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  1. ThiefGuild has some tags: https://www.thiefguild.com/fanmissions/?advanced_search=&series=&collection=&table=&page=&works=&work_lists=&sort_by=newest&search=&games=5&released_from=all&released_to=all&genre=all&original_games=fms Not sure how complete or accurate those are, after all either the author or users add the tags to the missions.
  2. 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
  3. Demo out now: https://store.steampowered.com/app/5111940/The_Citadel_Project__Demo/ Mostly familiar gameplay mechanic and good atmosphere, however, I did not make it far into the demo, as my rig is simply too weak for the game.
  4. 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.
  5. Take a look: You know what drew my attention? Around 1:10 he says something similar to "it's mission based but at the same time it's very sandbox in nature. Every mission you are given a huge map to explore and no particular path is forced". Does that ring any bells? Looks like a nice game
  6. Screenshots: Mission: Breaking out the Fence Version: 1.00 Released: 17/03/2014 Theme: City Author: kyyrma Testing and additional content: RJFerret, Airship Ballet, Goldwell Breaking out the Fence continues the story from my first FM In a Time of Need. The player once again takes the role of an anonymous Thief who is getting tangled with an organization called the League of Seafaring Merchants. This time you will be sneaking your way into an import shop down at the South Docks and getting your fence Terry out from a pinch you have indirectly got him into. Prior knowledge of the story is not strictly necessary, and the level works just as well as a one shot stand-alone mission. Note that the story briefing is quite long - if you don't appreciate walls of text in your game, all the relevant information is on the last page. However if you want to set the mood and enjoy a good tale of skullduggery then give it a read. The difficulty level is moderate to high, and compared to my last mission it is much larger. The average play time should be around 1 - 2 hours depending on how much you decide to explore the level. You will start the level with only a blackjack, compass, spyglass and a map. You have to find the rest of your equipment while on the job. If you can't find a pair of lockpicks, remember to keep your eyes peeled for keys! The only differences between difficulty settings are the objectives, with higher difficulties requiring either a no-kill or a full ghost playthrough. Injection needles have been made a loot item, so remember to pick them up if you are going for loot completition I've succumbed under peer pressure and decided to have a poll where you can rate the level, but I would really appreciate your comments as well! Please get back to me if you have any questions or critique regarding the mission. Help! I'm stuck! How do I find the key to the closed off area in the sewers? Download links: If the mission is not yet available from the in-game downloader, you can use the following link: Private mirror Installation: Drop breakingout.pk4 in you darkmod/fms/ folder Run TDM and select New Mission. Breaking out the Fence should now appear on the list of downloaded missions. Install and play. Known issues: AI pathfinding can be slightly erratic at times Outdoors can cause performance issues on low-end hardware Sleeping AI can glitch through the bed if KO'd or killed There remain some audio issues such as pop-in and incorrect sound propagation Thanks: My testers RJFerret and Airship Ballet for their invaluable input and help during the creation of the level Goldwell for providing his vocal talent for the characer Terry All the TDM devs for creating such a great game All the people who have answered my newbie questions at the Editor's Guild
  7. Summary Greetings dear friends! To celebrate the tenth anniversary of the release of my FM, I have published a (hopefully) worthy update to it. Version 2 of my FM called "Sneak & Destroy" uses many new features that have been added to TDM over the years, fixes numerous bugs that were overlooked at the time, but the FM still remains true to the original one. So if you had problems playing this FM lately, if you never played this FM or if you wish to revisit a tiny but lovely part of the TDM history, this update is for you! Download the latest version via the in-game downloader and celebrate the past 10 years with me together! Improvements Visual improvements to city area and interior rooms Enriched the scenes with additional audio Fixed critical bugs that were introduced as TDM was updated Added triggered Conversations for NPCs Added EFX support to all areas Changed multiple aspects of the map in terms of better gameplay and progression Corrected and inserted new writings in books and notes Reduced amount of loot necessary to end mission Added lantern and looking glass to inventory Made use of new particle effects to enhance visual quality Screenshots Credits Thanks go to: bikerdude for being on call to bugfix and improve the map with me Dragofer for pushing ideas for scripting things jysk, Baal & datiswous for finding even the tiniest bugs Springheel for reintroducing me to DR after almost 10 years with his tutorials Greebo for working on the newest tools to update my rusty FM Grayman – I hope I made you a little bit proud Have fun! SeriousToni - 12.04.2012 - 17.11.2022
  8. Phew, it's almost exactly been 3 years since my first post about my VR modification for TDM. Three more versions of the game have been released in the meantime, and with them come performance improvements that I feel it's finally viable to continue my work on the VR adaptation So without further ado, head on over to https://github.com/fholger/thedarkmodvr and grab the latest release. It's based on the future 2.09 version, but is fully compatible with a 2.08 install. Although I've tried to make the VR version use its own set of resources (separate `darkmod_vr.cfg` and shader folders), I'd recommend you make a backup or copy of your TDM installation to be able to get back to the flat version cleanly without effort. Please heed the README in the repository, particularly about the choices of VR backends. Some noteworthy information for this new version: performance should be considerably improved from the old alphas. That doesn't mean it's perfect - although the CPU bottleneck is now completely gone, the game is now severely fill-rate limited. So if you have a current-gen headset with high resolution and/or a weaker video card, forget about any supersampling or AA. I also strongly recommend to stick to stencil shadows and disable soft shadows and ambient occlusion - the latter isn't that impressive in VR, anyway, and simply not worth the GPU cost. And even then, there will be some scenes in some missions where reprojection is just unavoidable, even with the beefiest GPU. That being said, I have tried a multitude of maps, and I think it's very playable. the UI is finally usable! Both the menu and ingame HUD elements are projected to a virtual screen in front of your sitting position. It's not the most elegant or immersive solution for the HUD, but it works vertical mouse movement is excluded from the VR view - this was suggested by some of you way back, and I think it makes the experience much more enjoyable. It can make it a little hard, though, to aim with the mouse for actions like frobbing items, because there's currently no visual indication to where the mouse is pointing. I'm planning to add one asap, but in the meantime, you can equip a weapon to get a vague sense of your mouse orientation. If you do want to re-enable vertical movement in the view, set 'vr_lockMousePitch' to 0 in the console. Other than that, I hope you enjoy this new version. Let me know which improvements you'd like me to work on first. Also, there are probably any number of render and other bugs still left in there somewhere. If you find one, please report them over at the Github tracker (https://github.com/fholger/thedarkmodvr/issues), so I can keep track of them. Latest Update:
  9. idtech 4 "can" do large outdoor maps, lights are the biggest problem for performance as plastering a map with 100's of lightsources will utterly smash performance due to all the calculations it has to do. one of the reasons many engines used pre baked lightsources. carmack usually newer wrote more code in then what the game it was made for needed, relying on engine modders or game studios that wanted to use it to add the missing pieces like say fence textures (for vegetation) and whatever else a modder needed for his or hers idea of a game. this works for DOOM as there is no vegetation on mars but it would look rather out of place on earth. sure you could maps with (faked vegetation) but i dont think it would look good. sadly idtech 4 newer really got that popular and only a few games ever got made based on it. prey. wolfenstein 2009. enemy territory quake wars. quake 4. as for mods the list is somewhat bigger but still a lot lower than most of the other idtech engines. the built in mapping tools were well how shall i put it... not very good. which may have been a reason it was not adopted by many. darkradiant is way better than the built in map editor but a few of the built in tools are still needed i think ?. also the change to C++ may have put off a lot of otherwise gifted engine modders who were used to working in C like previous idtech engines were coded in. C++ is great but there are a lot more pitfalls you need to be vary of compared to C. C = follow these rules. rigid but less error prone. C++ = my rules!. uh why did my PC bsod ?.
  10. Today I am happy to announce the release of my first FM for The Dark Mod. After 6 years of using this lovely game creation engine, I'm finally able to contribute my own project for it! It took roughly two weeks of non-stop work to do everything from start to end... there's always some little detail to come back to when mapping, thus there were a few little things left out to prioritize others, but at the end of the day this came out almost exactly as I envisioned it. In this mission you play as the typical professional thief. You've been hired to retrieve a scroll containing forbidden knowledge from the mansion of a wealthy noble, put there by the builder church who is close to its owner and found it a more suitable spot. A banquet is being thrown by the lord who owns the mansion which is the perfect opportunity to make your move. Nothing out of the ordinary: You're to retrieve this scroll and get paid for your work... simple, right? Notice: Performance in some areas may be poor. I optimized the lighting setup as much as possible, trying to use as few long range light sources as I could. To achieve the desired theme however I had to leave parts of them map relatively open. Hopefully this won't be a hindrance to anyone... if it is you may need to lower some graphical settings. For people who don't like surprises and may be sensitive to certain themes, read the spoiler below. If you're okay with anything don't as it will ruin the experience! For people who are stuck and don't know how to proceed, instructions are provided in the spoiler below. Only read them if necessary. A tip that needs no spoilers: The key in this FM is exploration and reading everything carefully. There are secrets to be found: Always look everywhere and closely at everyone! I'm eager to hear what your experience with this FM is. Use spoilers when referring to specifics, but do let me know what your thoughts are! Especially with this being my first FM I could use tips, including technical ones if you look at the map in DarkRadiant. Here are a few screenshots of the main areas (intended for the installer): And finally the download links. Unzip and place the main directory inside your fms folder, this should get it to show up in the mission list. Mirror 1 Mirror 2
  11. thanks, I enjoyed it! No FPS issues for me. It's 2026 after all. Also I wish this game had some little label or hint telling you about scary FMs so I dont play for an hour and then get a scare I try to avoid it as I get too immersed. But it was not difficult at all? I just GTFO real quick ? Anyhow. Thanks for your work!
  12. So some of us only became aware recently that MK passed 6 months ago. This from MK's blog - https://www.furaffinity.net/user/mircea/ "My name is Taoki, also known as Mircea Kitsune. I was born in 1989 and live in Bucharest in Romania. I'm a computer nerd, interested in gaming and everything open-source... currently a contributor to several FOSS game engines as well as a 3D animator. Since 2014 I've taken a stronger interest in science... particularly quantum physics, biohacking, and consciousness. In a couple of days I'll be going on my yearly trip to the seaside. I have not been active here lately: Chances are I'm not going to from here on. I'm still around daily to view and favourite posts, maybe comment on submissions I really like. When that too stops it will mean one of two things; Either the internet has gone away for good or my body has..." For more info, another post from someone that knew MK - https://www.furaffinity.net/journal/11241933 List of FMs that MK made - - Gem of Souls - https://www.thedarkmod.com/missiondetails/?internalName=gem_of_souls - Scroll of Remembrance - https://www.thedarkmod.com/missiondetails/?internalName=scroll - Year of the Rat - https://www.thedarkmod.com/missiondetails/?internalName=yearofrat
  13. Can I have something added to the source code? file game\Player.cpp function HandleSingleGuiCommand() if ( token.Icmp( "toggleObjectives" ) == 0 ) { ToggleObjectivesGUI(); return true; } Like this: bool idPlayer::HandleSingleGuiCommand( idEntity *entityGui, idLexer *src ) { idToken token; if ( !src->ReadToken( &token ) ) { return false; } if ( token == ";" ) { return false; } if ( token.Icmp( "addhealth" ) == 0 ) { if ( entityGui && health < 100 ) { int _health = entityGui->spawnArgs.GetInt( "gui_parm1" ); int amt = ( _health >= HEALTH_PER_DOSE ) ? HEALTH_PER_DOSE : _health; _health -= amt; entityGui->spawnArgs.SetInt( "gui_parm1", _health ); if ( entityGui->GetRenderEntity() && entityGui->GetRenderEntity()->gui[ 0 ] ) { entityGui->GetRenderEntity()->gui[ 0 ]->SetStateInt( "gui_parm1", _health ); } health += amt; if ( health > 100 ) { health = 100; } } return true; } if ( token.Icmp( "ready" ) == 0 ) { PerformImpulse( IMPULSE_READY ); return true; } if ( token.Icmp( "toggleObjectives" ) == 0 ) { ToggleObjectivesGUI(); return true; } if ( token.Icmp( "updateObjectives" ) == 0 ) // Durandall #4286 { UpdateObjectivesGUI(); return true; } if ( token.Icmp( "updateInventoryGrid" ) == 0 ) // Durandall #4286 { UpdateInventoryGridGUI(); return true; } src->UnreadToken( &token ); return false; } This change has zero impact on anything. I would like to do without the "Objectives" hotkey and alternatively access the Objectives directly from the Inventory Grid: Thank you.
  14. the code is actually compatible with other culling standards so i would wager it could be used for specific in game purposes. a lot of what you mention is pretty much what it does . it prerenders a small quad representing the game world entities then it tests for occlusion between this prerender and the game itself. transparent entities are not tested as they would not occlude anything anyway. the code is pretty old (2007) and more fine grained methods have since popped up so there is room for improvement (masked occlusion culling etc). a distance cull is actually pretty easy to pull off but it rarely looks good because of pop ins. a better method would be to fade it in when close enough (we used a rather nasty hack in quake with fog density to make objects appear slowly the closer you got. but this still renders it so it is not real culling). hardware occlusion culling can even be done with shaders
  15. a lot of recommendation , I appreciate your tremendous help * it sounds dumb to do upgrade in '27 . The longer I think about it, the more I realize that this is all just a race... racing to make a final decision based on how quickly manufacturers announce price increases . Even the price increase announcement is a race (including how other competitor copying the first competitor move in raising price). it's a game too , a zero sum game
  16. Oh yeah, back then, I bought Dark Souls 2 for 40 (wasted) Euros for the PS3. I did not even master the tutorial. After that, never touched a game with that labeling again. I've finally played Styx 1 & 2 earlier this year. AI is extremely vigilant (and deadly) in these games. Releasing them with an "auto saves only system" would have caused thousands of nervous breakdowns and tons of demolished entertainment equipment. Not a fan of the Gloomwood save system, either, however, have not played it till now as I would like to wait for the finished game.
  17. Well, it's his choice to ignore all feedback except for the smallest issue. I wish him luck to please a niche crowd while comparing his game to Dark Souls at the same time ;). I for one will not be interested at all anymore if the developer doesn't understand why kicking in Dark Messiah is fun and pushing in his game isn't...
  18. Hello I currently tried to update the game to release version 214 but after a, by the way, very slow downloading process of about 15 minutes, I repeatedly get an error message about the hash value, when the game start to install. I tried installing with default settings as well as custom select the release 214. Both tries gives the same error messge. Could someone possibly help me with this ? Is there a way to download the complete installer manually somewhere, and run the installation process offline then ? Further the installer tells that it "was run as admin what is strongly discouraged" even though I didn't started it as admin and can't even stop it from doing so by itself. But that behavior was always like this, as I remember it right, and don't ever seemed to be a problem in the past. Greetings martin
  19. I am on the same page. This is why Gloomwood succeeeeded. Dillon sided with the players on this. There will be a time again in a few years when the game is fully released For a free save option in a difficulty menu! Have hope!
  20. Still it's the discussion we had here over and over again. Why not leave it up to the player? They should have fun playing the game like they want. Especially in a demo in which important features like pushing enemies are completely broken...
  21. Following the discussion of the Released and Upcoming thread Fidcal and I came up with some ideas how we could save abandoned labours of love. We came up with the following for contributing and adopting unfinished work maintained in this thread: How to contribute? If for any reason you decide to quit working on a map, map parts, etc. please consider contributing your abandoned work to the community! Proof of concepts and appealing results from "just playing around" alike may be interesting for other people to pick up. To do so just send a private message to a team member (preferably a mission manager like nbohr1more) with all relevant information about your work so far (see format below) and a link where it can be downloaded. Please do not post any download links in this thread. Your work will be archived on one of the Team's TDM servers. FM's (WIP) Name: ... Former author(s): ... Current author(s): (If any) Status: (free for adoption / in work) Due Date: (the next date I expect a new WIP version and progress report) Type: (Mansion, City, Crypt, Wilderness, ...) Theme: (Gold Heist, Horror, Story Focused, Inventors, ...) Progress: (Geometry, Details, AI, Gameplay, ... in some rough percentage) Informations: (anything the authors like to share about the work so far) How to adopt? Send a PM to a team member (ideally a mission manager). If you have already released an FM for TDM then most likely adoption will be granted. If you have never released an FM it'll be less likely.. If you did release FM's for Thief or a mod for any other game please send details that help us to decide. If you're the original author you can always pick up your committed work again as long as it is still (or again) "free for adoption". What do we expect from authors who did adopt assets? All former authors must be given credit upon release. You may like to use the unfinished assets the way you like: use parts in your own map or continue finishing the abandoned map. We and the former authors have to trust anyone given responsibility of the assets of a possibly already superb unfinished map. We all know that it sometimes happens that people cannot continue a work for various reasons (if so, please PM the team member), lose interest or in the worst case just disappear! In this case, or if we try to contact you for a status update and do not hear from you in a reasonable amount of time, we will offer the map again for adoption to someone else who might want to finish the FM. We hope to see some great unfinished works being worked on again and completed. So, fellow authors ... contribute your unfinished work List of Abandoned Works _________________________________________ Please check the wiki for details of abandoned work free for adoption and adopted maps: https://wiki.thedarkmod.com/index.php?title=Abandoned_Works
  22. The limited save system works (for me) in Gloomwood if you play it as a stealth game. You really have to be carefull and being discovered is actually frightening. Not being discovered is equally rewarding.
  23. You can actually quicksave on any difficulty, except for the hardest one (I think). Using the typewriter bullsh** is optional. Exactly. I don't understand why some developers think that immersive sims are suited for save rooms. They are made with freedom of playing as you like in mind, and that means that you will experiment, which means that it's just logical to be able to save wherever whenever you want. You know, judging from the screenshots, the game looks interesting, but reading this, I don't think I'm interested at all.
  24. And here is the answer The dev isnt meaning to argue btw they just believe in their vision and dont want to deviate too much from it! I think that is a good sign of a confident developer! The game is getting updates almost every day! Its amazing! The newest update has a total fantastic climbing overhaul!
  25. Zerush

    Free games

    Yes, but anyway I don't see the reason why I need an account in a third party and his desktop client,who logs my activity, to play an game. Even when I can use the game without launching the desktop client in GOG, it's not so by default, I have to search the executable of the game first for this. In Steam this isn't possible, without it's client the game don't work. This is why I like Itch.io, there isn't needed an account (except when you want to buy there a agame). There you enter search a game to your like (most are free), download it or play it right there in your browser without any clients or other crap (maybe a good site for TDM, instead of Steam).
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