently used as AI barefoot footsteps). This has been the hardest part of the mod and hopefully it serves as template for TDM Core files. Both the player and AI (but particularly the player) are too quiet when they walk. The player barely hears their own footsteps, but the AI reacts strongly to them. Material sound shader values have been balanced according to the sound propagation transmitted to the AI. Jumping shaders are the loudest and speed shaders decrease the volume from there the slower you move. AI shaders start being audible too late for them to serve as a warning; their `maxDistance` has been increased. Monsters were also too stealthy, specially spiders (and particularly the small spiders). Sound files themselves had room for improvement, too. Some files needed amplifying (without clipping, of course) to have more leeway with sound shader volumes. Others were disabled/pitch-modified/replaced. In particular, AI had some weak-sounding footstep sounds. Pitch-modified variants of the player footsteps have replaced the worst AI footstep sounds. Alternative versions with "Volta footsteps mod" by Kingsal and "Thiefier Sounds" by Gin have also been created. Sound propagation and AI While TDM AI reacts to sound reasonably well, the base volume of the player's walk and creep sound propagation shaders is a bit too high, triggering alert 2 too easily. Those have been decreased for a more enjoyable gameplay. Thief featured a bait mechanic in the form of stims triggered by slamming your blackjack or sword against objects. This was nerfed in Deadly Shadows; now even walls played impact sounds, but AI was deaf to them. Currently, TDM has the potential to bring the mechanic back, but it's undercooked. All materials play the same sound propagation shader, so AI only hears you bashing wood, regardless of the material... And even that does absolutely nothing to the alert level. I've improvised material-specific shaders for both the blackjack and the sword. There seems to be a problem with value modifiers for the weapon entities... I can't take advantage of the feature. In relation with the bait mechanic, TDM Core hit sounds are incredibly lacking outside the bow's. Understandably, providing specific hit sounds for both the blackjack and shortsword isn't an easy feat, considering the amount of additional materials TDM adds to the humble Thief repertoire. This has been addressed to the best of my ability thanks to freesound.org awesome offering of free sounds. Alert 3 & 4 have insane duration and fuzzyness values. AI takes forever to go back to alert 2; duration gets... multiplied? randomly by, at most, the fuzzyness value or any number below that. Those values have been decreased for a reasonable fail state, so players don't normalize quicksaving when they get caught. Stationary AIs should play their barks frequently so you can point them out by ear before stumbling upon them. TDM Core intervals are too wide... Now barks and snores will occur more frequently. Gameplay and TDM settings Frob distance for pickpocketting has a shorter distance than other actions in TDM. While in principiple this should make pickpocketting more "tense", the bump mechanic gets in the way here. Being caught because you miscalculated the timeframe before the AI would turn around is one thing; being caught because you bumped your head into their back from forward-leaning in another. Now frob distance of objects carried by AI is more consistent with the rest of TDM and closer to Thief. AI maximum sight distance feels a bit too high. "Hidden Hands: Initiation" open areas were a good testing bed to find the right value decrease. It got reduced from 40 meters to 30. Several aspects of the movement are rather uncomfortable. Headbobbing is nauseating, footstep rate is very exaggerated and running speed feels slow. An autocommand.cfg file has been provided for this, as well as a complete autocommand_full.cfg with my personal settings for TDM. While the increased running speed shouldn't break anything, it is an opionated value from two FM authors and might not be balanced for the rest of TDM FMs. Thanks Daft Mugi and WellingtonCrab for carrying the brief but powerful efforts to start cleaning this up, and for creating the Player Footstep Sounds Test Map. Daft Mugi in particular for sharing the tuned player sound propagation values and the pickpocketting frob distance overrides. WellingtonCrab in particular for helping with AI alert 3 & 4 values and mentioning their overrides for AI barks used in their FMs. Ujtudor for their "Collection of adjusted sounds". Kingsal for their "Volta footsteps mod". SeriousToni for their "Alternative Footstep Sound Package" mod. Gin for their "Thiefier Sounds" mod. If any dev is interested in starting and merging a stable implementation, I would suggest some considerations: Fix jumping stepvol modifiers, if they even exist. Right now the player perceives different ranges of noise when jumping, but AI always hears the loudest value possible... Make wiki documentation for every TDM material on how noisy their footsteps are for AIs. I've included all material final propagation values (as shown by the "tdm_spr_debug 1; con_noPrint 0" command) in a "_Docs" folder. Inspect all entity .def files to detect missing sound material definitions Besides that, sound files are all over the place. I would propose this for both sfx .pk4s: tdm_sound_sfx01.pk4 Move all player climbing files from sound/sfx/movement/footsteps in tdm_sound_sfx02.pk4 to a sound/sfx/movement/climbing folder here. Move all humanoid rustle files from sound/sfx/movement/footsteps in tdm_sound_sfx02.pk4 to sound/sfx/movement/rustles here. (and any other rustle files that wander around the .pk4s) tdm_sound_sfx02.pk4 Move all used player footsteps in sound/sfx/movement/footsteps or sound/sfx/movement/footsteps/human to sound/sfx/movement/footsteps/player. (You would need file duplication for some files, since core player declarations currently shares many files with NPCs...) Move all used NPC footsteps in sound/sfx/movement/footsteps to sound/sfx/movement/footsteps/human. Check and delete unused variation files of materials (there are a lot).
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TDM 2.14 is ready for beta test This is how to get beta versions: Upgrade from any version (fast): 1 - Start tdm_installer in darkmod folder. 2 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.14 list, should look like "beta214-NN". 3 - Click on "Refresh" button to ensure that it is not going to download too much stuff. 4 - Continue installing with "Next". Fresh install (slow): 1 - Create darkmod folder anywhere you like. 2 - Download the TDM Installer from downloads section of the website. Extract tdm_installer executable from the downloaded ZIP and place it into your darkmod folder. 3 - Start tdm_installer (in case of Linux, first edit file permissions to allow executing it). 4 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.14 list, should look like "beta214-NN". 5 - Continue installing with "Next". In general, upgrade is recommended over fresh install. If you don't want to lose your current TDM installation, then you can copy the whole TDM directory and upgrade the copy. This way you can have both 2.14 beta and 2.13 at the same time. At the end of installation, tdm_installer resets your config by renaming darkmod.cfg to darkmod_{datatime}.cfg. This is a recommended procedure on upgrade, otherwise you are likely to have issues due to old config. If you need your old config for some reason, you can always find it in darkmod folder. Notes 1 - Please try to be specific when reporting a problem. What you were doing, where you were when the problem occurred, can you reproduce it, etc. This wiki article provides many suggestions for good bug reports. 2 - This effort is to find out if we broke anything in TDM with our 2.14 changes, if a new 2.14 feature isn't working correctly. We won't be trying to fix bugs that have been around for a long time. Instead, we will create an issue in bugtracker (if not yet present), to fix it after beta. 3 - If you find something wrong, it would be helpful if you report whether the issue happens in 2.13 too. By the way, you can easily get 2.13 version: just copy your darkmod folder and run tdm_installer on the copy, selecting "release213" on the custom version screen. Thank you for testing !
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Mandrasola is a small sized map in which aspiring thief Thomas Porter steals some herbal products from a smuggler. The mission was created by me, Sotha and I wish to thank Bikerdude, BrokenArts and Ocn for playtesting and voice acting. Thanks goes naturally to everyone contributing and making TDM possible. This mission occurs chronologically before the Knighton's Manor, making it the first mission in the Thomas Porter series. Events in chronological order are: Mandrasola, The Knighton's Manor, The Beleaguered Fence, The Glenham Tower and The Transaction. The winter came early and suddenly this year. Weeks of strong blizzards and extremely harsh cold weather hit Bridgeport hard. With the seas completely frozen, a rare occurence indeed, most of the City harbor commerce has stopped completely. Vessels are stuck in the ice and no ship can leave or enter the City, resulting in the availability imported goods declining and their prices skyrocketing. One of these imported items is Mandrasola, a rare herbal product, which is imported overseas from the far southern continents. Mandrasola has its uses in alchemical cures and poisons, but mostly this substance is used for its narcotic qualities by commoners and even the nobility. The problem with Mandrasola is that excessive use is extremely addicting and the withdrawal effects are most grievious. Many are utterly incapable of stopping using Mandrasola and are transformed into quivering human ruins if they do no get their daily dose. And now this expensive and rare substance is running out from the whole City. Me and my fence, Lark Butternose, would love to grab this monopoly to ourselves: selling the last few doses in the City would probably be worth a fortune. According to Lark's sources, there remains only one smuggling lord who still has Mandrasola in stock. The problem is that this individual maintains an exclusive clandestine operation and only supplies a few nobles. Despite our best information gathering efforts we couldn't learn who the smuggler is and where he or she operates. Luckily we have an alternate plan. While searching for Mandrasola related information, we learned that a noblewoman called Lady Ludmilla is addicted to the substance and has paid high prices for small amounts of it. We also know that she has visited frequently someone in the Tanner's Ward waterfront, and since she goes to the area personally we believe she is visiting the smuggler. The plan is simple: I must monitor Ludmilla's most likely entryway to the Waterfront and then follow her to the smugglers hideout. I'd better be very careful around Ludmilla. She must not realise I'm following her or she probably won't lead me to her dealer. Hurting her is also out of the question. After she leads me to the smuggler's hideout, I can take my time to break in carefully and steal all the Mandrasola I can find. While I'm there it wouldn't be a bad idea to grab some loose valuables as well. I've now waited in the blistering cold for a few hours already. Looks like there are a few city watch patrols in the area to complicate matters... I think I heard a womans voice beyond the north gate. That must be lady Ludmilla, I haven't seen many ladies in these parts. I'd better get ready.. Links: Use the ingame downloader to get it. WARNING! Someone always fails to use spoiler tags. I do not recommend reading any further until you've played the mission.
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This topic is intended to give each other tips on how to make TDM work well on DIII4a on Android. Githubpage: https://github.com/glKarin/com.n0n3m4.diii4a Android Package https://github.com/glKarin/com.n0n3m4.diii4a/releases https://f-droid.org/packages/com.karin.idTech4Amm/ Installation: download tdm 2.12 full package from moddb, extract the "darkmod"-folder, create a folder on the storage of your device, give it the name "diii4a" move the "darkmod" folder to that folder. Download the apk from the releases page, install the apk, accept the storage permissions. Running the game: open the app, select the profile for TDM and hit the start game button. After this you get a black screen and wait some seconds (8 or 10) until the tdm menu appears. Video: https://www.youtube.com/watch?v=ysLQTV8PZ-Q
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There's now an editable fan mission list on the wiki, for the sake of tracking missions made for The Dark Mod. Please read and follow the guidelines, and help keep the list up to date! Direct link, but also accessible from the wiki title page: http://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod Discussion of changes (format, policies, entries, etc.) can take place in this thread. --------------------------------------- There is also now a wiki page to track upcoming fan missions: http://wiki.thedarkmod.com/index.php?title=Upcoming_Fan_Missions Submissions, progress, and any discussion for missions under construction can take place here: http://forums.thedarkmod.com/topic/11639-upcoming-fan-missions/