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This is a problem that started out of the blue ca. two (or three?) years ago. At first I thought, there was maybe something broken with my Windows install, but after migrating to Linux, I see the same problem: I create a map with a leak (or defective portal) and save it (name, for example: m1) dmap , console shows leak when going back to DR for the pointfile, a message appears stating that there is no pointfile for this map then I save the map with a new name (m2) dmap again back to DR: then there is a pointfile Anyone has seen this problem as well and if so, is there a fix?
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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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I didn't know this. Is this page still up to date: https://wiki.thedarkmod.com/index.php?title=Setting_up_Campaigns ? Because it looks like it does things like: if ("gui::CurrentMission" == 1) { set "BriefingMission1Animation::visible" "1"; resetTime "BriefingMission1Animation" 0; } else if ("gui::CurrentMission" == 2) { set "BriefingMission2Animation::visible" "1"; resetTime "BriefingMission2Animation" 0; But then inside the text briefing. So would you instead use if MM_CURRENTMISSION == # instead like: if MM_CURRENTMISSION == 1 set "BriefingMission1Animation::visible" "1"; resetTime "BriefingMission1Animation" 0; else if MM_CURRENTMISSION == 2 set "BriefingMission2Animation::visible" "1"; resetTime "BriefingMission2Animation" 0; Or am I just confusing things? I don't actually understand what you mean with this.
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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" One year later, 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, or at least that's the impression I get from the radio silence in our group. So instead of letting it rot, I've made the early attempts to achieve this overhaul into a mod. Footstep Tweaks is a mod that bumps up the player and NPCs footstep sound volumes. TDM desperately needs noticeable and consistent volume levels. Your own footsteps are too quiet to recognize how much noise you are making, and NPCs don't give you enough room to hear them coming from afar. In other words, both should walk "unrealistically" loud to make sound stand out and serve as a game mechanic. The scope includes: Generally increase sound shader dB values for the player footsteps, keeping a close eye to the final propagation values, which determine how loud they will be perceived by the AI Generally increase sound shader dB values for NPC footsteps, particularly humanoids. They must be traceable sooner than TDM defaults, but not so much that they give off a false sense of closeness Fix sound files that clip (go beyond 0dB) or amplify files that are too quiet to represent the propagation values assigned to them Keep .sndshd files clean and organized, hopefully motivating TDM team to at least merge this part of the mod to the main game Take custom footstep sounds from fan missions in consideration for FM-specific versions of the mod. The custom sounds (always properly credited) might be also included as an optional addon with this mod. Copy the .pk4 file to TDM root folder to use the mod. (Inside the "Soundpacks" folder you will find alternative versions: "Volta footsteps mod" by Kingsal and "Thiefier Sounds" by Gin. Copy the respective .pk4 instead of the numbered one if you wish to use those sounds.) There are also optional tweaks that reduce motion sickness and enhance sound design and movement feel, which can be found in the "Optional" folder. Please take in mind that changing the movement speed affects gameplay balance. Special thanks to Daft Mugi and WellingtonCrab for carrying the brief but powerful efforts to start cleaning this up. Download: https://drive.proton.me/urls/HQ0FNXJVD8#1FcGthZViq8S 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). Changelog --v0.9.2-- - Included Volta footsteps mod compress, decompress and underwater sounds to all versions of the mod, amplifying compress & underwater files due to TDM underwater sound filter - Included Volta mod's NPC noble foosteps to all versions of the mod - Re-amplified some of Volta mod's footsteps files exported to the highest quality as to not introduce compression - Shortened SeriousToni's water jump file to avoid cut-offs when moving immediately after jumping - Shortened swim_walk02.ogg, the second burst sound in the file didn't mix well with the other two files - Created male and female NPC versions of the new squeakboard sounds. They won't be used currently because their .def files need definitions for this material --v0.9.1-- - Bundled all of "Collection of adjusted sounds" by Ujtudor, including Metal footsteps and Dirt crouch-creep footsteps. (the adjusted Dirt running files are unused core files and their quality clashes with Dirt core walking files) - Included some of the water footstep files from "Alternative Footstep Sound Package" mod by SeriousToni, deprecating TDM Modpack compatibility patch. - Included higher quality player underwater files from Kingsal's Fan Missions, credited to STiFU. - Created new, exclusive squeak board player footsteps from the wood files of the "Alternative Footstep Sound Package" mod by SeriousToni. - Commented out the first wood ladder file, uncommented the third and fourth and deleted the references to two wood guard files. - Alternative versions with "Volta footsteps mod" by Kingsal and "Thiefier Sounds" by Gin zipped with the main mod. --v0.9-- - All used, shared footsteps have their separate player and NPC version. - Renamed the female carpet files as "barefoot" and created higher-pitched versions of the carpet footsteps for females. - Increased all NPC maxDistance values. Now patrols should finally be heard coming down an alley instead of approaching like ghosts. --v0.6-- - Player and guard NPCs have their own, unique sound files for the most part (some materials are pending for testing); shared footsteps are now differentiated by a lower-pitched version for guards. Females don't need this treatment since they have their own set. - The weak-sounding guard stone and grass footsteps have been changed for the player's with a lower pitch. --v0.4-- - Player finally has its own sound shaders for all materials. - Player now has straw sounds, taken from the NPCs shaders. Tuned according to final propagation values. - Added TDM Modpack compatibility mod, tuning the included water sounds accordingly. --v0.3-- - Player footstep volumes tuned according to final propagation values. - Ice crouch-run and walk propagation modifiers fixed; propagation values were switched. - All swimming, dirt, foliage, gravel files and jump glass file amplified with Tenacity. They were too quiet to reach the proper volumes. - The player now uses the same carpet sounds as NPCs; they were old placeholders already used for barefoot footsteps. - Massive clean-up of the .sndshd files. - Added missing no_dup properties to shaders with multiple sound files. --v0.1-- - Initial release. Player and NPC footstep volumes have been increased, but need proper tuning. - Certain metal and water sound files have been declipped. Thanks to JoseJL for this.
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DarkRadiant Video Tutorials wiki page I made some changes to the DarkRadiant Video Tutorials wiki page. I added missing descriptions to some of the video's and more video sources. https://wiki.thedarkmod.com/index.php?title=DarkRadiant_Video_Tutorials Just wondering if people might disagree with some of the changes, especially the added video's from different makers. Or people have suggestions. If not, then good. Edit: I removed the link to Bikerdudes video's again because in them he talks of reusing parts of maps from other missions (in this case I think mission A new Job). I didn't check out all of his video's in that playlist, so I didn't spot it before. The reason I removed them is that I don't want people to show the wrong example of building. Also, I think that the video's (although very informative), aren't great purely as instruction. Edit 2: Added dates of video submissions.
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Personally I think most of the necessary improvements can probably already been done inside TDM. Better models Better animation Better textures Better and more sounds More voices from more voice actors Better looking (GUI) dialogs More and better documentation Better and more tools (for example a graphical editor for editing GUI files) There's so much content wise that can be improved in TDM's engine. And performance and graphics has very much improved over the years, so who knows what else is still possible? If TDM was a stuck engine, but it isn't, it's constantly evolving. The fact that the Cry engine does better in large areas isn't really something important for TDM missions overall. At least not a reason to port to a new engine.
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@JackFarmerHere is an example of model def modified so that it displays a t-pose (or "af-pose") in DR: Frankly - I don't why the display pose in DR isn't a t-pose as that is how models spawn in the game - so this would make things like binding items to ai precisely a whole lot easier - but that is a an aside. It does make me thing of another way though - which if you only need a model with a static pose - you could create said pose on an uncorrupted model in blender - then export the pose as an .md5anim, then make a model def inheriting the actual model you want and point the anim_idle at your new pose. Then when you place the model in DR it should be posed as you like and you can position and export the model.
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Fan Mission: Volta III - Gemcutter [15th Anniversary Contest]
kingsal posted a topic in Fan Missions
VOLTA 3 : GEMCUTTER 1.1 [ TDM 2.12 REQUIRED] Please make occasional hard saves! There is a rare quick save crash that happens. AUTHOR'S NOTE --------------------------------------------------- Can you believe it's been 15 years of The Dark Mod? Happy anniversary and please enjoy this mission. --------------------------------------------------- DESCRIPTION --------------------------------------------------- This is a medium size, dense city / boat mission that continues the Volta storyline. It's an evolving campaign - some story details in here might not line up with Volta 1 and 2. --------------------------------------------------- CREDITS --------------------------------------------------- VOCALS by Andrew Bartmess, Desino Mortem, Goldwell, and Yandros. TESTING by Amadeus, AluminumHaste, Bikerdude, Dragofer, Epifie, Goldwell Mat99, Mike A, Skacky and WellingtonCrab. ADDITIONAL MODELS AND TEXTURES by WellingtonCrab and Epifire. EDITING by Amadeus and Moonbo. --------------------------------------------------- SPECIAL THANKS TO Goldwell for years of feedback and help Amadeus for helping get the Volta story into a good spot. -------------------------- FAQ / GUIDE (spoilers!) -------------------------- -------------------------- BRIEFING SCRIPT (spoilers!) -------------------------- Youtube link courtesy of Goldwell: -
I'm currently running MX, PopOS, and CachyOS as my daily driver on my new hardware. Cachy has been a joy to use. I'll probably add Solus to the mix when I install the next HDD.
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https://www.ttlg.com/forums/showthread.php?t=134733
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@Wellingtoncrab@JackFarmer I tried exporting with Scripts > Export ASE. That won't work. You have to use File > Export Selected as Model. I swapped zombie_idle.md5anim with af_pose.md5anim to get the T-pose. This might be a better way of dealing with broken md5 models. Instead of redoing weights you can transfer the shape from one model to another as Shape Keys > Join as Shapes: You'll need to apply it before exporting.
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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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Hmm yeah newdark also works for both thief 1 and 2 and also the gold version it seems. https://www.ttlg.com/forums/showthread.php?t=141148 latest version seems to be from 2019.
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============== -= IRIS =- ============== WELLINGTONCRAB TDM v 2.11 REQ Ver. 1.3 *For Maureen* -=- "Carry the light of the Builder, Brother. Unto its end." -Valediction of the Devoted "What year is this? Am I dreaming?" -Plea of the Thief Dear Iris, I am old and broken. When we were young it felt like the words came easily. Now I find the ink has long dried on the pen and I'm as wanting for words as coin in my purse. I can tell we are nearing the end of the tale; time enough for one more job before the curtain call... ============== -Installation- Requires minimum version of TDM 2.11 **Dev build dev17056-10800 (2.13) fixes several visual effects which have been broken in the mission since the release of 2.11. For that reason playing with that version or later is currently recommended** -Iris does not support mods or the Unofficial Patch- Download and place the following .pk4 into you FMs directory: Iris Download ============== *Thank you for playing. Iris is a large mission which can either take as quickly or as long as you are compelled to play. I hope someone out there enjoys it and this initial release is not completely busted - I tried the best I could!* *Iris both is and isn't what it seems. If commenting please use spoiler tags where appropriate. If you are not certain if it would be appropriate a good assumption would be to use a spoiler tag* *Support TDM by rating missions on Thief Guild: https://www.thiefguild.com/* ============== WITH LASTING GRATITUDE: OBSTORTTE - Whose gameplay scripts from his thread laid the foundation which made the mission seem like something I could even pull off at all. Also fantastic tutorial videos! DRAGOFER - Who built upon that foundation and made it shine even brighter! And whom also provided immeasurable quantities of help and encouragement the past couple years on the TDM discord. ORBWEAVER & GIGAGOOGA - For generously offering their ambient music up for use. EPIFIRE - Who lent me his fine trash and trash receptacle models. AMADEUS - Who was the first person who wasn't me to play the damn thing and provided his excellent editorial services to improving the readers experience playing TESTERS AND TROUBLESHOOTERS: AMADEUS * DATISWOUS * SPOOKS * ALUMINUMHASTE * JAXA * JACKFARMER * WESP5 * ATE0ATE * MADTAFFER * STGATILOV * DRAGOFER * KINGSAL * KLATREMUS - What can I possibly say? Playing this thing over and over again could not have been easy. Deepest thanks and all apologies. -=THANKS TO ALL ON THE TDM DISCORD AND FORUM=- ==SEE README.TXT FOR ADDITIONAL ATTRIBUTIONS & INFORMATION== HONORABLE MENTION: GOLDWELL - If I hadn't by chance stumbled into Northdale back in 2018/2019 I would probably still be trying to get this thing to work in TDS, which means it probably would not exist - though more details on that in readme. ============== Boring Technical Information: *Iris is a performance intensive mission and I recommend a GTX 1060 or equivalent. I find the performance similar to other demanding TDM missions on my machine, but mileage may vary and my apologies if this prevents anyone from enjoying the mission.* *Iris heavily modifies the behavior of AI in the game, how they relate/respond to each other and the player. So they may act even stranger than they do typically in TDM. Feedback on this is useful - as it can potentially be improved and expanded upon in future patches.* -=- This is my first release and it has been a long time coming! If I forgot anything please let me know! God Speed. 2.10 Features Used:
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Thanks. It works now! I actually converted your tdm_campaign_sample to use the new campaign system, but there's one bug present and that is that if you finish the mission and you start it again, you still see the gui of mission 3. This shouldn't be possible since it should load mainmenu_briefing.gui file with this in it: #if MM_CURRENTMISSION == 1 #include "guis/m1.gui" #elif MM_CURRENTMISSION == 2 #include "guis/m2.gui" #elif MM_CURRENTMISSION == 3 #include "guis/m3.gui" #endif It does load the objectives/difficulty screen after it correctly. The original version does not do this. No clue why this is, but ok. guis_tdm_c_s.zip
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New home, who dis?
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It was a massive Cloudflare outage. Should be mostly resolved by now.
https://lite.cnn.com/2025/11/18/tech/cloudflare-down-outage-cause
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Now that Cryengine is basically free to use for community projects, and has proven itself to be ideal for large open worlds with stealth gameplay like Kingdom Come Deliverance, is there anything stopping anyone from porting TDM over with support for existing fan missions? I mean legally speaking of course, as I'm sure it would be a lot of work, but there seem to be fewer barriers than ever before. It's incredible what people have done with an engine that was built to accommodate tiny corridors on ancient hardware, but imagine an engine purpose built to render large open spaces... No more compromised visions when mapping, no more endless optimization to fit a square peg through a circular hole... And if the mission files were to be compatible with the new engine, people could just keep on mapping in DR as if nothing even changed. Cryengine Community Edition https://engine.pterosoftstudio.com/
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Difficult question because for me it's a combination of different factors. The Dark engine is something that I've used for so long that it's hard for me to say objectively if it's easier or harder. I've also used the Unreal Engine for a very long time but I do find that the newest version is easy, intuitive, and it comes with a huge amount of support. I think of new mission ideas all the time, the difficult part for me is being able to recreate my ideas using game/engine mechanics.
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There is a open source version called Open 3D Engine (O3DE) former Lumberyard from Amazon which based on cryengine any way main butthurt would come not from engine switch but from assets remaking for example there is already exists idtech4 version with PBR (Physical Based Rendering) support so let's say TDM able to support such beauty... in this case just imagine all the mess about migrating ALL assets to new PBR pipeline...
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Cryengine is Free...
OnlyTaffingCowardsHide replied to OnlyTaffingCowardsHide's topic in The Dark Mod
Well, I have faith in greed so I don't see why that would ever happen. They want people making games because that's a potential product. Now that every corpo is doing the profit sharing model any corpos that opt out of that model are going to fail overnight. How is what I'm suggesting not a thief clone in Cryengine? Why have people learn a new editor if the files the current editor creates can be made compatible? I mean sure, we can start by just making a thief clone and letting people muck around in Cryengine to hack together missions, but I don't see why the scope should be limited to a hacked together solution. -
They can just say: We don't want you to use our engine for free anymore after a while. End of project. It's not open source so in that way it's already considerably less interesting. Then you have to port all the assets, port the scripting and ai stuff. You have to use another mapper tool, so nobody is going to make new missions. I think it could be interesting if someone would make a Thief clone in Cryengine and if the editor is good maybe some people like to make missions for it. But I think it should be a new project. You lost me there..
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Yeah, unfortunately, that version of idtech isn't know for dealing with open spaces very well... Not sure how newer versions are. That said, you also have to consider what other stuff is connected to it. No level editor, people need to learn a new scripting language, and I don't even want to know how much coding has to be done in the new engine.
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I can understand using A.I. for image creation, for pictures which appear in the FM, or maybe for textures and models, but, doing a whole mission with A.I.? Where is the fun in that? And, I wouldn't really want to go in the history books for being able to operate A.I. well... The artistic/creative side should be done by humans, not by a computer. I think the Wiki and tutorials videos are comprehensive enough so that anyone can learn mapping.
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On the upside this might make some people actually happy: https://forums.thedarkmod.com/index.php?/profile/34053-xolvix/&status=4090&type=status