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  1. Yuletide Boon The idea behind this mission was to again show, what can be built in a small amount of time and with help from other community members. It also showcases the new church modules that I don't think have been used all that much in previous FMs. Enjoy Notes: - TDM 2.13 or later is REQUIRED to play this mission. - Build time roughly 50hrs. - I have created serveral new custom models and prefabs for mappers to use, based of the church models. Download Link: - (v1.2) - https://mega.nz/file/qV1UQKqK#B9cdy3iB_Z7q8j2nQOEc9KISw8cPSYLIowP-1yokRbI Credits: Special thanks: - Springheel for creating the church modules. - Jack 'mozart' farmer for the briefing video and menu music. - datiswous - subtitles. - Goldwell - voice acting and briefing additions. - Dragofer - pagan statue from http://www.cadnav.com/3d-models/model-40413.html - Misc - Melted candlewax texture from - www.pexels.com/photo/close-up-of-wax-of-a-melted-candle-17959695 - Amadeus - scripting beta testers: -Jackfarmer, datiswous, CambridgeSpy, DavyJones, Mat99, Amadeus.
  2. 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 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of recent versions of the TDM Modpack I consider the most relevant features of the Unofficial Patch have been matched, superseded, improved, or simply implemented in different ways.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 5.0 Compatible with The Dark Mod 2.13 (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: v5 series: v5.0 v4 series: v4.0 | v4.2 | v4.5 | v4.6 v3 series: v3.0 | v3.2 | v3.3 | v3.4 | v3.5 | v3.6 | v3.8 v2 series: v2.0 | v2.2 | v2.4 | v2.5 | v2.6 | v2.7 | v2.8 v1 series: v1.0 | v1.2 | v1.4 | v1.6 | v1.8 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: 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, The Imperial Sword, Volta 3: Gemcutter 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, The Imperial Sword, Volta 3: Gemcutter 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 You Only Fly Thrice and a bunch of missions that come with their own implementation (tdm_frobactions.script). 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 INVENTORY Credits: snatcher. Availability: All 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. The mod in addition, remembers the last item selected when shouldering and unshouldering a body. ~ 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. Just bring up the "Loot" inventory icon and press "Use" (or setup a dedicated key). ~ 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: Display actor and object names whenever you grab an entity with a name. 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 ~ FRAGILE BOTTLES Credits: snatcher. Availability: All mission except for few items in A Reputation to Uphold and Shadows of Northdale ACT I & ACT II. Description: No stealth game is complete without some good bottle smashing! There are hundreds and hundreds of bottles in our mission catalogue: go to your nearest kitchen, take a bottle and throw it to distract AI, extinguish fires... Topic: Breakable throwables ~ 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 ~ MISCELLANEOUS Re-worked Inventory menu (more compact). Items can be sorted. Inventory count removed for non-stackable items. Alternative high mantle sound for our protagonist. Removed two anticlimactic player dying sounds Revamped and extended "Mission Complete" audio theme. Standardization of frob distances for some doors. Decreased brightness of the Objectives and the Inventory. Decreased brightness of stock newspapers. Player weapons are visually visible in the dark. -:- MOD: PLAYER SKILLS -:- A new "Skills" category is added to the inventory on mission load and the category includes the below abilities: ~ SKILL: PEEK Credits: Dragofer, snatcher, wesp5 Availability: All missions. Description: When the 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: BLOW / IGNITE Credits: Dragofer, wesp5, Obsttorte, snatcher. Availability: All missions. Description: When the 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: WHISTLE Credits: snatcher. Availability: All missions. Description: When the 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: ALCHEMY Credits: OrbWeaver, MirceaKitsune, datiswous, wesp5, snatcher. Availability: All missions. Description: When the 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: LOOP Credits: snatcher. Availability: All missions. Description: When the item is selected the player can teleport between two points. You can activate the loop any time and use it to quickly travel back to a safe location, to explore two different areas in parallel or to ambush AI. If the loop fails keep trying, you should be able to get to your destination eventually. If your path forward is blocked you can break the loop by pressing the "use" key for 10 seconds, just make sure you are on the correct side of the loop... ~ SKILL: PENUMBRA Credits: VanishedOne (speed potion), kingsal (invisibility potion), snatcher (alchemy). Availability: All missions. Description: When the 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. THE PATH TO UMBRA: How to become one with the shadows Did you know? You can set key bindings for the skills by clicking on the Modpack banner in the Main screen: -:- MOD: CLASSIC BLACKJACK -:- Credits: Obsttorte, snatcher. Availability: All missions except A House of Locked Secrets. 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: FORWARD LANTERN -:- Credits: snatcher. Availability: All missions except Flakebridge Monastery, Hazard pay, Moongate Ruckus, Snowed Inn, Vota 1, 2 & 3. Description: The mod replaces the light of the player lantern with a subtle forward facing version. -:- 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: LIGHT STONES -:- Credits: Idea by Zerg Rush, snatcher. Availability: All missions. Requisites: Lightgem enabled in Gameplay > General settings. Description: Splits the Light Gem into smaller stones with unique light detection levels. -:- MOD: RING HELPER -:- Credits: snatcher. Availability: All missions but the ring is dimmer when using the x-ray glasses or other overlays. Requisites: Frob Helper enabled in Gameplay > General settings. Description: The mod replaces the white dot pointer (Frob Helper) with an advanced ring-shaped aimer. The main difference is that the helper is now available for all objects you can interact with, large or small. Topic: Frob Helper discussion Options in Gameplay > General > Show Frob Helper: Always: Pointer and Ring Hover: Instant Ring Fade In: Ring delayed by one second Fade In Fast: Ring delayed by half second No: Off -:- MOD: SHADOW MARK -:- 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 -:- MOD: SHOCK MINE -:- Credits: wesp5, snatcher. Availability: All missions. Description: This mod replaces the Flashmines with portable contraptions originally intended to store energy that have been altered to deliver a non-lethal electric shock to those who step on them. 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!
  3. This particular mission was to show off the modular church models, and I even created some new ones from them thats @AmadeusI need to create a tracker to get added to the mod. But as has always been the case, everything I create is covered by CC0, but its nice to get a nod when something I created is used.
  4. This has been a recurring issue for me over the past year or so and I'm finally fed up enough with it to make a forum post about it. I've not been able to find anything else with either a forum or discord search, so I'm hoping I can get some troubleshooting assistance here. Sometimes, on larger maps with lots of custom assets and/or scripting, when I'm attempting to load a save file the game just... hangs. At like 1% loaded, in the loading screen. This happens to me a lot with Seeking Lady Leicester, but also has started happening to my most recent playthrough of The Lieutenant 2. Some relevant notes: - I am on the latest beta branch, but this has been happening to me since at least 2.13, so I don't think its a beta-specific bug. - I'm on Windows 10. - Starting a fresh run of the map does not ever reproduce this problem (I can reliably fresh-load a map even when I can't save-load it), and it doesn't happen until I close the game and reopen it (so, if I start a new mission and play a bit, I can reliably load save files if I get caught or whatever. Its not until I save after a long gaming session and try to pick up where I left off later that I occasionally hit this bug). - Usually I get around this issue with a complete reinstall of TDM? But my most recent reinstall didn't do it for my playthrough of Lieutenant 2. - Once this happens to me, there's no way for me to close the game or go back to the main menu. I have to alt+F4 or Task Manager kill TDM. - When I'm loading a save or a new map and things are working correctly, I am unable to open the dev console during the load. However, when I get stuck in this bad state, the dev console is openable. I've attached a screenshot of the contents of the dev console just in case its illuminating, although there are no scary looking errors or warning text that I can see. If we want me to try any commands when I get into this state I'd be happy to poke around. Let me know if this explanation makes sense, or if there's anything I should try or any debug info I should poke around the game's folder for.
  5. A Collector's Errand So thebigh and I, have created a little tribute map in honour of Mircea Kitsune. The FM is set in the TDM universe with nod's to some of the gameplay elements in MK's own mission's. And the map itself was loosely based of one of thebigh's abandoned maps, which has then been heavily customised and had multiple detail passes into what you now see. The mission is small and and relatively simple, so shouldn't be too hard for most players. Enjoy and have fun Notes: - TDM 2.14 or later is REQUIRED to play this mission. - Build time roughly 65hrs. Download Link: - (v0.31) - https://mega.nz/file/2AskyBJD#K_sSxWKKt5x-UTOUd4GlKWobfFHVUdkDDgTn82r-t-k Credits: - MirceaKitsune - anthro characters - thebigh - custom textures - wellingtoncrab - new textures in tdm 2.14 - Jackfarmer - briefing video - datiswous - subtitles Voice acting: Bikerdude - Prankster thief, Grumbling watchman Gunmetal - Annoyed thief thebigh - Slacker watchman Ed the Djinn - Briefing voiceover Beta Testers: - datiswous - wesp5 - joebarnin
  6. 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 !
  7. The TDM Unofficial Patch is a personal project of mine to modify some small details that annoyed me in the core game. It wouldn't be possible without many others, so thanks to the whole TDM community for discussions and help, but especially to friendly modders who directly contributed code for it, like Obsttorte, Dragofer, Kingsal, Goldwell, Destined, and snatcher! You can find it under the link below and while over the years there was little progress, in recent times many things have been improved that I never even thought of when I started and some might be worth to be included in the core game. https://www.moddb.com/mods/the-dark-mod/addons/the-dark-mod-unofficial-patch Version Changelog: ------------------ v1.7 20.08.2022 ---- Made loot icon change right back to last tool icon, thanks snatcher. Added new whistle player skill to distract NPCs, thanks to snatcher. Made more lights extinguishable and added info for 4 beta missions. Corrected container bottom fix messing up drawers, thanks Dragofer. Improved unlit behaviour of moveable light sources, thanks snatcher. Corrected lit lamps set to extinguished in maps, thanks to Dragofer. Changed western empire maps so the location of Bridgeport is vague. Added several major city names to the small map, thanks to Kukutoo. Fixed frobing animation not working with bound and carried entities. v1.6 23.07.2022 ---- Improved extinguishing oil lamps, thanks to Dragofer and Obsttorte. Added frobing animation, thanks to Obsttorte, Goldwell and snatcher. Fixed container bottoms and training mission chest, thanks Dragofer. Made doors open faster when running, thanks Obsttorte and snatcher. Added more player tools to training mission and improved text there. Fixed Holy Water doing no damage and Hazard Pay not starting at all. Made all five oil lamps in Sotha's "The Bakery Job" extinguishable. Added blow player skill to snuff out small flames, thanks snatcher. Changed Unarmed icon to make clear that the player always has a bow. v1.5 02.07.2022 ---- Created Invisibility Potion out of cut Speed Potion, thanks Kingsal. Increased arrow head shot damage to both living and undead enemies. Replaced slow matches with easier to handle flints, thanks Kingsal. v1.4 10.03.2022 ---- Replaced Frob Helper with dark Frob Outline and updated to TDM 2.10. Made electric mine stun elite guards too and improved mission names. Renamed mission installation/selection UI mishmash to "activation". v1.3 21.02.2021 ---- Changed flashmine to stunning electric mine and updated to TDM 2.09. Edited more mission names and made threefold candles extinguishable. v1.2 26.08.2020 ---- Updated to TDM 2.08 and fixed custom holywater script compatibility. Added Numbers Scroll showing stealth and loot info, thanks Dragofer. Edited more mission names to avoid truncated descriptions in menus. Added default keys info to training mission and repaired cut lines. v1.1 03.02.2019 ---- Moveable candles can be extinguished directly by frobing the candle. More blackjack immune enemies and inextinguishable candles modified. The key frob distance has been decreased to be that of lockpicking. Holy Water bottles must be thrown directly, but they do more damage. The controls settings menu additions have been updated for TDM 2.07. New mission names have been fixed to fix format and spacing issues. Added looking up and looking down controls for people without mouse. Pointed bad prefabs container open/close sounds to existing effects. Added version info to starting screen and edited some new missions. v1.0 06.05.2018 ---- Many enemies will not become immune to blackjacking when alerted. Oil lamps can be snuffed by frobing, thanks Destined and Obsttorte. The controls settings menu lists that "use" can work on held items. Mission names were syncronized between download and online lists. The controls settings menu lists that "frob" can get or drop items. Astericks were added to official missions to move them to list top. Minor text and format bugs have been fixed in some mission infos.
  8. I would like to know if the new door controls had any influence on the new frob styles. I would like to have a beta where the new door controls can be completely disabled (as if the feature never existed). I do not understand why in 2.13 switches and levers get triggered "on key press" whereas in the 2.14 betas they get triggered "on key release", regardless of the frob control style. I just noticed the script event frob() no longer works on doors, switches and levers. Going for both new frob styles and new door controls in the same round was probably too much. I want to help but I no longer can guess why some things are happening.
  9. BTW, the caustics effect on walls and ceilings looks absolutely gorgeous, it's only a pity that can't be made to work on character models too...
  10. Same for me log: signal caught: Segmentation fault si_code 1 Trying to exit gracefully.. ----- idRenderModelManagerLocal::EndLevelLoad ----- 0 models purged from previous level, 694 models kept. --------------------------------------------------- Regenerated world, staticAllocCount = 0. Getting threadname failed, reason: No such file or directory (2) --------- Game Map Shutdown ---------- ModelGenerator memory: 10 LOD entries with 0 users using 160 bytes. WARNING:idClipModel::FreeTraceModel: tried to free uncached trace model (index=0) --------- Game Map Shutdown done ----- Shutting down sound hardware idRenderSystem::Shutdown() ...shutting down QGL I18NLocal: Shutdown. ------------ Game Shutdown ----------- ModelGenerator memory: No LOD entries. Shutdown event system -------------------------------------- Sys_Error: ERROR: pthread_join Frontend failed shutdown terminal support About to exit with code 1
  11. Besides the usual (legitimate) excuses about this being an open source project run by volunteers who have other commitments, etc., I think one of the main things missing is a proper triage process and prioritized backlog for bug reports and feature requests. At least that's how a 'real' software project would work. But someone trusted by the dev team would need to volunteer for that role (if it's even agreed it's needed). Loads of issues get reported, but in different places (the bug tracker, or various forum posts, Discord, etc.). The forum is a nightmare to search, so things get lost as soon as they are posted. Some devs don't really read all of the forums unless they are tagged (again, I don't blame them not everyone has time to read every single post or hang around Discord 24/7). I make sure to log bug reports and feature requests in the bug tracker, so at least I can easily find them later. I think there is a better chance of someone seeing it there as well. Then you could maybe raise awareness of it by posting in the forums with a link to it. Unfortunately with respect to features and suggestions, nobody is really in a position to make any promises at any given time whether something can or will be implemented. It seems to need to reach some critical mass of internal discussion first, which sometimes only happens after some pestering occurs. If you look at the stuff that @Daft Mugi and @STiFU have implemented recently, they do a great job of making a case for their feature requests, complete with screen shots, videos, evidence from users from discord and forums, rationale with pros and cons. This helps a lot when trying to convince a group of people that your idea is worth considering. EDIT: I meant to say the non-responses can definitely give the impression of apathy and that's frustrating, but I think that would be a harsh assumption. IMO this forum or Discord are not suited to feature discussion. The rest of the world has moved onto things like Github issues which are way easier to have targeted, scoped discussions about particular bugs or features. And also to find them later.
  12. Miscellaneous asset fixes done: * More fixes in fonts and better support for Cyrillic and Romanian (post, 6642, 6661). * Added all missing mipmaps in DDS textures (post). * Fixed shop description of slow match (6629). * wood/panels/trim_wood_grunge_moulding_desat: fixed parallax confusion. * models/md5/chars/builders/guard/builder_armor material: brought back specularmap. * textures/darkmod/stone/brick/blocks_light_stained_trimmed material: fixed specularmap. * prefabs/doors/trapdoor_w-padlock prefab: fixed wrong particle (6662). * prefabs/mechanical/switches/wall_lever01 prefab: fixed frobbox of the lever (6060). * models/darkmod/architecture/doors/door*hinge models: fixed gaps in almost all versions (6671) [02]. * models/darkmod/furniture/wardrobe_open model and prefab: fixed clipping through frame (6272) [02]. * models/md5/chars/heads/female03_head_local and dds/models/md5/chars/heads/face_freckle textures: replaced (5545) [03]. * models/darkmod/readables/book_* model: fixed UV maps in sp1 and red1 versions, texture fix (6672) [03]. * prefabs/doors/curvedtop_door_96x48_3hinge_w-frame prefab: fixed hinge material (3212) [03]. * models/darkmod/readables/book_tome model: minor fixes [03]. * models/darkmod/containers/bucket model: gap fixes (6675) [04]. * models/darkmod/containers/barrel_wine model: fixed shadowmesh (6685) [04]. * New assets added: * atdm:ai_undressed_old_man_01: added new character model, including LODs, ragdoll, swappable head. * textures/darkmod/wood/panels/trim_wood_* material: added red variants. * textures/darkmod/wood/panels/panel_decorative_redder_grated material. * textures/darkmod/paint_paper/gold_pedals_* material: added RGB versions. * textures/darkmod/paint_paper/fleur_* material: added RGB versions. * textures/darkmod/stone/brick/red_worn_dirty_trim_wet material. * textures/darkmod/stone/brick/old_bricks_darkgrey_wet material. * models/darkmod/lights/non-extinguishable/painting_downlight model. * models/darkmod/containers/openable/safe_door_003_* and safe_wheel_003: added wall-in-safe door model and prefabs (6590). And there is a big set of assets added by @Wellingtoncrab and @Amadeus from the upcoming mission "Displacement". New models by TDash: * models/darkmod/furniture/beds/rustickingbed with skins DRustBed* * models/darkmod/furniture/seating/darmch1 with skins ArmCh* * models/darkmod/furniture/desk_pagan with skin JPagDesk2 * models/darkmod/furniture/steps_library with skin LibStepup1 * models/darkmod/mechanical/typewriter * models/darkmod/kitchen/wine_bottles_shelved*: versions A, B, C, D * models/darkmod/kitchen/whiskeyglass_silver * models/darkmod/kitchen/bottle_simple_* * models/darkmod/containers/crate_long_* * models/darkmod/containers/crate_simple* * trunk/models/darkmod/containers/wine_crate_03 * models/darkmod/furniture/cabinets/cupboard_* More models: * prefabs/mechanical/switches/red_button prefab along with models/darkmod/mechanical/switches/switch_redbutton* and switch_toggle* models and redbutton_glow* skins * models/darkmod/decorative/statues/bust_emperor_* model (and bust_emperess) * models/darkmod/kitchen/food/bread_loaf*: new versions 02, 03, 04, 05, 06 * models/darkmod/kitchen/food/croissant * models/darkmod/lights/non-extinguishable/streetlamps/streetlamp_iron_01 with skins streetlamp_iron_01_lit, streetlamp_iron_01_unlit * models/darkmod/decorative/trophy_plaque_* * models/darkmod/decorative/stuffed_hart* * models/darkmod/decorative/statues/statue_face_cover* * models/darkmod/loot/loot_golden_goblet* * models/darkmod/loot/loot_golden_vase_* * models/darkmod/decorative/ashtray * models/darkmod/decorative/cigar* with skins cigar and cigar_unlit * models/darkmod/loot/loot_crystalore* (and loot_rareore) New skins: * cabinet1_* for furniture: versions A, B, C * book_sp1_gold_crest for various books Stone, cobblestone, brick materials: * textures/darkmod/stone/brick/bricks_old_light* * textures/darkmod/stone/brick/blocks_sandstone_grime_trimmed * textures/darkmod/stone/brick/blocks_concrete_small_trimmed2 * textures/darkmod/stone/cobblestones/flagstones_bricks_multicolored* * textures/darkmod/stone/flat/tile_dirty_terracotta * textures/darkmod/stone/flat/tile_herringbone_grime* * textures/darkmod/stone/flat/tile_checkered_grime_tricolor* * textures/darkmod/stone/flat/tile_checkered_grime_small* * textures/darkmod/stone/natural/gravel_multi_color Other materials materials: * textures/darkmod/paint_paper/wallpaper_grunge_* * textures/darkmod/plaster/plaster_worn_painted_peeling_autumnal* * textures/darkmod/roof/rooftiles_clay_red_decorative* * textures/darkmod/wood/boards/planks_floor_* * textures/darkmod/glass/glass_brick_clear [03] * lights/watercaustics01 Note: [03] at the end of line means that this change appeared only in beta214-03.
  13. Arriving today at all libraries across the Empire, you'll now get to enjoy over 20 new book covers sourced from the Public Domain. Ranging from spellbooks to shiny ornate tomes and outright strange volumes, this pack has everything you need to add that extra bit of spice to your bookshelves. Brought to you by @Bikerdude and myself, we would like to remind you that: Yes, you can judge a book by its cover! You can download the pack here: https://drive.google.com/file/d/1pT31cbmk1n7GQ94LUvfk3GwHnmaXGNDK/view?usp=sharing Happy reading, Taffers!
  14. This pinned thread's purpose is to collect links to all the discussion threads for new features to be added in 2.14: https://forums.thedarkmod.com/index.php?/topic/23080-214-new-and-updated-assets/ https://forums.thedarkmod.com/index.php?/topic/23072-214-mirrors-and-remotes-resolution-and-optimizations/ https://forums.thedarkmod.com/index.php?/topic/23070-214-tdm-version-macros-and-x-ray-breaking-change/ https://forums.thedarkmod.com/index.php?/topic/23071-214-in-game-screenshot-as-menu-background/ https://forums.thedarkmod.com/index.php?/topic/23073-214-interactible-projected-decals/ https://forums.thedarkmod.com/index.php?/topic/23074-214-new-smoke-generation-system/ https://forums.thedarkmod.com/index.php?/topic/23088-214-beta-ko-non-elite-ai-after-flash/ https://forums.thedarkmod.com/index.php?/topic/23087-214-beta-frob-changes-additions/ https://forums.thedarkmod.com/index.php?/topic/22736-font-localization/page/2/#findComment-503417 Maybe: https://forums.thedarkmod.com/index.php?/topic/23104-script-debugger/ As well as older Feature Collection Threads: [2.13] Feature Discussion Threads [2.12] Feature discussion threads [2.11] Feature discussion threads [2.10] Feature discussion threads
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  15. Easy outdoors recipe. If you are lazy and want to make an outdoor area, you could use this strategy: It doesn't look even bad from high up: The setup is really simple: You have 1) the play area (selected and red.) 2) area with skybox texture (blue) 3) skybox (you need to add some kind of ground terrain there) 4) hide the seam between play area and the skybox texture area with a pile of big bushes. These bushes I made with simple bunch of patches with the wood model leave textures. I made it into an ase model and cloned the 32 decal bunch around to generate thich bushes. I also placed some trees floating into the skybox texture area. 5) You must make the bushes closed area so that the player cannot move into them. Otherwise the end-of-world is nasty looking and visible: Enjoy! Previously in the Easy Recipe series: Easy Vault recipe: http://forums.thedar...y-vault-recipe/ Easy caverns recipe: http://forums.thedar...caverns-recipe/
  16. I think it's time to replace the frob material stages with a shader (probably add a param to the existing ambient shader) There is more than one angle to this issue but I am mainly concerned about too many stages in materials that are somewhat taxing in terms of performance. Imagine rendering of 3K surfaces interacting with 3 lights in average and using materials with 7 stages in average. The renderer loops through every stage for every surface making it ~ 20K checks per loop. It has to happen during the depth stage, then each light and then the ambient pass resulting in 100K checks. It makes sense to try to reduce this load, especially considering that the frob stage is relatively rarely invoked and the checks happen on the backend making it hard to parallelize the computation. I am thinking adding a top-level material keyword that would apply as frob color and get passed to the ambient shader when the surface is a part of a frobable entity. I would like to hear your thoughts from the mapper/designer POV.
  17. Hidden Hands: Vitalic Fever Filename : hhvf.pk4 Date of release: 20/07/2019 Latest Version: 5 (21/04/2025) Version 5 - changes: - fixed defective ambient light - added subtitles (thanks to @datiswous) - added compressed briefing video (thanks to @datiswous - fixed/replace (defective) textures - added a few new models and items - added new title & loading screen - ...made a few tasks a little easier - dmap with 2.13 Hidden Hands Series: I. Initation - II. Vitalic Fever Jack Farmer: mapping & drafts Amadeus: alpha testing, geometry fixes, performance checks, drafts for gameplay and objectives, revision of all readables, dialogues & narrator texts Grayman: AI fixes, gameplay fixes, trap fixes Duzenko: alpha testing, performance checks and improvement tips Beta Testers: - Joebarnin - Cambridge Spy - Boiler's Hiss (aka "The architect's darling") - Jedi_Wannabe (aka "The man of many voices") - Amadeus (aka "The Writer") Voice actors: Malasdair Narrator Jedi_Wannabe All four guards chatting about the guests, chickens, inventions and unusual job interviews New Horizon The educated Builder Goldchocobo The naive Builder Special thanks to: - Springheel, Sotha, and Fidcal for the tutorials. - VanishedOne, Stumpy, Destined, Grayman, Joebarnin and ERH+ for patiently answering my questions solving all the in-game problems. - PsymH (aka "Stringer Bell") for connecting me with the right guys on TTLG for additional voice acting. - Goldwell for teaching me how to integrate a custom video in a fms and helping me with troubleshooting during the integration of one of the Builder's voices. - all voice actors & beta testers for their great support. - all others not mentioned here who answered my questions in the Newbie thread or via PM. Contributors from the Inventor's Guild: - Destined wrote a new definition for the "spidsey-babsies", enabling those beasts to move through tunnels. - Grayman wrote a script enabling Halfrid to hold the quill only when it is needed. He also fixed several other AI problems with respect to path finding, damages and interaction with light switches. Pilfered items: - Portal sky with hills and trees originally developed and arranged by Sotha for "Thomas Porter: The Transaction". - Frobbox booster re-created from a map originally developed by Grayman All new ambient music and sound effects written, performed and mixed by Jack Farmer. Briefing video by SirSmokeAlot Pictures Version 5 - changes: - fixed defective ambient light - added subtitles (thanks to @datiswous) - added compressed briefing video (thanks to @datiswous - fixed/replace (defective) textures - added a few new models and items - added new title & loading screen - ...made a few tasks a little easier - dmap with 2.13
  18. Okay I finally got to the end of this mission, with some help. Though at just under 5000 loot, I clearly missed some stuff/areas. A great mission, and I could happily spend a lot of time just watching the leaves fall. (Er, but what about missions not set in the fall/autumn?) Some very minor comments/queries about Objectives. Is there are difference between the Tourist / Native / Exile Difficulties, since they all have the same Objectives? Eg Number of Guards, Alertness of Guards, etc. (There are a number of other Missions with identical Objectives, where I wish this was spelt out.) I would personally wish for a Loot Total Objective, even if optional. Otherwise why am I picking up all this money/valuables? Okay its The Dark Mod, and I'm psychologically incapable of not picking up stuff, but still. I was surprised not to get a New Objective of "Collect all 6 relic fragments" when I found my first Relic Fragment. Again an optional Objective, in the context of this mission. But it would've been helpful. Likewise I was surprised not to get an optional Cat New Objective, when I first visited the 'Memorial to Seren'. Again that would've been helpful.
  19. https://forums.thedarkmod.com/index.php?/topic/23105-sad-news-we-lost-another-one-of-our-own-mircea-kitsune/
  20. Hello folks ! i´m writing this here because i really want to write to team members forgive me --- it will be harsh so if you don´t like harsh critics stop reading !!!! but before : I love tdm and therefor all members who put hard work/time/interrest + love into it !!"!! I´d thought to give useful comments to several behaviour in TDM/or missions But ---wait ---- at first : at the moment i am really fed up with the behaviour of save handling !!!!! started with 1.05 up to 2.10 i exapted one allways is in need for a new install of TDM ( To keep saves alive ) so now i have : 2.10 + 2.11 +2.12 +2.12 with mods +2.13 + 2.13 with mods with the announce of Displacment i got/am angry to follow the upscale one should do : (disdplacement ordered a 2.14-beta ) 2.14 beta + disp...V1 -> 2.14beta+disp.V2 -> 2.14beta2+v2 ->2.14.beta2+V3 ->2.14beta3 + V3 followed by 2.14beta4* ??????? just to keep saves alive ( 6+ more installs only to follow the .......??????) none beta -none v* can keep saves alive ( in meantime i renamed displacement - without help !! saved them and put them somewhere else to reload) only to have the chance to follow what works and what not --- i would have needed 6 + more installs of TDM ---- you´re kidding !!!!! To the one´s who where readind up to now please give me a Tip/Instruction per PM - how i could use save-Games i formally had I am sure it is possible ; because often by problems in Missions it´s been asked to send a save-file to reproduce the Problem (and it´s been answered)!) why -(for gods sake do you still behave in this threatness) my request to do an install routine for a new separat install of tdm (with all downloaded mission but withoutsaves) by stagilov was answederwith : not worth the efford so one has to do a new clean install - and download all the missions again --- (or to manual delete all the saves by one ) --- whow other stuff i mentioned (i thoughed could be of interest to team members) where just ignored ! in my wishlist for 2.14 only the Ko-arrow has been discussed (By Players) no comment about sorting mission list by date or getting Mission-Title in End-Screen-score also the new behaviour of rope-aropws in Displacement (not sure if Tdm/or mission related ) has not been answered there have been other ignored ! Edited : sorry for this An other tip for the forum : Please : add : a dislike to your comments : instead of love/thanks/confuesed so with five dislike ( by now with PM) i will quit the forum and don't bother you again
  21. Speaking of savegame compatibility. I hate it too Every time I decide to play some mission during beta, something happens and I have to switch to the most up-to-date version, and then can't even remember which revision I was playing on! I don't think we can realistically support savegame compatibility across versions. But we can probably do some lifetime improvements, maybe add various filters: only show compatible saves, or sort them by engine revision, showing engine revision at least, etc. Speaking of bugtracker. Perhaps somewhere on the forums there are messages from 10-15 years ago like "you can help us by posting a bug on bugtracker, we promise we'll look at it". If there are, I think we should delete them as those are false promises. It's not like we have a project manager who tracks all newly created issues 24/7 and decides what to do with them. It is safe to say that almost nobody looks at what's added to bugtracker. If some TDM issue is really annoying to you, the most likely way to get it fixed is to talk to some developers or team members, or at least mappers. It does not mean bugtracker is useless though: it is more like a knowledge database of everything that bothers people, with more focused comments, not a well-tuned pipeline to get it fixed.
  22. Author Note: Shadows of Northdale is a new campaign that takes place in a city called Northdale that is situated up in the mountains of the western empire. Across the campaign the player will traverse through the varying districts of the city with each mission featuring it's own unique location as well as different locations in the city hub to access. ACT I is the first mission which is designed to introduce the player to the city hub area and the new mechanics available to them. During the first night in the city hub section there are a couple of places to explore however this will expand and open up further as you progress through the campaign's missions. This mission features some aspects which are different to the usual dark mod FM experience which are: - Food is an item that is picked up and stored in your inventory, pressing the use key with the food item highlighted will cause the player to eat it and gain 5hp - There is an ingame fence where you can purchase gear using any loot you may have found during the mission, you can visit him as many times as you wish but do be mindful of your loot goals - Also inside the fence's shop are contracts, these are readables which detail tasks that a client wishes you to complete for an agreed sum of gold. Upon completing them you will be rewarded with the designated sum immediately - Because you are not a wanted criminal (yet) the citywatch will only attack you if they catch you breaking the law or find you near the scene of a crime - Candles are pinchable in this mission, frobbing them causes Corbin to pinch them to put them out rather than pick them up The mission was designed and tested on 2.05, if you are playing on any other version there may be bugs present. If you enjoyed the mission please feel free to leave a review, I enjoy reading them and it gives me inspiration for my next projects. Tell me what you felt worked and what you felt could be improved for next time. Have fun taffers! - Goldwell. 2.06 UPDATE INFO: If you are experiencing any path finding issues (AI walking around in circles or getting stuck) on 2.06 then please enter the following console command to resolve these issues cm_backFaceCull 0. Thanks goes to Nbohr1more for solving that! Testers Crowind Epifire Kingsal Random_Taffer Skacky SquadaFroinx Voice Actors AndrosTheOxen Goldwell SlyFoxx Custom assets Andreas Rocha Bentraxx Bob Necro Dragofer Epifire Freesound Kingsal MalachiAD Tannar And a very special thank you to the following people without whom the mission would not exist: Epifire for creating some amazing detailed custom models that help bring a unique layer that wouldn't be possible without it. Seriously go check out his modeling page! Dude is very talented https://sketchfab.com/Epifire Grayman for helping to debug a lot of critical bugs in the mission, without him there wouldnt be a mission Kingsal and Skacky for helping out with excellent tips on level design, flow and lighting Moonbo for lending his writing talents to help optimize the briefing video script Obsttorte for making the majority of the scripts featured in this mission, and for dealing with my constant nagging about issues and bugs, you are awesome! SlyFoxx for lending his vocal talents and making the fence character come to life and sound great SquadaFroinx for providing thorough beta reports (that are equally hilarious as they are useful) And finally a huge thank you to Tannar for drawing the fantastic looking ingame map Available via in-game downloader MIRROR File Size: 295 mb
  23. https://www.pcgamer.com/games/fps/lasting-consequences-where-every-action-could-leave-a-trail-back-to-you-is-just-what-i-want-to-hear-from-a-medieval-thievery-simulator-so-this-first-person-sneaker-is-now-one-of-my-most-anticipated-games/
  24. @func_klaus your 'array modifier' feature reminded me of something that I would like. Maybe your feature already does it, but I can't currently check as it's not released yet. Say you have a doorway or a road, and you want to put a gate or portcullis in front of it. Let's say that space is 96 units wide. You want the gate to be made up of vertical bars or slats of a certain width (4 units for example), and you want them to be spaced evenly across the 96 units. How many bars and what spacing would be required to make the gate? There is obviously more than one answer, with the width of the bars and the spacing being variable. But maybe those could be inputs and DR just works it out, or of it doesn't fit with the desired inputs, DR can find the best fit? The scenario I just provided is for brushes, but the objects in question could be models like in your array modifier video. I hope that makes sense and doesn't sound too weird, but every time I go to make something where I need evenly space objects within a fixed width I struggle with this issue.
  25. In 2.13 switches, levers... get triggered "on key press" whereas in 2.14(b4) get triggered "on key release", regardless of the frob control style, hence my guessing. But I can now see that levers and switches may not be triggered at all if you hold-frob for too long EXCEPT if you have Frob/Interact set to Disabled so I no longer can tell if the issue is in the new frob styles or in the new door controls. Lever example: Official 1 A New Job setviewpos 1300 -80 -80 (turn right) Switch example: Seeking Lady Leicester setviewpos 3000 1000 350 (turn left)
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