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Hello and thanks for checking out this post. I'm delighted to announce that version 1.1 of my fan mission "Cole Hurst 1: Eaton" is now available to download and play. This post is spoiler free, so please don't avoid digging into the details below if you are interested. I'm just using the spoiler tags to organize this post a bit. Let me start by saying "thank you" to anyone who has either previously played - or is considering playing this mission. It really means a lot to me. I have been away for a while, but following a round of beta testing that took place some time last year, I've only just recently managed to finish this update. I'm slightly embarrassed by how long it has taken me to complete, but I wanted to make sure that the valuable feedback I received was all properly addressed. Mission description "Tonight, Eaton's wealthiest citizens will gather at Lord Mayor Zelmer's estate to celebrate the city's founding. Nobles, dignitaries, a famed musician, and even the Queen will pass through its gates. While the guests celebrate Eaton's future, Cole Hurst is looking for a way out." For those new to and/or curious about this mission: I guess I would describe it as a traditional heist-style mission - although with a couple of major plot twist along the way. It's a very large map and I think it should take most players at least a few hours to complete. Screenshots Changes in version 1.1 Countless additions and a large amount of smaller tweaks and changes have all made it into this release. I may have already forgot a few things, but here are what I consider to be the main highlights: * New secrets & optional side quests * Story tweaks and reworked readables * Subtitles * Difficulty tweaks and related changes * Stability fixes * Various cosmetic changes * Audio tweaks * TDM version 2.13 now required Contributions and acknowledgments A special thanks to all of those listed below. I'm sincerely grateful for all your contributions! Mission testers and technical support @nbohr1more, @stgatilov, @duzenko, @Acolytesix, @Dragofer, @JackFarmer, @Shadow, @Cambridge Spy, @wesp5, @madtaffer, @prjames, @suzy8track, @datiswous, @boissiere and @Bergante Story Kelly Hrupa Voice actors twhalen2600 (AKA @Benny_the_guard) and Kelly Hrupa
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Hi everyone! My name is Brams, and I’m a Cuban map creator. I’d like to share the first two missions I created this summer with the TDM community. Fun fact: I first had to learn how to use the DarkRadiant editor, which was quite a challenge for me. I hope you enjoy them! Any comments or bug reports are welcome. Download links: - Mission 1: [A Cornered Thief] -> https://drive.google.com/file/d/1bdeE6TL_qDZa9-idvNnuY3z75xTS1Im0/view?usp=drivesdk - Mission 2: [A Protected Country House] -> https://drive.google.com/file/d/1UCSQhkxM7zKZAdnP-rVCdVeCN8UgFrSy/view?usp=drivesdk (updated) (August 30, 2026) I should clarify that my username is "brams2" because I tried to create two accounts, thinking the first one—where I used the name "brams"—hadn't been set up correctly. So, I created another one, only to realize the first had actually been saved. That meant I had to create yet another account under the name "Brams 2," which is the one I used to make this post. Thanks, and enjoy the stealth!
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envshot, does this capture an environment map? I'm not sure, but it seems related.
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I certainly can't either. Converting existing assets to metalness / roughness model would take a lot of work, but I wonder if it would be possible to use PBR and old Blinn-Phong materials at the same time. I imagine introducing PBR in any capacity will result in change of the look of the entire game? I can imagine some improvements to the current system. For example, you can do a pretty decent polished metal by blending in a generic cube map: Problem is you can't mask parts of the cubemap properly using an image mask. By the way, purely theoretically, some maniac could code-in a probe system, where during dmap or maybe even in real time an environment map is captured for each room, and then dynamically swapped in the material based on proximity Using cubemaps with blend add could be useful for non-metallic reflective materials - like eyes, or other wet surfaces. However it makes materials glow in the dark, which is a detriment in a game like this - although most maps don't do 100% black shadows anyway. You can't add fresnel effect to cubemap reflections, which is also important for non-metals. Fresnel effect could also be used for velvet or dusty materials. We don't have subsurface scattering shader. And there are other engine improvements I can imagine, like adding more screen-space effects (we have AO). Or new mesh formats, that for example support multiple UVs.
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Fan Mission: Chronicles of Skulduggery 3: Sacricide (2020/07/18)
Wallace replied to Bienie's topic in Fan Missions
Loved every minute of it. What a great, sprawling, FM, and loved the addition of the notice board side quests, would love to see more of this in other FMs. I spent so long on this map that when I remembered earlier bits I had to think whether it was even the same mission. Bank heist, grave robbing, and manors all in one map. The whole campaign was simply excellent. -
That AI gen case was someone re-releasing Lady Rowena's FM with the textures AI gen upgraded (or anyway that was the case that generated strong opinions; that guy is doing it for other things too), and you might know she passed away a few years ago so can't consent. I mean it's one thing to put AI gen art in your own FM. I think that should be allowed as long as the use of AI is reported, although I'm sympathetic with zero-tolerance people (& I personally disapprove & wouldn't use it), but I think labelling it helps with that. But I think should be uncontroversial that it's unacceptable to do anything to any other person's map without their consent, and AI art just makes it worse.
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Author Note: Thank you for downloading and playing the sequel to The Accountant 1: Thieves and Heirs this FM picks up right from where we left off in accountant 1. This is the second part in my three part series following Corbin on his journey to discover who and what the accountant is. This mission is a little different to what you may expect from a Thief mission but still has plenty of classic Thief moments as well. This is the largest mission I have ever built with an average play through lasting between 2 - 3 hours. A few aspects in game are different to what you may expect as well and those are: - Candles are pinchable (frob to put out instead of pickup) - Food has been hot fixed so now it heals you for 10 health points when eaten - Doors that are missing handles means you cannot enter that room/building - All secrets can be found before you enter the sewers As a little piece of fun trivia there is a small cameo in my mission from a very special guest. He is a longtime voice actor in the industry and you may know him from roles such as Deckard Cain in Diablo, Captain Price in Call of Duty, Elder Lyons in Fallout 3, or just about any Nordic character in Skyrim. In addition to all of the fantastic people who have helped me along the way I have personally spent a lot of time, effort and energy devoted to bringing this out to you all so I hope you can enjoy the fruits of my labor and have fun! File size: 358 mb
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Announcing the next installment of 'The Lieutenant' series: High Expectations! Never heard of this series before? That's because I just made it up. Actually, it continues on from my previous FM, In Plain Sight. You don't need to have played In Plain Sight before, but there are some references to it in the readables that might not make sense if you haven't (some of which will be spoiler-ish). "Follow the Lieutenant on his next mission to the City of Highborough" Mission Type: City Missions Beta Testers (thank you all!!! @wesp5 @Acolytesix @Shadow @Cambridge Spy @AluminumHaste @jaxa @thebigh @joebarnin @Mezla @snatcher @datiswous Extra credit goes to @Mezla for providing the idea behind one of the objectives! Notes: TDM 2.11 required You can explore most of the map from the start of the mission, but if you find yourself getting a bit lost or unfocused, just concentrate on the main objective Your objectives will become visible after you read your briefing in your inventory The map does not contain any secrets The only difference in the difficulties is the (optional) loot goal This mission has some replay potential built-in. Explanation below, but I suggest you read this only after your first playthrough: Spoiler warning!: Download links (v1.4): Proton Drive: https://drive.proton.me/urls/ZDTKN6DDM4#8Re0CpARxcbc Github: https://github.com/FrostSalamander/fsx/releases/download/1.4/highex.pk4 Screenshots: https://flic.kr/s/aHBqjAB8qt Known Issues it appears that to some players keys bound to AI are unfrobable. I don't have a solution as I've never been able to reproduce it. As a mitigation, for these doors you can either lockpick them or an alternate key will be available. Other hints Atkinson/Burns objective This objective is more about rewarding the 'explorer' types. It's optional and requires you to find a lot of stuff to piece together the whole story of what happened. Most of these are not really 'hidden', but rather require a visit to most of the accessible areas of the map. If you have given up searching, then: Hotel Safe Combination hint: spoiler: What's going on with Brother Gregory? If this isn't clear, then read on: There's a wooden door in the prison that I can't open... hint: spoiler:
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============== -= IRIS =- ============== WELLINGTONCRAB TDM v 2.11 REQ Ver. 1.3 *For Maureen* -=- "Carry the light of the Builder, Brother. Unto its end." -Valediction of the Devoted "What year is this? Am I dreaming?" -Plea of the Thief Dear Iris, I am old and broken. When we were young it felt like the words came easily. Now I find the ink has long dried on the pen and I'm as wanting for words as coin in my purse. I can tell we are nearing the end of the tale; time enough for one more job before the curtain call... ============== -Installation- Requires minimum version of TDM 2.11 **Dev build dev17056-10800 (2.13) fixes several visual effects which have been broken in the mission since the release of 2.11. For that reason playing with that version or later is currently recommended** -Iris does not support mods or the Unofficial Patch- Download and place the following .pk4 into you FMs directory: Iris Download ============== Beta Russian Language Translations by @kalinovka Mirror #1: yandex.ru Mirror #2: Google Drive ============== *Thank you for playing. Iris is a large mission which can either take as quickly or as long as you are compelled to play. I hope someone out there enjoys it and this initial release is not completely busted - I tried the best I could!* *Iris both is and isn't what it seems. If commenting please use spoiler tags where appropriate. If you are not certain if it would be appropriate a good assumption would be to use a spoiler tag* *Support TDM by rating missions on Thief Guild: https://www.thiefguild.com/* ============== WITH LASTING GRATITUDE: OBSTORTTE - Whose gameplay scripts from his thread laid the foundation which made the mission seem like something I could even pull off at all. Also fantastic tutorial videos! DRAGOFER - Who built upon that foundation and made it shine even brighter! And whom also provided immeasurable quantities of help and encouragement the past couple years on the TDM discord. ORBWEAVER & GIGAGOOGA - For generously offering their ambient music up for use. EPIFIRE - Who lent me his fine trash and trash receptacle models. AMADEUS - Who was the first person who wasn't me to play the damn thing and provided his excellent editorial services to improving the readers experience playing TESTERS AND TROUBLESHOOTERS: AMADEUS * DATISWOUS * SPOOKS * ALUMINUMHASTE * JAXA * JACKFARMER * WESP5 * ATE0ATE * MADTAFFER * STGATILOV * DRAGOFER * KINGSAL * KLATREMUS - What can I possibly say? Playing this thing over and over again could not have been easy. Deepest thanks and all apologies. -=THANKS TO ALL ON THE TDM DISCORD AND FORUM=- ==SEE README.TXT FOR ADDITIONAL ATTRIBUTIONS & INFORMATION== HONORABLE MENTION: GOLDWELL - If I hadn't by chance stumbled into Northdale back in 2018/2019 I would probably still be trying to get this thing to work in TDS, which means it probably would not exist - though more details on that in readme. ============== Boring Technical Information: *Iris is a performance intensive mission and I recommend a GTX 1060 or equivalent. I find the performance similar to other demanding TDM missions on my machine, but mileage may vary and my apologies if this prevents anyone from enjoying the mission.* *Iris heavily modifies the behavior of AI in the game, how they relate/respond to each other and the player. So they may act even stranger than they do typically in TDM. Feedback on this is useful - as it can potentially be improved and expanded upon in future patches.* -=- This is my first release and it has been a long time coming! If I forgot anything please let me know! God Speed. 2.10 Features Used:
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So much time & effort has been put into the Darkmod branch over literally 2 decades now, not a small part into the rendering and things like soft shadows and ambient occlusion and optimizations, bit by bit by tortured bit. It's not just that they were dozens or 100s of hard won little battles that shouldn't just be tossed out willy nilly, although that too, but the current state of the engine is like a manifestation of the Team's work and devotion built into the engine's DNA. We've really made it our engine for our game. I mean there's always room to consider new optimizations, but this is a pretty fundamental & all encompassing thing. That's even before you get to the part that as AI-assisted vibe code there are reasons to worry about it being sustainable and well-maintainable. It's also worth noting it's not like one person was just coding stuff in a vacuum for our engine as it is now. Basically every feature got endlessly debated and discussed by the team, especially the rendering side. So there's also respecting the democracy of the team. I wanted to also say that there's a certain look to our game too we should keep as part of its core character, but I don't know if this would actually change its look, so I'll just throw that idea out as something that might be a consideration. All that said, it may be worth someone looking into it and seeing if anything valuable could be scooped from it, and then we could have that long discussion about it like any feature proposal. I think it's better to look at pieces on their own merits than just taking the thing wholesale uncritically.
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"When the leaves change and the air is still, there is a quiet." -Lady Blackbriar -=| DISPLACEMENT |=- BY AMADEUS & WELLINGTONCRAB = DOWNLOAD = <( | )> -REQUIRES TDM 2.14- -JOIN THE BETA NOW- "Seek not the prideful sin that is perfection The Builder's light shines through all flaws. It is His wisdom to recognize a thing is done Before it is ever truly finished." -St. Edgar's Sermon of Rust LAMPFIRE HILLS... They say the woods around here give the tourists bad dreams, but I don't mind. I like it here. I feel like a piece of me belongs here. ... That it fits. DISPLACEMENT is a medium-sized traditional manor mission with a highly variable playtime. *2.14 provides a number of improvements to gameplay, performance, and stability. It is strongly encouraged to play on the latest 2.14 beta release. Join in testing now!* *Mods such as the “Unofficial Patch” and “TDM Modpack” are not supported by this mission and should be used at your own risk* https://www.thiefguild.com/fanmissions/97429/displacement CREDITS: ADDITIONAL MUSIC: -AIRSHIP BALLET -GIGAGOOGA ADDITIONAL SCRIPTING: -DRAGOFER -OBSTORTTE -FROST SALAMANDER -KINGSAL ADDITIONAL ASSETS: -KINGSAL -TDASH -SKACKY -BIKERDUDE -GOLDWELL -EPIFIRE -STRUNK -SHANNEN ART -POLYHAVEN -TEXTURES.COM -SKETCHFAB CULTURAL HERITAGE CC0 COMMUNITY -LOISTE INTERACTIVE -COLINFIZGIG -CDMIR BETA TESTERS: -KINGSAL -GOLDWELL -MAT99 -FROST SALAMANDER -MIKE A -STGATILOV -STIFU -MARBLEMAN -DETEEFF -THEBIGH FURTHER ACKNOWLEDGMENTS: -STIFU FOR HIS EFFORT IN FIXING THE NOTORIOUS STUCK AI AND ARROW CRASH BUGS. -STGATILOV WHO MADE A NUMBER OF 2.14 OPTIMIZATIONS AND BUG FIXES. -KINGSAL FOR PROVIDING SOME OF THE MAIN MENU GUI ASSETS -PURAH FOR ORIGINATING THE SETTING OF LAMPFIRE HILLS, REIMAGINED HERE, IN HIS THIEF FMS. -GUY-ON THE COUCH AND JAM61 FOR THEIR SILENT HILL COMMUNITY MAPS WHICH HEAVILY INSPIRED THE LAMPFIRE HILLS REGION MAP. -SPECIAL THANKS TO LOISTE INTERACTIVE FOR ALLOWING US TO USE ASSETS FROM THEIR GAME "INFRA." SOME ADDIITONAL DETAILED LICENSING INFORMATION: SOME NOTES ON PERFORMANCE: NOTE TO MAPPERS: MOST OF THE NEW ASSETS IN THE MISSION ARE INCLUDED IN 2.14
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Fan Mission: The Accountant 2: New In Town by Goldwell (2016/05/09)
Wallace replied to Goldwell's topic in Fan Missions
Good lord... talk about overstaying your welcome. I was already burned out before even reaching the third floor, then the map decides to shit out that final section with the crystals... at that point I just manually edited the mission file to finish. -
[FM] Mis primeras misiones / My first fan missions - Brams
Brams replied to Brams's topic in Fan Missions
I know many people won't like the combat map, so I'm working on a new one that is literally the combat map but completely transformed into a warehouse. -
I'm halfway through this excellent map so far, but the lack of rope arrows has been a real bugbear. It's probably got more rope opportunities than any other FM, but not putting a single rope arrow in either shop seems like such an arbitrary restriction, as does the ommision of the monocular. If the intention is to discover them somewhere on the level than that's a discovery I'm yet to make, and I've just made it past the plague wall. Otherwise great mission, it feels like 10 missions in one. Text on the map could be bigger, as it's a struggle to make out the numbers as they're so small, but maybe that's my resolution.
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[FM] Mis primeras misiones / My first fan missions - Brams
Amadeus replied to Brams's topic in Fan Missions
Hey Brams2! Welcome to the dark mod! And you're coming in with two lovely missions to play, as well. Great work on these! One quick note: before these missions get added to the mission downloader, it's usually a good idea to get them beta-tested first. I also played the second mission and fell out of the map: But yeah, I suggest you start a beta testing thread here: https://forums.thedarkmod.com/index.php?/forum/59-tdm-mission-beta-testing/ -
Fan Mission: Cole Hurst 1: Eaton by bwyan (2026/06/12) version 1.1
Kaaiman replied to bwyan's topic in Fan Missions
Fun map, I liked the sidequests to unravel the secrets! Nice plot twists. It felt really creepy The rooms are indeed very large. Fortunately they don't feel very empty, but it felt strange to be able to walk through the shadows on the floor between lots of lights from all sides, without AI noticing a silhouette passing by. I know it's the game engine that makes this strange behavior possible, but smaller halls and rooms would make it more credible and immersive. From a construction perspective, I was wondering how they managed to have no pillars despite the vast ceilings. The riddle of the secret code had me breaking my head, but eventually I found it out without help, as with most (side)quests. However, I had no clue where I could find the I also noticed a minor visual glitch in the sewer: And indeed the 'special item' glitch @STRUNK mentioned already. -
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.
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[FM] Mis primeras misiones / My first fan missions - Brams
Brams replied to Brams's topic in Fan Missions
Attention! I’ve just updated the link and the mission; a moment ago, I fixed several errors and technical glitches. I also tweaked some aspects of the game mechanics and the map. -
[FM] Mis primeras misiones / My first fan missions - Brams
thebigh replied to Brams's topic in Fan Missions
To stop snow falling into the house, guard shack, and privy you'll likely need to divide your snow emitting patch into several patches. Then put visportals extending from the roofs to the sky. A solution to the problem is described in this thread, and it includes a tiny test map you can open to see how to do it. -
[FM] Mis primeras misiones / My first fan missions - Brams
Brams replied to Brams's topic in Fan Missions
I will update the "a Protected Country House" map and its link, but only once I resolve the snowy weather issue occurring near all the exterior-facing windows, including the front door. I hope someone knowledgeable about this can help me with this annoying snowy weather problem; I would greatly appreciate the assistance. -
[FM] Mis primeras misiones / My first fan missions - Brams
Brams replied to Brams's topic in Fan Missions
Here is a link to a video I made of my map so you can see the issue with the snow effect. In the video, you can see snow seeping through the ceiling near this window; this happens not only with this window but with all windows facing the outside, as well as the front door. Could someone help me with this snow weather issue? Do I need to place a specific texture near the windows to prevent the snow effect? Link: https://drive.google.com/file/d/1x2mviCwrgt47S5228IsxjXClkh2VF9V3/view?usp=dr -
Here is an example screen shot with #str_03000 "easy" translated to Hungarian as "Könnyû", but the last character is displayed as question mark. This is how the original code works, none of my UTF-8 changes. As for my UTF-8 version, it does not use the .map files. I thought that without them I'll see all the letters broken, but at least the Russian language shows up properly. So... can I simply ignore them? UPDATE: I think I see problems in Czech language. So .map files are necessary sometimes, but apparently not for every language. The new engine reads all.lang directly right now (will be renamed to all.utf8lang and probably reformatted). It uses .utf8map files which explain how to map non-ASCII UTF-8 characters into internal 8-bit characters for specific language. I generated these files by checking all.lang against russian.lang and similar files. UPDATE: Now that I have baked .map files into my .utf8map, I still see missing characters sometimes. For instance, here is Slovak language, and this is without my changes: So I'm sorry to return to this, but I'm confident that the language names in the language selection screen should be in English to avoid all this confusion and quadratic number of variants to test. russian.utf8map
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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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[FM] Mis primeras misiones / My first fan missions - Brams
Brams replied to Brams's topic in Fan Missions
Oh, thanks for the heads up! I will check the map in DarkRadiant to find where you fell into the void and fix it. I will follow your advice and open a thread in the Beta Testing section to polish these bugs.