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  1. Late to the party here, but I just finished this mission and loved every second of it. First half was all about finding clues to the gold bar, but the second half was all about finding the entrance to the catacombs. Knowing the entrance was hidden somewhere while having no map clues really forced me to pay attention to every little note and journal to cobble together its most logical whereabouts. It felt very organic and not unfair. Few side jobs I never got to do, and some parts of the map I didn't fully explore, which is always a good thing. Excellent from start to finish and very rewarding figuring out its numerous puzzles.
  2. Mandrasola is a small sized map in which aspiring thief Thomas Porter steals some herbal products from a smuggler. The mission was created by me, Sotha and I wish to thank Bikerdude, BrokenArts and Ocn for playtesting and voice acting. Thanks goes naturally to everyone contributing and making TDM possible. This mission occurs chronologically before the Knighton's Manor, making it the first mission in the Thomas Porter series. Events in chronological order are: Mandrasola, The Knighton's Manor, The Beleaguered Fence, The Glenham Tower and The Transaction. The winter came early and suddenly this year. Weeks of strong blizzards and extremely harsh cold weather hit Bridgeport hard. With the seas completely frozen, a rare occurence indeed, most of the City harbor commerce has stopped completely. Vessels are stuck in the ice and no ship can leave or enter the City, resulting in the availability imported goods declining and their prices skyrocketing. One of these imported items is Mandrasola, a rare herbal product, which is imported overseas from the far southern continents. Mandrasola has its uses in alchemical cures and poisons, but mostly this substance is used for its narcotic qualities by commoners and even the nobility. The problem with Mandrasola is that excessive use is extremely addicting and the withdrawal effects are most grievious. Many are utterly incapable of stopping using Mandrasola and are transformed into quivering human ruins if they do no get their daily dose. And now this expensive and rare substance is running out from the whole City. Me and my fence, Lark Butternose, would love to grab this monopoly to ourselves: selling the last few doses in the City would probably be worth a fortune. According to Lark's sources, there remains only one smuggling lord who still has Mandrasola in stock. The problem is that this individual maintains an exclusive clandestine operation and only supplies a few nobles. Despite our best information gathering efforts we couldn't learn who the smuggler is and where he or she operates. Luckily we have an alternate plan. While searching for Mandrasola related information, we learned that a noblewoman called Lady Ludmilla is addicted to the substance and has paid high prices for small amounts of it. We also know that she has visited frequently someone in the Tanner's Ward waterfront, and since she goes to the area personally we believe she is visiting the smuggler. The plan is simple: I must monitor Ludmilla's most likely entryway to the Waterfront and then follow her to the smugglers hideout. I'd better be very careful around Ludmilla. She must not realise I'm following her or she probably won't lead me to her dealer. Hurting her is also out of the question. After she leads me to the smuggler's hideout, I can take my time to break in carefully and steal all the Mandrasola I can find. While I'm there it wouldn't be a bad idea to grab some loose valuables as well. I've now waited in the blistering cold for a few hours already. Looks like there are a few city watch patrols in the area to complicate matters... I think I heard a womans voice beyond the north gate. That must be lady Ludmilla, I haven't seen many ladies in these parts. I'd better get ready.. Links: Use the ingame downloader to get it. WARNING! Someone always fails to use spoiler tags. I do not recommend reading any further until you've played the mission.
  3. I wanted to keep some hostile thugs in an isolated box outside the map, but teleport them in after an objective is achieved and have them patrol the (previously safe) area. In basic terms, I can do that by triggering an atdm:teleport. The only problem with this is any props I attach via either bind or def_attach doesn't move with them. I expected with with the bind method (in my case, a note attached to the belt) and compensated with another atdm:teleport to move it too, though it was difficult to place it exactly where I wanted. But I don't understand why the def_attach method doesn't move the object with them. In particular, I wanted some of the thugs to be holding lanterns while they patrol. Adding the spawnargs to put lanterns in their hands results in the lanterns being left behind in their storage area when they teleport. Oddly, this doesn't seem to affect their weapons (which, afaik, are also given them via def_attach). Should I be using a different teleport method (ie. scripting) to make this work, or is there some other trick to it? Thanks if anybody can help with this.
  4. 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
  5. The TDM Unofficial Patch is a personal project of mine to modify some small details that annoyed me in the core game. It wouldn't be possible without many others, so thanks to the whole TDM community for discussions and help, but especially to friendly modders who directly contributed code for it, like Obsttorte, Dragofer, Kingsal, Goldwell, Destined, and snatcher! You can find it under the link below and while over the years there was little progress, in recent times many things have been improved that I never even thought of when I started and some might be worth to be included in the core game. https://www.moddb.com/mods/the-dark-mod/addons/the-dark-mod-unofficial-patch Version Changelog: ------------------ v2.4 16.06.2026 ---- Updated to 2.14 and packed mission changes into dedicated pk4 files. Added missing main menu music for Lucy's Quest, thanks to snatcher. Improved German translation and added several hard-set option lines. Swapped the in game menu objectives button with a quit game button. Added mission title to statistics screen and removed prefab changes. Made compass always stay visible behind the lightgem once obtained. Fixed frobing items animation for all items that was lost in update. v2.3 26.02.2026 ---- Updated to 2.13 and restored many mission names because of new list. Made reading newspapers look less bright and improved training map. Added any 10 minutes auto save game feature, thanks to chumbucket91. Removed invisibility potion as this is a part of the core game now. Added sortable inventory, thanks Snatcher, datiswous and nbohr1more. Removed numbers for non stackable inventory items, thanks Snatcher. Followed requests to restore map that shows Bridgeport is in France. Fixed bad text for flint in shop menu and added a shop flint image. Removed more ko alert immunities and NPC reaction to electric mines. Made keys droppable by default to make perfect ghosting achievable. Fixed reversed door handle in Vengeance for a Thief Part 1 missions. Removed Blow and Whistle for differentiation to Snatcher's Modpack. Added compass name, made it less bright and all tools not droppable. v2.2 23.12.2024 ---- Readded Whistle tool because font issues were fixed, thanks to Geep. Fixed possible problem with item taking animation, thanks Snatcher. Modified internals so the patch can be used with Snatcher's Modpack. Included fragile bottles which break on impact, thanks to Snatcher. Fixed bug with the William Steele 3 mission and invisibility potion. Renamed some new and updated missions for the alphabetical sorting. Reduced mission list font size and removed stripes, thanks Snatcher. v2.1 03.05.2024 ---- Increased torch glare by using new particles, thanks to nbohr1more. Packed non mission files into pk4 archive and updated mission names. Changed several subtitles that imply death if target is knocked out. Removed Whistle and Peek Door to make distinction to modpack clear. Unified frob distance of keys and other entities to the default one. Fixed inventory grid title color, position and cropped loot numbers. Updated final mission statistics, rogues and moors to work in 2.12. v2.0 04.03.2024 ---- Added names being shown on frobing bodies or items, thanks Snatcher. Resorted mission list including "A" and "The" in alphabetical order. Updated to version 2.12 and removed several fixes that are included. Moved helper options from the gameplay page to the difficulty page. v1.9 29.07.2023 ---- Removed statistics button from mission statistics, thanks Datiswous. Arranged mission statistics into groups and commented stealth score. Added blinking to frob highlight of loot and items, thanks Snatcher. Fixed cut off final_save name by hexediting the main TDM executable. Made the default frob outline black, thanks Snatcher and nbohr1more. Fixed inventory overlay when wearing magic glasses, thanks Snatcher. v1.8 13.04.2023 ---- Added peek through door keyhole skill, thanks Snatcher and Dragofer. Improved handling of lit lights that start unlit, thanks nbohr1more. Restored original holy water usage as a backup, thanks to Snatcher. Updated patch for TDM 2.11 and restored option to show frob helper. Changed some defs and script to make "Seeking Lady Leicester" work. Made mantling while carrying somebody possible, thanks to Snatcher. Corrected container bottom fix for jewelery boxes, thanks Snatcher. v1.7 20.08.2022 ---- Made loot icon change right back to last tool icon, thanks snatcher. Added new whistle player skill to distract NPCs, thanks to snatcher. Made more lights extinguishable and added info for 4 beta missions. Corrected container bottom fix messing up drawers, thanks Dragofer. Improved unlit behaviour of moveable light sources, thanks snatcher. Corrected lit lamps set to extinguished in maps, thanks to Dragofer. Changed western empire maps so the location of Bridgeport is vague. Added several major city names to the small map, thanks to Kukutoo. Fixed frobing animation not working with bound and carried entities. v1.6 23.07.2022 ---- Improved extinguishing oil lamps, thanks to Dragofer and Obsttorte. Added frobing animation, thanks to Obsttorte, Goldwell and snatcher. Fixed container bottoms and training mission chest, thanks Dragofer. Made doors open faster when running, thanks Obsttorte and snatcher. Added more player tools to training mission and improved text there. Fixed Holy Water doing no damage and Hazard Pay not starting at all. Made all five oil lamps in Sotha's "The Bakery Job" extinguishable. Added blow player skill to snuff out small flames, thanks snatcher. Changed Unarmed icon to make clear that the player always has a bow. v1.5 02.07.2022 ---- Created Invisibility Potion out of cut Speed Potion, thanks Kingsal. Increased arrow head shot damage to both living and undead enemies. Replaced slow matches with easier to handle flints, thanks Kingsal. v1.4 10.03.2022 ---- Replaced Frob Helper with dark Frob Outline and updated to TDM 2.10. Made electric mine stun elite guards too and improved mission names. Renamed mission installation/selection UI mishmash to "activation". v1.3 21.02.2021 ---- Changed flashmine to stunning electric mine and updated to TDM 2.09. Edited more mission names and made threefold candles extinguishable. v1.2 26.08.2020 ---- Updated to TDM 2.08 and fixed custom holywater script compatibility. Added Numbers Scroll showing stealth and loot info, thanks Dragofer. Edited more mission names to avoid truncated descriptions in menus. Added default keys info to training mission and repaired cut lines. v1.1 03.02.2019 ---- Moveable candles can be extinguished directly by frobing the candle. More blackjack immune enemies and inextinguishable candles modified. The key frob distance has been decreased to be that of lockpicking. Holy Water bottles must be thrown directly, but they do more damage. The controls settings menu additions have been updated for TDM 2.07. New mission names have been fixed to fix format and spacing issues. Added looking up and looking down controls for people without mouse. Pointed bad prefabs container open/close sounds to existing effects. Added version info to starting screen and edited some new missions. v1.0 06.05.2018 ---- Many enemies will not become immune to blackjacking when alerted. Oil lamps can be snuffed by frobing, thanks Destined and Obsttorte. The controls settings menu lists that "use" can work on held items. Mission names were syncronized between download and online lists. The controls settings menu lists that "frob" can get or drop items. Astericks were added to official missions to move them to list top. Minor text and format bugs have been fixed in some mission infos.
  6. I'm talking about the little green ticks actually being on the download missions list, rather than just what you have installed. This small addition is proving to be a massive timesaver. It makes filtering new missions much easier but even better, I can delete all my old missions now and massively reduce the TDM folder size.
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  7. This is a problem that started out of the blue ca. two (or three?) years ago. At first I thought, there was maybe something broken with my Windows install, but after migrating to Linux, I see the same problem: I create a map with a leak (or defective portal) and save it (name, for example: m1) dmap , console shows leak when going back to DR for the pointfile, a message appears stating that there is no pointfile for this map then I save the map with a new name (m2) dmap again back to DR: then there is a pointfile Anyone has seen this problem as well and if so, is there a fix?
  8. 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
  9. I've added more comments about more games. I think I'm going to review everything I wrote to rewrite under this format Comments Design notes Positive points Negative points I've been dropping a lot of games. I'm playing games that I know are bad or average just to take notes about design. I have some ideas for the existing pages and one or two new articles. To cite one example: after playing doom 3 and being annoyed by how the screen violently turns away when you take damage. This made me notice how a small detail such as different sound effects, screen effects or filters which vary according to the type of damage or the intensity of it really make a difference in games. Doom 3, Gears 5, FEAR 3 are among the latest additions with a lot of text.
  10. So have anyone else been having this issue? If you dmap & map in the same session via an exec config "exec myfm.cfg" files in the console, TDM will eventually start having a regularly timed stutter that wont go away untill you close and reopen tdm.
  11. As my custom assets work has increasingly shifted from models towards scripting, I'll open a new thread here to contain any scripts that I write which can be reused in other missions, starting with the A ) Presence Lamp This is a Lost City-style lamp that brightens and dims depending on the presence of the player or an AI. It fades between 2 colours and can trigger its targets whenever it switches fully on or off, so it should also be viable in various other situations. The standard setup consists of the following: - a trigger_multiple brush. The spawnarg "anyTouch" controls whether AIs, too, are able to activate it - a presence lamp, highly recommended with a colorme skin - one presence light, or any other light with appropriate spawnargs The targeting chain is trigger brush -> lamp -> light When the player or an AI stands in the trigger_multiple brush, the lamp switches on and starts a short timer. Subsequent triggers reset the timer. If the timer runs out because no one's standing in the trigger brush anymore, the lamp switches itself off. Notes - Multiple trigger brushes can target the same lamp, and one trigger brush can target multiple lamps. However, each presence lamp can only target one light, so if you want i.e. a bouncelight you'll need to hide an additional silent presence lamp somewhere and target it from the same trigger brush. - The lamp and the light use their own colour spawnargs respectively, since setting 0 0 0 on a lamp would make it appear pitch black. - Technically the trigger brush can be exchanged for anything else that triggers the lamp every 0.5s (this number can be changed via "update_interval" on the lamp), i.e. a trigger_timer. - This was originally named the proximity lamp and was one of many scripting jobs for The Painter's Wife. I've renamed it to "presence lamp" because the mapper may place the trigger brush(es) wherever he wishes: proximity to the lamp is not a factor. Credits go to Bikerdude for putting together the crystal lamp models. Download Presence Lamps - Google Drive Place or extract the .pk4 into your FM archive, then look up the presence lamp prefabs. If you already are using other custom scripts, remember to add the presence lamp's .script to your tdm_custom_scripts file. B ) Teledoor This is a Skyrim-style door which opens just a bit into a black_matt "void" before teleporting the player to a different area of the map, which may represent the other side of the door. This is used for connecting physically separated map areas with each other, such as when there's an exterior/interior split of a building or ship to allow for more mapping freedom. [Full Thread] C ) Mass Teleport This is a teleportation setup designed to seamlessly teleport the player and any moveables between two identical-looking areas. This allows the mapper to link 2 physically distant areas with each other while maintaining the illusion that they're connected. The teleportation zones should be free of AIs as they can't be teleported like this without their patrols breaking. [Post] D ) Automaton Station A station for Sotha's automatons (includes the automatons) which can be switched on and off by patrolling automatons. (Part of core assets as of 2.10) [Post] E ) Camgoyle A sentient turret originally made for the FM Written in Stone. It's based on the new security camera entity and augmented with scripting to allow it to fire magical projectiles at the enemies it detects. People are more than welcome to use it and to convert it into something else, such as a mechanical turret. [Post] [Download] F ) Audiograph The audiograph is an Inventor's Guild device for playing back recordings stored on spindles, which are small metal cylinders the player can pick up and store in his inventory. [Post] G ) Turret A new companion to security cameras familiar to Thief players. It will become active as soon as an enemy is detected by a targeted security camera, firing projectiles to fend off the intruders. Similar to the security camera and the camgoyle sentry, turrets are highly customisable in their behaviour and appearance. [Thread] G ) Fog Fade Dynamically change fog density depending on what location the player is in. [Thread]
  12. There's now an editable fan mission list on the wiki, for the sake of tracking missions made for The Dark Mod. Please read and follow the guidelines, and help keep the list up to date! Direct link, but also accessible from the wiki title page: http://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod Discussion of changes (format, policies, entries, etc.) can take place in this thread. --------------------------------------- There is also now a wiki page to track upcoming fan missions: http://wiki.thedarkmod.com/index.php?title=Upcoming_Fan_Missions Submissions, progress, and any discussion for missions under construction can take place here: http://forums.thedarkmod.com/topic/11639-upcoming-fan-missions/
  13. Hi, I've played Splinter Cell trilogy last year because I joined that 52 games challenge. Furost_nova's profile | Backloggd I made a site full of level design articles in hopes of breaking into the industry. I began with google sites, but now I've migrated to mediawiki. I still want something better than mediawiki, but for now it was the easiest solution to publish text and have more freedom to format than google sites. My plan is to work in the industry. My long term goal is to make that site a professional resource and refactor everything. But that won't come until after some years of professional experience. For now I've stopped adding more articles because it's a futile endeavor. The reason is pretty much this article of mine: https://www.henry-ym.org/index.php/Environment_Art_x_Level_design_x_Writing._Ego_made_me_blind https://www.henry-ym.org I made this: https://www.moddb.com/members/frost-nova/addons I have made maps for Open Arena before. If you ever seen maps called Lego + something. Plus, a colorful map with too many colors at the same time, circular arena style, called RGB. I made it too. I deleted them from moddb because I was going to rename to remove the "lego" trademark, but I guess I forgot to upload them.
  14. If any of you blokes could verify the fix for func_klaus and report it to him at: 0005617: "Open Map From Project" prevents pointfile from loading (link above) that would be good.
  15. oh it is perfectly capable of running on old hardware that was not the point. small systems like the one you described can indeed run on pretty old stuff but is pretty lacking in regards to gaming or overall functionality. there was one which was written in assembler it could load a full desktop from a floppy and only required 4 mb ram, sadly it was neither compatible with linux dos nor windows as the guy who made it wrote the kernel himself. I think the only game that got ported to it was doom (the dos version). a good deal of modern linux versions do run on old hardware as well but performance is pretty meh and an old windows version would easily overtake it. the sad thing is with the advent of 64 bit optimizations went out the window it does not really matter if a developer today knows how to get the best performance of say a 32 bit linux OS when all his dependencies are developed by people who dont really care about such anymore.
  16. I frankly would have been p***ed off if they would have changed the level geometry in the Tomb Raider remasters. Especially considering the controls and movements were made with fixed units in mind. They had a hard time implementing the modern controls because of that. There are some things which are not possible with the modern controls. I'm a bit split regarding the Thief Gold remaster though. I don't really think it is as necessary as the Tomb Raider remasters, for example. TFix works fine. For Tomb Raider, the fact alone that you are not restricted to 30 FPS like in the original games was a huge advantage of the remasters, not to talk about the graphical improvements, widescreen support, and a lot of bug fixes. You pretty much have that with Thief Gold and TFix already. In the Steam forums, they mentioned the advantage of having new people getting into Thief, but, I don't think it will be that many.
  17. I was thinking this too but I have been having lots of issues on Linux with it. Will be nice to have something I can install and just hit play. Have they said anything about custom map support?
  18. It's pre-alpha which I think a lot of people probably missed with the small text at the bottom of the video. This is just a trailer to reveal it's coming, not a finished release trailer. I suspect it will look much better later. Might not please us all but I'm sure the quality will be good. I do hope the the new campaign that Atari slipped out in its promotion is true though. That would be unheard of...especially if some former LGS Devs were working on it. Could bridge the gap between Thief 1 and 2.
  19. Ok I got it working. See attachments. Ignore the ugly look. When you walk into the small room on the right the sky changes to the one with the moon. When you go back it changes back to the thunder sky. void skymoon(entity room2) { sys.println("script skymoon running.."); sys.trigger( $moon ); } void skythunder(entity main) { sys.println("script skythunder running.."); sys.trigger( $thunder ); } void main() { } See also: https://wiki.thedarkmod.com/index.php?title=Location_Settings#Example_script_to_turn_entities_on/off_when_player_enters_a_location testp.map testp.script
  20. Ah okay.. We need to set "triggered" "1" on those info_portalsky or the engine will just set whatever sky comes last in your map file as the first skybox. Also we need to clear curr_skybox = "" to let the location system update it. This should work now. No need to trigger the skyboxes in the map file or anything like that. skybox_edit2.scriptskybox_edit2.map
  21. "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
  22. So I edited the map/script to match the entity names in my WIP, and now the starting map isnt correct. But if I leave the zone and re-enter is than become correct. skybox.map skybox.script
  23. I have a small speed build mission that I need a some custom voice lines for. many thanks.
  24. Bug tracker: https://bugs.thedarkmod.com/view.php?id=6676 Hi, I've noticed some light leaks that only appear when playing with shadow maps (as opposed to stencil shadows). I'll show two cases that I think are not simply errors in modeling/mapping, but rather may indicate a general bug with shadow maps. The first case can be seen in many missions: both of these bucket models allow light to leak inside them from certain angles when shadow maps are enabled (see images below). When playing with stencil shadows, the interiors of these buckets are fully shadowed as expected. I brought this up to some devs, but @Bikerdude found that the bucket light leaks couldn't be fixed at the shadow mesh level, and he suggested it was a general shadow maps issue instead. Hearing this, I realized it could explain a tiny light leak I had seen in my WIP mission. I decided to make a simple test map with similar brushwork to clearly show the problem. So, that test map is the second case: these grid-aligned worldspawn stairs leak light through the corners when playing with shadow maps (see image below). When playing with stencil shadows, the corners between stairs block light correctly (see image below): Out of curiosity I put the buckets in the test map too. The light volume is quite large (776x776x776), which seems to exacerbate the light leak (see comparison images below): I'm playing TDM 2.13 on Windows 11. The test map file is attached to this post if you're curious. Bug tracker: https://bugs.thedarkmod.com/view.php?id=6676 smt.map
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