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  1. As my custom assets work has increasingly shifted from models towards scripting, I'll open a new thread here to contain any scripts that I write which can be reused in other missions, starting with the A ) Presence Lamp This is a Lost City-style lamp that brightens and dims depending on the presence of the player or an AI. It fades between 2 colours and can trigger its targets whenever it switches fully on or off, so it should also be viable in various other situations. The standard setup consists of the following: - a trigger_multiple brush. The spawnarg "anyTouch" controls whether AIs, too, are able to activate it - a presence lamp, highly recommended with a colorme skin - one presence light, or any other light with appropriate spawnargs The targeting chain is trigger brush -> lamp -> light When the player or an AI stands in the trigger_multiple brush, the lamp switches on and starts a short timer. Subsequent triggers reset the timer. If the timer runs out because no one's standing in the trigger brush anymore, the lamp switches itself off. Notes - Multiple trigger brushes can target the same lamp, and one trigger brush can target multiple lamps. However, each presence lamp can only target one light, so if you want i.e. a bouncelight you'll need to hide an additional silent presence lamp somewhere and target it from the same trigger brush. - The lamp and the light use their own colour spawnargs respectively, since setting 0 0 0 on a lamp would make it appear pitch black. - Technically the trigger brush can be exchanged for anything else that triggers the lamp every 0.5s (this number can be changed via "update_interval" on the lamp), i.e. a trigger_timer. - This was originally named the proximity lamp and was one of many scripting jobs for The Painter's Wife. I've renamed it to "presence lamp" because the mapper may place the trigger brush(es) wherever he wishes: proximity to the lamp is not a factor. Credits go to Bikerdude for putting together the crystal lamp models. Download Presence Lamps - Google Drive Place or extract the .pk4 into your FM archive, then look up the presence lamp prefabs. If you already are using other custom scripts, remember to add the presence lamp's .script to your tdm_custom_scripts file. B ) Teledoor This is a Skyrim-style door which opens just a bit into a black_matt "void" before teleporting the player to a different area of the map, which may represent the other side of the door. This is used for connecting physically separated map areas with each other, such as when there's an exterior/interior split of a building or ship to allow for more mapping freedom. [Full Thread] C ) Mass Teleport This is a teleportation setup designed to seamlessly teleport the player and any moveables between two identical-looking areas. This allows the mapper to link 2 physically distant areas with each other while maintaining the illusion that they're connected. The teleportation zones should be free of AIs as they can't be teleported like this without their patrols breaking. [Post] D ) Automaton Station A station for Sotha's automatons (includes the automatons) which can be switched on and off by patrolling automatons. (Part of core assets as of 2.10) [Post] E ) Camgoyle A sentient turret originally made for the FM Written in Stone. It's based on the new security camera entity and augmented with scripting to allow it to fire magical projectiles at the enemies it detects. People are more than welcome to use it and to convert it into something else, such as a mechanical turret. [Post] [Download] F ) Audiograph The audiograph is an Inventor's Guild device for playing back recordings stored on spindles, which are small metal cylinders the player can pick up and store in his inventory. [Post] G ) Turret A new companion to security cameras familiar to Thief players. It will become active as soon as an enemy is detected by a targeted security camera, firing projectiles to fend off the intruders. Similar to the security camera and the camgoyle sentry, turrets are highly customisable in their behaviour and appearance. [Thread] G ) Fog Fade Dynamically change fog density depending on what location the player is in. [Thread]
  2. My approach would be a bit elaborate and require few small cripts: 1) teleporting will check the difference between player's origin and this doorframe model origin, and add the same difference to doorframe model's origin in second room. 2) The one sided teleport: you need an invisible, fast moving "door"; trigger_multiple on one side calls little script that just $spec_door.Open(); the oposite trigger_multiple $spec_door.Close(); it. The teleport trigger_multiple in the middle checks if($spec_dood.isOpen()) to know if it should teleport player. trigger_multiple have even "call" spawnarg for scriptfunctions. void close_teleport() { $spec_door.Close(); } void open_teleport() { $spec_door.Open(); } void use_teleport() { if($spec_door.isOpen()){ vector difference = $player1.getOrigin() - $first_doorframe.getOrigin(); difference = $second_doorframe.getOrigin() + difference; $player1.setOrigin(difference); } }
  3. @DragoferI have this working now in map together with an x=ray screen. So you look via a tunnel to the other side that looks different, then you walk through the tunnel and gets teleported to that other looking place.. 1. There is a whoble in the teleportation. Any idea why that would be? I think you don't end up in the same place on the other side. I had to recreate the triggerboxes. 2. Is it possible to make it so that I can only teleport while entering from one side of the tunnel? Currently I can walk around the tunnel and walk into the tunnel from the other side and still get teleported, but I want it to then do nothing from that side. xrayport.map
  4. I think it would be smart to go ahead and start a "Newbie thread" that covers all newbie questions in one place, as with the TDS Forum. It doesn't have to be this one, just for future reference. Aaanyway, I was going through the A-Z Tutorial, and right about the time you make the pool of water, I fixed some leaks, thought I got them all. Now it won't Dmap again, but when I hit Pointfile, it says "Could not open pointfile: E:/games/ ... /TutorialMap.lin" I don't know why since it's been working up to now. So if I have a leak I can't find it, but it's troubling just that Pointfile suddenly, inexplicably doesn't open! There isn't any ".lin" file either; not sure what happened to it. Any ideas? Edit: I started a map from scratch and Pointfile didn't show up again. So whatever it is, it isn't something I messed up in that first map, but a general problem I'm having with DR. Edit2: But it does Dmap and Map just fine, so that's ok.
  5. I rememner an mission where the NPC also climbed up a ladder. It was a mission in which I had to recover an old pocal in an old church. To access I had to recover first a key from the crypt on the roof of this church and recover an scull from the crypt of an old evil beeing and throw it in holy water in the basement. With this a secret door open and downstairs I could recover the old pocal. But this also respawn the evil beeing which killed everybody in the church. Only possible escape was over the roof of the church over an ladder, but also this evil NPC could use the ladder to the roof following me. The only mission I know where an NPC can use a ladder. No remember well the name of this old small and pretty creepy mission
  6. though still in development the watcom C++ compiler is lacking support for newer std models, as of now it barely supports C++89 and only a small subset of C++99. this is due to the project only having one C++ maintainer so the going is slow. the C maintainer has made numerous advancements though so for basic C the compiler is atleast comparable to other versions (though not when it comes to C99). unfortunatly im not good enough with C++ to pitch in otherwise i would have suggested using the clang AST and std.
  7. For the most part they are , freepascal is still maintained and even though pascal is mostly passed on in favour of csharp (which is mostly due to a small userbase with knowledge of coding in it) there are those who swear by it. Djgpp was the goto for many years for those coding for dos/OS2. Unfortunatly it only runs on operating systems that support 16 bit. While windows 10 and before it windows 7 supported emulating 16 bit mode it ran rather poorly, and it only ran on the 32 bit versions. Watcom on the other hand supports building dos/os2 code from windows NT and even linux and is also still in development (as open watcom v2). It also supports building code for some of the more obscure operating systems like qnx.
  8. I'm happy to announce the release of my third FM: Year of the Rat. This is my first city hub map, focused primarily on story characters and environment. It's my most complex project to date, taking its fair share of effort to make which was a good learning experience. As an experiment I opted to use no scripts and rely solely on the default entities, as well as no custom assets apart from the map and splash screen hence the small pk4. It features a few special elements, such as factions that are hostile only when the player commits crime or a decoder lockpick used to open electronic doors. The beta testing thread can be found here, thank you everyone who helped find the most obvious problems. You play as a famous thief nicknamed Black Jack: A man who's pulled many crazy jobs in his life, only to be hired for an absurd and insulting task by an anonymous employer. The objective is pretty straightforward: Be kind to the mice and feed them some cheese! Your silly quest takes you to the Lantern Light district during the Lunar New Year celebration, a place where gangs and corrupt nobles do their dirty deeds together. What ulterior motives and unexpected twists could your adventure entail? While the most obvious problems were patched during beta testing, some issues can't be easily resolved due to the complexity of the entity setup and objectives, meaning you may encounter a few inconsistencies. Most notably surrounding AI, which may float above chairs and not react to alerts or oppositely send the whole map into a panic: This is mostly due to how the engine handles AI and alarms. The map is small since I wanted to add more detail without having to work on large areas, as such some places can feel cramped while the skybox may be visible up close. I'll be busy so further updates are unlikely unless I decide to add new content later... you're welcome to report any issues you encounter, but keep in mind that if something wasn't fixed it's likely known but difficult to address or due to engine functionality. Spoilers for objectives and secrets as follows: Download 1.2: Google Drive, Mega. Screenshots with minor spoilers for the various areas:
  9. Hi, I've played Splinter Cell trilogy last year because I joined that 52 games challenge. Furost_nova's profile | Backloggd I made a site full of level design articles in hopes of breaking into the industry. I began with google sites, but now I've migrated to mediawiki. I still want something better than mediawiki, but for now it was the easiest solution to publish text and have more freedom to format than google sites. My plan is to work in the industry. My long term goal is to make that site a professional resource and refactor everything. But that won't come until after some years of professional experience. For now I've stopped adding more articles because it's a futile endeavor. The reason is pretty much this article of mine: https://www.henry-ym.org/index.php/Environment_Art_x_Level_design_x_Writing._Ego_made_me_blind https://www.henry-ym.org I made this: https://www.moddb.com/members/frost-nova/addons I have made maps for Open Arena before. If you ever seen maps called Lego + something. Plus, a colorful map with too many colors at the same time, circular arena style, called RGB. I made it too. I deleted them from moddb because I was going to rename to remove the "lego" trademark, but I guess I forgot to upload them.
  10. I often stumble browsergames. There are tons of really good ones to play in between, without the need to waste space in the HD. Here a small selection of the best ones in my bookmarks. FPS https://studiohammergames.itch.io http://xproger.info/projects/OpenLara/ https://quake1.ru https://playclassic.games/games/action-dos-games-online/play-mdk-online/ RPG https://d07riv.github.io/diabloweb/ Adventure https://www.bluecybervr.com https://jedb.itch.io/invitationem Puzzles https://www.chrisraff.com/3d-maze/ https://dustyroom.itch.io/empty
  11. not a graphic guy but these things are cool : - Video Game Blurs (and how the best one works) - Improved Map Generation | Civilization VII (voronoi maps generation) - Painting with Math: A Gentle Study of Raymarching - The Blog of Maxime Heckel
  12. Hello! Tracking down information on software and plug-ins that work with D3 / TDM can be a tough. So I have created a thread here where people can post what software/ plug-ins/ tutorials or other references they've had success or failure with in TDM. 3DS MAX 2013 64bit .ase - Default .ASE model exporter works. However you have to open the .ase file in text edit and manual change the *BITMAP line on each material to read something like: "//base/textures/common/collision" which allows the engine to read the correct material path. md5.mesh / animation - Beserker's md5 exporter/importers for 3dsmax. http://www.katsbits.com/tools, Importing and exporting works. The model must be textured, UV'd, with a skin modifier attached to the bones to export. PM me (Kingsal) for help with this. Imported models using the script will not be weighted appropriately, so this is not recommended if you are simply trying to edit existing tdm content. (Use blender instead) MAYA 2011 32bit md5.mesh - So far I've not had any luck with Maya 2011. I am using Greebo's MayaImportx86 for Maya 2011. I've got the importer working however I get a "Unexpected Internal Failure(kFailure)" and the import fails. This could be due to something finicky in Maya that I am not doing correctly. Will keep trying.. Blender 2.7 about - Blender is commonly used and pretty well supported on the forums/ wiki. Various versions may work as well - https://www.blender.org/download/ md5.mesh / animation Blender MD5 importer/exporter (io_scene_md5.zip): https://sourceforge.net/projects/blenderbitsbobs/files/ Sotha's guide Blender Male/ Female rigs by Arcturus - Here Edit by Dragofer: more links found in this post.
  13. Announcing the Release of 'Requiem' for The Dark Mod! Download Download the latest version of the Dark Mod here: http://www.thedarkmo...wnload-the-mod/ Download the mission here: Mediafire: http://www.mediafire...u89/requiem.pk4 Southquarter: http://www.southquar...ons/requiem.pk4 Fidcal.com: http://www.fidcal.co...ons/requiem.pk4 Create a folder in your Dark Mod install with the path "darkmod/fms/requiem" and place the downloaded .pk4 file inside. When you load up The Dark Mod, the mission will appear on the "New Mission" page. Requiem can also be found directly using the in-game loader. Gameplay Notes While this mission is playable in TDM 1.8, for an optimal experience please download and play in TDM 2.0 (or higher). Most inventory items in the game can be dropped, so no need to carry them around after they are no longer of any use. Note that If you use noclip or other console commands while playing, there is a good chance that you will break the intended flow of gameplay. Credits Mapping and Readables: Gelo R. Fleisher Voice Acting: Goldwell Additional scripting: Obsttorte Additional textures and assets: Flanders, Sotha, Grayman, Springheel, Bikerdude, Obsttorte Additional map optimizations: Bikerdude Testers: Bikerdude, Obsttorte, Gnartsch, AluminumHaste, Baal, nbohr1more, PPoe Custom Soundtrack: Leonardo Badinella - http://leonardobadinella.com/ Additional Music: Lee Rosevere - http://freemusicarch...c/Lee_Rosevere/ Marianne Lihannah - http://www.funeralsinger.net/ Vox Vulgaris - http://www.last.fm/music/Vox+Vulgaris/ A note from the author Hi all. While I've been involved in indie game development for a while now, I'm first and foremost a writer. My most recent project has been a novella that tries to capture the visual feel and tone of the Thief series (you can find the link below). As I was writing, I found myself playing a lot of Thief and Dark Mod fan missions, and got to thinking that maybe I wanted to make one myself, as a companion piece to the book. When I finished up writing, I had a bit of down time and decided to take the plunge. Having never done any serious mapping before, my plan was to make a small mission that I could bang out in a month or two and call it a day. Well, as sometimes happens, the project got a little bit bigger than I had planned. Ten months, and lots of elbow grease later, Requiem is finally ready for you to play. I'd like to thank everyone who helped pitch in to help make Requiem come alive, from those who took the time to answer my many questions on the forums to those who actively contributed to the FM. I especially want to thank Bikerdude who served as my mapping mentor, and Obsttorte whose clever scripts really turned what was in my head into the game that you are playing. Above all, I want to thank you for downloading and playing Requiem; I hope you enjoy it. Links of Interest Author's Blog: http://gfleisher.blogspot.com/ Companion Novella (Amazon): http://www.amazon.co...k/dp/B00BYEW02M Companion Novella (Smashwords): http://www.smashword...oks/view/298956
  14. 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
  15. The issues with the Flashbombs are multiple: You can throw Flashbombs through doors/walls... ... therefore you can blind NPCs through doors/walls Because there is no indicator of any kind it is impossible to learn/predict where Flashbombs will land Hold "Use" enough time and you can throw Flashbombs to the other side of the map Flashbombs won't work if AI is not looking directly at them when they bang... ...and even if AI is looking directly at them but their weapon or prop gets in the way the bang won't work... ... and I think there is an issue as well if "opaque" models such as foliage get in the way Sitting/sleeping NPC behavior is weird/buggy when blinded Blind animations don't last long enough, and AI freezes afterwards: weird. It is hard to KO an NPC that has just been blinded, you only have a split second and even then, you may very well fail: unreliable. getting yourself blinded sucks I did the field work on Flashbombs long ago and I am sure I missed something.
  16. It doesn't surprise me you aren't reading anything actually being said, but there is no argument. I am happy you are happy with your purchase. You just seem to want to make some broader point about people unfairly rushing to judgment, which is strange to me when we are all discussing the same "30 seconds" of promotional material which led you to instantly purchase the game before it was ever even released. That is at least as much a rush to judgement as anyone who is skeptical of what they saw. And that is fine. It is actually ok to be be judgmental of promotional material a corporation releases specifically in an attempt to sell you something. Clearly it wasn't a slam dunk in this case.
  17. I am pleased to announce the release of our new fan mission, The Hare in the Snare: Part 1 Mission type: City Missions + Inn/Tavern Description: People are being abducted off the streets and a Watch Captain requires the services of a thief to help him find out why. Download link (version 4): https://drive.proton.me/urls/ME63JDKPJ8#cz8NexM0DR75 Credits: Mapping and original characters: @Frost_Salamander Story, readables, custom models, voices and cinematics: @Kerry000 Menu title track produced and mixed by @JackFarmer with selected gigagooga sound samples Beta testers: @Cambridge Spy @Zerg Rush @Amadeus @Acolytesix @Lzocast @wesp5 @nbohr1more @Kerry000 @ate0ate @Wellingtoncrab @prjames Additional thanks: @Dragofer, @nbohr1moreand @peter_spyfor technical help @Springheel for the modules and tutorials @kingsalfor allowing @Kerry000to abuse his manbeast everyone else on Discord and the TDM forums who offered assistance Requirements and notes: This mission requires TDM 2.09. Earlier versions will probably work but you might see one or two missing models. You may experience some FPS drops in some areas with lower-end hardware. Mid-range and above should be fine. If you have issues, I highly recommend you use shadow maps instead of stencil (settings -> advanced -> shadows implementation). It makes a big difference. Screenshots:
  18. By way of introduction, Penny Dreadful is a fan mission series dealing with the exploits and misfortunes of Gerald Foxley, lowlife and common opportunist. To stick with the theme of lurid and disreputable pulp literature, these missions were planned to be nasty, brutish and short, which sort of worked in PD1, was not entirely working in PD2, and went out the window with PD3, which ended up much bigger than I ever expected. The series also allows me to experiment with gameplay ideas which do not completely fit TDM standards: Foxley is slightly worse at stealth than the TDM baseline, and can't pick locks: you will need to find different ways of getting into places. In the first episode, The Grail of Regrets, what started out as a routine case of extortion ended with Gerald in the possession of the eponymous Grail. In the second, All the Way Up, these newfound fortunes proved to be shorter than anticipated, as Messer Montrose, a corrupt nobleman, and his ally, the local Bailiff conspired to rob Foxley of the prize to further their own ends. The Grail is now in the hands of Archibald Flint, a powerful crime boss ruling from a mansion on Fiddler's Hill, an infamous den of thieves. However, to get close to him, Foxley has to remove a few obstacles in the way... Erasing the Trail "Kill a man and take his life; wound him, and restore his pride." -- alleyway proverb. "In a city where every window is an eye and every doorway a whispering mouth, it is hard to keep a secret. When I learned of crime lord Archibald Flint's involvement in robbing me of the Grail of Regrets, I knew I'd have to strike quick, and strike first. But I failed. By the time I got near his place on Fiddler's Hill, every gate to his hilltop mansion was locked, every alley patrolled by thieves eager to kill. Two days later, I watched my tenement go up in smoke and flames. The hunt was on, and it wouldn't be over until they'd have their quarry dead or captured. Flint's main enforcer is a man named Grunt, known to communicate in written orders after his throat was cut in some altercation... a real bloodhound. I will have to deal with him one way or another to get the heat off of my back, and allow me to reach Flint himself... Flint is also looking for my dead body, and I'm planning to have it delivered right to his doorstep. Another underworld figure, Almsmaster Quandt, lives a few streets from Grunt's mansion, and he is said to be my spitting image, an uncanny resemblance. Wonder if Flint will recognise the difference... well, time to find out. Sometimes the only way to deal with a hornet's nest is to kick it over. This night, I am back in the middle of it. I have already run into a pair of sentinels, but I slipped into a small garden and jammed the lock behind me with a bit of wire. Hope they don't raise the whole neighbourhood, or this will be over real quick. Time to get moving." Download links: Mega (200 MB)mission downloader!***Performance warning***: as usual, this mission pushes the limits a bit (although less than PD2). The hardware requirements exceed the TDM baseline, and the loading time is fairly long. Optimalisation should be credited to Bikerdude, while the remaining problems are all mine. High-resolution player map (for printing, etc.): Notes: Erasing the Trail is intended to be an open-ended city exploration mission, where you can approach your objectives from multiple angles, and discover multiple solutions to complete them; some more straightforward, some more obscure.Gerald Foxley is a rank amateur who can't pick locks. You will have to find alternate means to break into places.There is no poll to rate the mission because I do not believe in them. Your comments are welcome in writing, however!You can find my concept art in the PK4 file. These images obviously contain heavy spoilers.This mission series predates, and is thus unrelated to the Penny Dreadful TV series. Special thanks: to our testers, Aluminumhaste, Kingsal, Nbohr1more, Oldjim, Skacky and Premier; gigagooga for several new ambient sounds, and sound conversions (Fabrice Hautecloque from Ishar III, tension loops from Golgo 13: the TV series);Yandros, Bikerdude and Goldchocobo for voice acting;epifire! for custom models;The Canon Texture project for texture work.
  19. that's super impressive result, Is it from the Leonidas drone defense system? (Because there was news about it recently) I'm still curious why Electrolaser never made it to defense market and straight out abandoned(Even though this project may still be quietly ongoing, we will never know.) : Electrolaser - Wikipedia Everything seems possible in the hands of the DoD There is new technology after the use of fiber optic cable to avoid jamming : New Alternatives to GPS could Be Jamming- and Spoof-Proof - IEEE Spectrum . The keywords are imu and gyroscope on chip components. I'm wondering about how difficult it is to implement laser communication for small sized drone? (even though weather and alignment could be obstacles)
  20. Hey @thebigh this is awesome! Would you mind reporting this over in the ghost report thread here: https://www.ttlg.com/forums/showthread.php?t=150710 This is one of those missions we currently don't have a ghost report for, as some reports from the old Square Enix forum got lost. You could simply write in the stats and add a brief description of the main challenging areas like you did above, and I can add it to the archive. Thanks!
  21. Small update: added copy rotation constraint in head bone in head_old_man_MD5_Armature.
  22. ============== -= 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:
  23. A Special Delivery is a very small warehouse & factory Dark Mod FM. In this fun little mission you have to find a valuable diamond. Enjoy! DOWNLOAD HERE. (2MB)
  24. I was thinking it won't matter which. You can only read small pages of stuff that's not too far away to read, so the light gem value could be recycled with nothing seeming out of the ordinary. And since a long range frob for giant signs isn't in the game to my knowledge, we don't have to adapt for the possibility of trying to gather remote luminosity information and all the computational hiccups that has been said to involve. If its a big signpost or something, the player would naturally be happy enough just looking at it.
  25. I was pretty active in the Revision Forum and I really miss those times, we were like a small family of 5 or 6 members. I remember GMDX starting in the middle of Revision development and sharing many ideas with both teams. Glad to say most of those ideas made it into Revision and those that didn't were incorporated into GMDX. GMDX is definitely worth it you won't go back to vanilla DX
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