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  1. As a fan of TDM I've long thought that the use of reverb tends to be something of a weak point in otherwise brilliant missions with some regularity. The two biggest issues are using inappropriate settings (most often too long and too loud reverbs, the absence of reverb doesn't stand out as much) and sudden changes between two very different settings. This tool aims to help with solving at least the former. The primary goal is to make it trivial to control the most important Reverb parameters, provide short explanations about what they do, and provide a playground where the mapper can hear various sounds affected by the current reverb settings in real time, without touching the game or the map editor at all. After finding a useful setting, the parameters can be either copypasted or directly saved as an .efx file readable by TDM. This is already mostly done as an initial testing version - no loading of external sounds yet, instead the application uses a short white noise burst, which functions quite well for hearing the reverb. Another currently missing feature is that you can load the integrated presets, but cannot load your own .efx preset, it is currently a write-only application :). The secondary goal would be to provide some sort of a wizard, where the user sets up approximate room dimensions, how absorbent are walls, floors and ceilings and how much furnishing is there, and the wizard generates a plausible reverb setting for the room, which can then be finetuned. Another possible feature would be mixing of presets - the existing EAX presets shipped with TDM are not bad, but it might be useful to for example create a 50:50 mix between a castle room (too reverberant) and a living room (too dead). And I may try to make a simplified control of parameters, where one simplified parameter maps to multiple real parameters, because I'd say the EAX reverb is needlessly complicated as is, though certainly usable. This a testing version and it was pretty much entirely vibecoded. This allowed me to just do it and see if there's demand later. A zip file with the executable application is provided for windows, no binaries for linux yet. The application is free software, so source is availble and a build script for linux is included in the repository, but it has not been tested. The application requires the OpenAL soft library which contains the reverb effects to run. Here's the windows download: https://gitlab.com/vozkaa/tdm-eax-reverb-editor/-/releases/0.1.0/downloads/tdm-efx-reverb-editor-v0.1.0-windows-x86_64.zip Here's the source: https://gitlab.com/vozkaa/tdm-eax-reverb-editor And here's a screenshot: Please tell me if you find this useful or not (whether in its current version or with all the proposed features)
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  2. 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!

  3. Author note: It's hard to believe it's already been a year since Act 1 came out! Well during this mission the player will be following Corbin into the Grimwood district to followup on a lead from last night (Act 1) .. the mysterious tablet! This mission is my first time including full EFX support as well as a HD briefing video file, additionally a new script has been added crafted by the talented Obsttorte which has loot flying towards the player when you pick it up. On a level design front I have tried to change things up a bit by really catering towards a number of play styles, this mission can be completely ghosted or you can use the tools at your disposal to wreak havoc on the citizens of Northdale. For the first time I have tried to create more sandbox environments which don't offer clear answers handed directly to you, so if you're having trouble figuring something out try a different method. This mission takes between 1 - 2 hours to finish depending on the difficulty you play on and how thoroughly you explore. I hope you enjoy your night in Northdale! - Goldwell Voice actors Fen Phoenix Goldwell Random_taffer Yandros Beta testers Amadeus Boiler's Hiss Cambridge Spy Chakkman Crowind Epifire Kingsal SquadaFroinx Custom Assets Andreas Rocha DrK Epifire Grayman Kingsal MalachiAD Obsttorte Sotha Springheel SquadaFroinx Purgator With special thanks to Epifire for creating a large collection of custom models, Grayman for helping out with coding, Kingsal for drawing the ingame map and Moonbo for his script revision on the briefing video. Available via in-game downloader MIRROR File Size: 417 mb EDIT: If you are having performance issues please consult this post by Nbohr1more which may address your issue http://forums.thedarkmod.com/topic/19936-fan-mission-shadows-of-northdale-act-ii-by-goldwell-20190320/page-2?do=findComment&comment=436271
  4. 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.
  5. you may be right. will be interresting to see what comes out of it all but something like cuda would go a long way when we look at the success it has been for nvidia. yeah the name might be rdna5 for the publick but underneath it might be udna1 tech wise that is what i meant when i said does it matter. quite a few people think they might newer take the crown from nvidia no matter what. but they also forget that they did actually conquer it several times in the past (performance wise anyway) so it will be interresting to say the least. cuda for one was nvidias biggest selling point. physx while nice because it could use cuda cores for hardware acceleration also made it a point in they're favor but was in some cases detrimental to game development due to game companies being locked in if they wanted to use these features. opencl took a bit of that strain off but was not used as often even though it worked fine. at times i wondered if AMD would go the way of 3dfx and all the other companies that used to make gfx chips. but they managed to cling on and even managed to make the chips they peddle the default in most consoles while also selling more affordable cards with really good performance. sure they lack a bit yet in the raytracing department but the 9070 xt actually runs that pretty well to in most cases (atleast enough to be a viable alternative). intel might also come out with something interresting at a point, but they are pretty far behind in the race. they're XeeSS framegen seems to be pretty good but they are still lacking severly in raytracng capabilities so only time will tell (they have good engineers though so i wont put it behind them to surprise us). matrox is still around also but after the massive fail with the parhelia cards they stuck to making cards for artists (strangely they stuck to the old DVI interface with 512mb DDR2 vram oh boy...) https://video.matrox.com/en/product/graphics-cards/m9120-pcie-x16/. it does not even have a WHQL driver for win10 but seems to be supported by many linux operating systems. so it does not seem like they will be a serious contender and are mostly relevant for historical purposes (matrox cards had excellent image quality). EDIT: they also have a 1gb vram model with dual displayports i noticed (still using DDR2 vram though sigh...).
  6. I don't know what the opinions on LLM coding are around here, but I think this would be a good candidate for vibecoding, as a standalone app of course. EFX preset standards are unlikely to change for some foreseeable future, so maintainability is not a big issue, the goals are well defined, the library already exists... I may actually do it just to see if it works. My qualification here is that I do have a pretty good sound system, I have a bit of experience with music production including reverb and audio as a whole has been a big hobby of mine for more than a decade. Regarding the buttons and sliders, no, you really just need a few controls for reverb specifically. OpenAL allows you to abuse the reverb algorithm using other parameters or their nonsensical combination to create various weird effects, but for "standard" room sound even with various uncommon rooms you only need to control a few parameters within specific ranges. However... I think this is still going to be necessary, although the above app should contain some live guidelines as well, something like "the reverb length you selected could broadly represent a room of this size" or "the high frequency damping you selected is quite strong, which could represent a fully furnished room with carpeted floors". But while OpenAL effects should not be dependent on the soundcard, their perception is heavily dependent on whether you use headphones or loudspeakers, how neutral their sound is and what's the acoustics of the room you're sitting in, in real life. Plus people often just have no idea what realistic reverb in a room sounds like, it's quite difficult to judge without any experience. Both of these problems are equally significant and I would guess that most mappers are going to suffer from both at once to some degree. So if we really want to make this work and push people to use better effects, I'm convinced that something a good example map with fitting presets for various archetypal rooms is absolutely necessary as well as the tool. I have no idea if there's real demand for any of this, but I'll try to do a proof of concept interactive reverb app to see if it's reasonably low-effort and then we'll see. I would love TDM to sound better.
  7. God..... the sound effects used in this map are so much better than the default sfx for most missions. Picking up coins/loot, footsteps, and usable items is much more subtle and, well... better. I can't put it any simpler. The more low-key sfx feel much more in sync with the nature of the game. Please consider using these sfx as default, as the current ones, when compared with those of this particular mission, sound clunky, loud, and 8-bit in comparison.
  8. 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.
  9. 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
  10. 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
  11. 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!
  12. I'm happy to announce the release of A Reputation to Uphold. This mission continues the story of the thief Corbin, as he deals with the consequences of his actions against Sykes in A Score to Settle (though it is not necessary to play that mission first). This mission was meant to be a speed-build, and relies heavily on prefabs, both existing ones and ones I created. Build time turned out to be about three months. I tried to do something a little different to increase the replay value of this mission. Instead of typical difficulty levels, there are three different gameplay styles, each of which present a unique challenge. I'd like to think it's worth playing all three, but don't start with "Timed" first, as it's the most difficult. Special thanks: grayman for help with many problems; Goldwell and Narrator for additional vocals; Sotha for his lean and urinate animations; Flanders, Skacky and Bikerdude for map elements; Bikerdude, Airship Ballet, Xarg, Araneidae, and Goldwell for beta-testing, and to Melan and everyone else who contributed prefabs to TDM. Note: the Break-in difficulty introduces a slightly different style of gameplay; your lightgem is always 4 levels higher than normal, which means nearby ai can see you even in total darkness. You'll need to use cover and distance to remain undetected. Download here: http://www.mindplaces.com/follow.pk4 edit: please make sure you have Version 2 installed. This version fixes a mod issue that caused the mission to end too early if AI were alerted early in the mission.
  13. Updated publication! Hello everyone! My name is Brams and I'm a Cuban map creator. I'd like to share these two additional missions I created this summer with the TDM community. I hope you enjoy them! Any comments or bug reports are welcome. Download links: - Mission 1: [Cloistered in a repository] -> https://drive.google.com/file/d/1AXbJRFEVAA3sClWl2a0MIBFilxWAUGdq/view?usp=drivesdk - Mission 2: [a captured thief] -> https://drive.google.com/file/d/1euRdOp-zmvlhJyhAbXtWEmfXq6VUqZ75/view?usp=drivesdk I hope you enjoy them! Any comments or bug reports are welcome. Thank you and enjoy the stealth!
  14. 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:
  15. ============== -= 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:
  16. Looks like it's the same old script updated for latest Blender version. Just so you know, this vibe coded script below exports smaller files. It always bothered me that .md5anim files from Blender are three times bigger than they should. https://forums.thedarkmod.com/index.php?/topic/22528-md5-format-importer-exporter-for-blender-36/#findComment-508957
  17. It is and it isn't. It has MD5v12 support, some small optimizations.
  18. Hey all - So, I have done a cursory look at some things in the engine, and I have to say that it is amazing that Carmack and Romero created this thing. What Epic has done with the Unreal Engine is nothing short of miraculous, but they have an entire army at their disposal. These two guys developed this on their own, and it is very impressive for the time. The code base is actually quite well structured. There is s definitive object hierarchy, albeit simple by today's UE standards. But, you couldn't expect anything else considering the timeframe of when it was created. There are some a couple things that really stand out to me. The first is that there is zero distance culling on the camera's view. That was a total shocker to me, and actually explains why the engine dies a horrible death in open areas. Without any distance cutoff, even if something isn't even on screen because it is so far away, it is still processed like it is because the camera can see it even if we can't. This is compounded by the design of having to search through open portals. Because the camera can see all, an open area with many lights and surfaces becomes a giant bottleneck because the engine has to process them all, every frame, even if their relevancy is near zero due to distance. This would actually be a great use of a CVAR in my opinion so that the distance could be adjusted to accommodate different hardware. The second thing that shocked me is that portals are automatically traversed, regardless of their size. A portal that is far away and only 2 pixels on the screen is still traversed and everything through is computed. This is actually the other side of the coin for distance culling. Adding in a size constraint on how big a portal needs to be to be traversed would also help greatly because it would keep a ton of worthless calculations out of the pipeline. So, I saw a couple posts about what I think is not user friendly about Dark Radiant for newcomers. One of the things I specialize in is UI. As a general rule, naming conventions and usages internal to the software make poor userland terminology. Case and point - func_static. From an editor standpoint, the terminology should be simply called a "Prop" or in my world, a "Static Mesh". As a new designer, I had no idea what a func_static was or why it was called that. However, if I had seen the term "Prop", that would have been immediately identifiable. Same for func_mover. From a user perspective, it should be called something friendly like "Moveable Object". In a similar way, "worldspawn" has become synonymous with things that seal off the void. That naming should be changed because in today's vernacular, "spawn" means to instantiate something in the world. Maybe a term like "Structural objects/geometry", etc. Note that this is only for the editor presentation. Under the covers, the tool still builds the map using all of the standard naming because it has to. There are other things that I am thinking of as well but verbiage is the big one. It matters, and when you are a newbie and just want to make a map, you shouldn't have to know anything about the internals of the engine. These are some of the things I have seen so far.
  19. 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.
  20. 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/
  21. 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
  22. 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.
  23. 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
  24. 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.
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