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  1. 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
  2. plenty of lian li models have both firewire and flash drives (i have one heh). the early models came in silver or black anodized alu (also got one of both). biggest problem with lian li's older cabinets were the fans which while silent unless pushed did not move much air at all. replace them with a set of noctuas and the airflow is actually reasonable. some also make cutouts in the frame for more fans and the 5.25 drive trays can be converted to fans as well (there are some fan trays that are ready made for these but they usually come in black). i use my small 3 fan silver lian li case with a haswell 4790k and an AMD RX5700XT and it works well despite the gfx card getting rather hot even in a well ventilated case. the reason i like them so much is that they are easy to modify and there are a ton of accessories for them though you will have to look those up on the used market as they no longer get produced. i have a 5.25 " fan controller for the silver one but with the haswell board i did not really have any use for it since it is new enough to have several fan controllers. also got a 3.14" flash drive controller for the floppy cutout. i also liked the old coolermaster HAF X cabinets, which while old still has some of the best airflow you can get (downside is that its heavy as hell because its a full tower steel cabinet).
  3. https://www.ttlg.com/forums/showthread.php?t=153454&p=2543356&viewfull=1#post2543356 Great reaction from heywood.
  4. How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
  5. In pursuit of a long-sought secret, the key to life everlasting lies deep within the recesses of an ancient athenaeum. Dragofer, Bikerdude, and I proudly present our FM for the Christmas Connections Contest titled "Written in Stone." Notes - TDM 2.10 Beta 5 or later is REQUIRED to play this mission. However, it is recommended to play using 2.10 Beta 6. You can get the latest version here. - This FM is a sequel to The Elixir. While it is not vital to play that before playing Written in Stone, there are some story connections. - This FM may be more hardware intensive than normal. LOD settings can be set below "Normal" to improve performance on low-end machines by disabling certain features. - Various areas will look better with shadow maps enabled at the possible expense of performance. - This FM implements the func_peek mechanic, allowing players to peek through any door that has a keyhole on it by leaning forward. PLEASE NOTE: This function has been known to cause crashes for a small number of players in the past, likely due to using the 32-bit version of TDM. At no point in this mission is it required to use the func_peek mechanic; it is purely optional, so feel free not to use it. As an entry in the 2.10 Christmas Connections Contest, the new features and assets used by this FM are: Download Version 1.1 This FM is available for download here: Google Drive Simply place the written.pk4 into your darkmod/fms folder and you're ready to go! Promotional Screenshots (via ThiefGuild) Credits A big thanks goes out to Wellingtoncrab for making a beautiful city map, Narrator for their wonderful voice work, nbohr1more for creating the original story premise as well as a few readables, Goldwell for animating the introduction to our briefing video and Duzenko for making certain glasses work as well as they do! A huge thank you also goes out to our beta testers: Goldwell, Wellingtoncrab, Kingsal, noodles, Krilmar, Garrett(Monolyth-42) ate0ate, and Mike_A. Thank you all very much for your keen eye to detail and great insights! Asset Credits Kingsal's Killer Assets Wellingtoncrab's Wonderful Furniture and Book Skins ***PLAYERS BEWARE*** SPOILERS lurk in the depths below. We strongly recommend playing this FM first so you don't spoil the fun for yourself!
  6. Terribly difficult juggling map designing with work, but I'm still alive and chipping away at something very special. I'm actually making a collaboration of sorts with a friend, I make the map itself and he acts as my "Chief Scope Creep Consultant" that checks in every so often to make sure this project isn't getting out of hand. It's a good system!

  7. by the great cthulhu christians have invaded the blood of the dawnwalker forums moaning about them being put in a bad light by a game... looking back chritianity was one of the most bloody in human history and they bitch about the game allowing for people to fight back i mean wtf... yes lets have the dark ages back as if we truely need more to bog us down. i think its time we neutered they're access to the internet .
  8. it is this one https://www.bequiet.com/en/case/5756 nice enough looking but has some weird choices in some places. AIO in the top mount can only be 240 and noone uses a 240 nowadays . AIO in front can take as big as a 360 but then the HD cage cant fit anymore. cabinet while having a modern layout uses plastic push pins for the front yuck... cable managment is handled with velcro strips ?!?. the cabinets adressable lighting hub has no external connections for other gear, it only works for the cabinet lighting (while mine is the same as the one on the be quiet site it does not come with a hub for argb and fan control so either they lie or they changed it later). so a lot of compromises to keep it small and despite the front being plastic the cabinet is pretty darn expensive as well. i replaced the fans with lian li unifans which are actually more quiet than the be quiet fans . these can be daisy chained without cables which is another nice feature. i selected the liquid freezer III 280 AIO because of its outstanding cooling performance so it was the best tradeoff if i wanted enough space for the HD cage compared to a 360 where there was not. so plan is to mount the two 140mm unifans up top as exhaust and the 280 AIO in front. having the AIO in front means it would not have the best liquid flow but it worked well enough with the 360 so compromise.
  9. Anyway, to get back to the topic of the thread, I think The Builder's Paradise is magnificent. It's what Soulforge should have been, and that is itself already an amazing mission. If, like me, you enjoy small missions and not only enormous sprawlers, the two "Small Thief Series" maps are as good examples of the style as I've ever seen. It's a shame they're so underrated and forgotten now.
  10. I get the same crash when trying to load this mission. The Dark Mod 2.15/64, linux-x86_64, code revision 11358 Build date: Aug 16 2026 Initializing event system ...902 event definitions Initializing class hierarchy ...173 classes, 3636864 bytes for event callbacks Initializing scripts --------- Game Map Shutdown ---------- --------- Game Map Shutdown done ----- ERROR:Error: file script/tdm_ai_head_tracking_humanoid.script, line 13: Unknown value "m_trackActive" -------------------------------------- EDIT: If I delete tdm_ai_base.script from the pk4, the mission loads just fine. Does this break the mission then?
  11. Not sure if this can really attract "new stealth fans" - as in: people, who play stealth games, but did not hear about Thief till now. I dare saying that`s a very, very small fraction of the stealth fans in general. I could be wrong, of course. No matter if that particular group is large or small, if they have not played Thief till now, then that would mean that they are most probably familiar with the few other franchises - TDM, Dishonored, Styx. And then they could be in for a rude awakening because Thief NPC AI (especially when compared to the Styx/Dishonored games) is rather lenient and, yeah, not too bright.
  12. "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
  13. funny you mentioned the 3090, it is indeed the goto card for local users of LLM's due to its massive compute power (usually run in 2x nvlink setups). also one of the reasons it is now insanely expensive used. yeah the AI craze has gone completely of the rocker. altman is also between a rock and a hard place since he partnered up with microsoft to power the built in AI in windows. his company is literally several billions in debt allready so if he cant score a win for microsoft he will be toast. also two 3090 does not even get close to what a 5090 costs here 79K!!! thats the price of a small car, a new one at that sigh.
  14. Hi team, I've come back to the FreeBSD native port that I was working on and have some patches that I would like to upstream. What is the best way to submit patches for consideration? Is there a public tracker/email list, or is it best to post patches somewhere here on the forums? Thanks!
  15. Maybe DR should just implement a button that starts TDM in a small window (640x480 maybe) and shows the book in-game.
  16. upside to the ram and ssd prices is that the 5800x3d has dropped sharply in used prices (noone is going to buy an overpriced used cpu with no guarantee when you can get a brand spanking new one again). small consolation but its there . ram seems to have stabilized here but is still 2x to 3x higher in price than before. ssd's are about 2x more pricey. some sellers here have started selling refurbished nas drives with guarantees for storage. downside is they are rather slow 5400 rpm drives yuck... they should rather look at refurbishing hybrid nas drives. also massively overpriced sigh, some SSHD models are even more expensive than a true SDD despite having the same capacity .
  17. Or like Nightdive's Quake II remaster. Same thing there, they did some minor things to it, which angered some people in the "community". But, Thief is a much bigger issue, because there are real die hard fans for Thief. I understand it, to a degree. I already said it several times, the games, especially the first one, are real masterpieces, and, of course, with a remaster, people will analyze every small bit of it.
  18. 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
  19. I have committed my changes to SVN, now SVN works on the UTF-8 system. It reads all language strings from all.utf8lang file, and only reads old-style {language}.lang files for missions if the equivalent new-style files are not available. The core .lang / .map files are present yet, but will hopefully be deleted. In the end, I had to manually add some characters to utf8map to suppress warnings. They were not handled by the old engine: I simply remapped them all to the question mark. It seems that the majority of them come from language names, and I don't care if they look broken or have question marks. I have already stated my position about language names. At the current moment, .utf8lang uses the same format as .lang, but this is temporary. As I said before, this must be changed in order to not lock us into compatibility trap. The format should be a sequence of "commands", each command starting with a keyword saying which command it is. And global state should be kept to minimum (e.g. current language seems acceptable). In addition to the current "#str_{name}" placeholders, I'd like to add two more types of replacements for missions. 1) Plain-text replacements, i.e. replace "Not enough drive space to save the game." with "Não há espaço para salvar o jogo.", as I suggested before. This approach provides zero inconvenience for the mapper, but it rather unreliable. It becomes especially bad for short strings. This kind of replacements is not cheap to perform, but I think I know how to do it efficiently. The first version will do it with bruteforce algorithm, we don't have any plain-text replacements yet anyway. 2) Full-text + ID replacements, i.e. replace "Not enough drive space to save the game.#id_nospacesave#" with "Não há espaço para salvar o jogo.#id_nospacesave#". The #id_...# placeholders are stripped from the text by the engine even if translation does not exist. If translation exists, then the engine verifies the context around the placeholder and does not apply it in case of mismatch. This approach gives mild inconvenience to the mapper, since he can clearly see the original text but has to tolerance this annoying tag at the end. The mapper can even edit the text without touching the placeholder: the obsolete translations will stop working automatically. I have a feeling that plain-text replacements won't be enough for the missions, and hope that such extra "tags" can be used here and there to make it more reliable.
  20. Can someone remind me which mission didn't start with an in-game map, but rather the player has to pick it up..? I ask because I am looking to place map inside a building, and only want to player to have the map at that point.
  21. google seems to think its an excel spreadsheet format but i cannot open it with excel either . there are two in the main game dir but they are pretty damn small, there are also two of the same name in gamedir/data which are somewhat bigger. i wonder if the two in the main dir are symbolic links to those two ?. they turned up after patching the game with ss2tool.
  22. 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
  23. OK, so this is bothersome. Take any of the books or scrolls GUIs and the DarkRadiant readables editor will either show that they can fit text that is a line over or under what actually shows in-game. As an example, "guis/readables/books/book_hand_jd_hand.gui" will fit, in the preview, an extra line at the bottom that won't show up when I test inside the map. Now what I've noticed is that the GUIs in the preview and those in-game have a different aspect ratio. I play on a 16:10 resolution. Is it that the GUIs get stretched rather than centered, could that be the cause? So, in the end, is it really a problem on DR's side or on TDM's? This kind of mismatch is dangerous because you can type out text lines in-editor and have them get cut short for players even if you see them yourself (provided resolution stretching really is the issue). Imagine it's some mission critical information that's in the readable and you have yourself a soft-lock.
  24. So apparently all those features have been added in an unofficial patch v1.29: Percentage-Closer Soft Shadows (PCSS) Normal mapping Parallax Occlusion Mapping (POM) Screen Space Ambient Occlusion (SSAO) Dynamic environment mapping Soft particles Materials: normal map, height map (for POM), specular map: intensity, glossiness, environment reflection, self-illumination Water: normal map, environment reflection, incidence alpha, air-to-water refraction Volumetric effects: fog, light volumes, underwater light shafts Underwater distance blur Post-processing Light streaks (star) Luminance adaptation Hardware-rendered loadout in Thief Alternative object highlight (outline) in Thief Experimental / hack Player shadow AI awareness of player shadow
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