Search the Community
Searched results for '/tags/forums/use' or tags 'forums/useq=/tags/forums/use&'.
-
So I just read in a post about the black parade over at ttlg that someone was using a custom script to create a little challenge. You can only save your game for every 200 loot you gather. As many missions struggle to give loot a valuable sense of existence because it is only used as a mission goal (while not being part of a campaign where it would carry over), I personally found this a really good and refreshing idea. So, would this be possible in the dark mod too, either as a customizable game option or as a custom script j in a fan mission ? What are your thoughts on this idea in general ?
-
I think it's possible (without core modification), but you can't just plonk a new (or old) mission in it. You need to configure it further. I'm very interested in it, but it's probably not going to happen soon, because then I need to build a city map. Although I can just use my own Thief hideout and start missions from there. Then the cityhub can grow over time around the hideout.
-
There are currently nearly 200 missions to the game. That's a lot. So I made a list of the ones you shouldn't miss. If you're a beginner, do not start with the best missions. Play a few others first to learn how the game and controls work, and how you can use some items to interact with objects on the map. You will appreciate them more that way. Tastes vary. My subjective assessment is based on how enthusiastic and interested I was during the mission. Generally, I appreciate the unusual circumstances. If I felt lost too many times or needed hints to solve the plot, those were clear disadvantages. I don't like the needle in the haystack type elements. (Secrets are fine.) The list isn't a quality line. I don't want to add precise ratings, that's not the point. I have a message for those whose missions didn't end up here: Don't worry. Others may judge differently. In any case, some missions may be added here with some editing. A few didn't make it here only because of the obscure wording in the descriptions of objectives. Give me tips if you think something is missing from the list. 200 missions are a lot, I might have skipped some gems. BEST MISSIONS -A House of Locked Secrets: Very funny, diverse and memorable, sometimes nonsensical. The best mission. 4 hrs -Seeking Lady Leicester: It's probably the second best mission, but I won't argue with anyone who ranks it first. Knowing how to rotate items is essential to play this mission (middle mouse button). 6 hrs -Volta 2, Cauldron of the Gods 2.5 hrs -Volta 3: Gemcutter 3 hrs -Penny Dreadful 1: The grail of regrets 1.5-2 hrs -Penny Dreadful 2: All the way up 3 hrs -The Painter's Wife: A monumental mission. The size doesn't mean this is the best one. -Hazard Pay 2 hrs -Now and Then 5.5 hrs -Black Mage 3 hrs -Requiem: The mission is excellent and imaginative. But it's painfully difficult to move without being noticed at certain points. 4 hrs -Crucible of Omens: Behind closed doors: Excellent mission, the only problem is that it's difficult to navigate between the different parts, and it's hard to find your way back to places. Having a route back to the first part, which could be opened from the later part of the map, would have helped the flow. 5 hrs RECOMMENDED MISSIONS -Iris I hesitated a lot whether to put this in the list of best missions. But the first part of the mission offers so many options, it's rather a caricature of the genre. And the environment isn't very good either. Less would have been more. The second part of the mission is much better. I appreciate the innovative element. 7 hrs -Chronicles of Skulduggery 0: To Catch a Thief -Chronicles of Skulduggery 2: A Precarious Position 2.5 hrs -Chronicles of Skulduggery 3: Sacricide: Good, traditional mission but the story is too black and white. -No Honor Among Thieves: The end isn't satisfying, but otherwise this is a good mission chain. 5.5 hrs -Shadows of Northdale act 2. 3 hrs -The Last Night on Crookshank Lane 4 hrs -Penny Dreadful 3 -Mother Rose Funny. It's not for beginners! 40 min -A Score to Settle -Sir Talbot's Collateral -Talbot 2: Return to the City 1.5 hrs -Talbot 3: Fiasco at Fauchard street 1.5 hrs -Thomas Porter 1, Knighton Manor: Good jokes. -Thomas Porter 2, The Beleaguered Fence -Thomas Porter 3, Glenham Tower -King of Diamonds -Accountant 2: The code is good. -Golden Skull: 30 min -Vengeance for a Thief 1-3 -The Factory Heist -A Good Neighbor -Snowed Inn -Langhorne Lodge -Heart of Saint Mattis 3-4 hrs -Perilous Refuge 2.5 hrs -The Hare in the Snare: Part 1 -Rightful Property -Alberic's Curse 1.5 hrs -A Night in Altham: A strange mission. 9 hrs -By the Cookbook 1 hour -Wizard's Treasure 1 hour -A Night to Remember 1.5 hrs -Lord Edgars Bathhouse 1.5 hrs -Last Offering: How much you enjoy it depends largely on what equipment you choose at the beginning. 1 hour -The Rift: Quite cool, but the music isn't on the ambient channel so it's not possible to make it quiet. 1 hour -Briarwood Cathedral 1.5 hrs -The Threepenny Revue: 45 min -Mission of Mercy 1 hour
-
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
- 10 replies
-
- 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 ============== *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:
- 436 replies
-
- 24
-
-
-
Hmm theres also Arch Linux if youre into toying with the latest and greatest (and potentially unstable ) features. Arch has pretty much abolished 32 bit as a target so take this into consideration to. The Msys2 build environment is based on Arch's and has also pretty much deprecated anything 32 bit except packages that rely on msvcrt (standard mingw-w64) in favor of ucrt. I did use OpenSuse at some time which was great for crossbuilds. not sure how it does today as it was some time ago.
-
https://www.ttlg.com/forums/showthread.php?t=134733
-
Hey, was trying to use the TDM_Update.exe file, but when I do it doesn't do anything! It just goes back to 2.12. I'm trying to run Luitenant 4, but it won't update, so I can't play it. What am I doing wrong?
-
Hmm yeah newdark also works for both thief 1 and 2 and also the gold version it seems. https://www.ttlg.com/forums/showthread.php?t=141148 latest version seems to be from 2019.
-
i use solus on my developer machine. earlier i have dabbled in pretty much any unix distro out there even several BSD distros but those need to catch up to have any relevance in the desktop market. i settled for solus KDE because it is easy to use and rock solid most of the time. i also like the eopkg package handler quite a bit. I do game from time to time on it and it handles that well to with steam, id like to see some refinement to lutris though which while working ok can be a bit of a headache to figure out if you are not used to it. i still use windows on my main gamer but that is mostly because i have so many old games it would be absolute hell to get them all set up on solus . mint seems to be pretty popular to unfortunatly i had a few problems last time i used it.
-
I personally use a couple of distros on several machines. I've got Linux Mint on an old desktop I use for browsing and stuff, Ubuntu for my Steam/gaming machine, and I have a travel laptop with Whonix on it (that I barely ever use). I've tinkered around with ZorinOS, but never stuck with it (for no reason in particular). I switched to Linux in early 2020 when Windows 7 went end-of-life. Windows 8 didn't sit will with me, and Windows 10 force-installing itself on peoples' computers was very upsetting, so I took the plunge. Been 5 years now, haven't really looked back.
-
On the upside this might make some people actually happy: https://forums.thedarkmod.com/index.php?/profile/34053-xolvix/&status=4090&type=status
-
Now that Cryengine is basically free to use for community projects, and has proven itself to be ideal for large open worlds with stealth gameplay like Kingdom Come Deliverance, is there anything stopping anyone from porting TDM over with support for existing fan missions? I mean legally speaking of course, as I'm sure it would be a lot of work, but there seem to be fewer barriers than ever before. It's incredible what people have done with an engine that was built to accommodate tiny corridors on ancient hardware, but imagine an engine purpose built to render large open spaces... No more compromised visions when mapping, no more endless optimization to fit a square peg through a circular hole... And if the mission files were to be compatible with the new engine, people could just keep on mapping in DR as if nothing even changed. Cryengine Community Edition https://engine.pterosoftstudio.com/
-
I have been told with the right archaic software there is a way, but with blender there is only pain. I will not say this is correct or easy, and would love to hear of an easier way, but I have “fixed” several md5 meshes by exporting a clean version of the model def from DR as an ase. The model def is what you actually see in the editor and appears uncorrupted, thus the output from dr is uncorrupted. You should make a copy of the model def and use a text editor to change its display pose to be the t-pose before exporting it. When you import that in blender it will be clean, but it will have no skeleton, no bones or joints, and no weight painting, which means it won’t animate. So you have to go through the corrupted mesh, and on the broken parts transfer their bone data to the equivalent part of your clean mesh. On the clean mesh add the skeleton modifier and point it at the same skeleton as the corrupted mesh. You then have to transfer or redo the weight painting - which is a whole thing. For the purpose of posing you may be able to use the auto generate weight paint feature using the skeleton - this probably wouldn’t be sufficient for compatibility with the games animations, but it will let you manipulate the model. Apologies in advance. Once you do it once or twice you make a kind of peace with it I suppose.
-
Sorry, I think it should be #include "guis/mainmenu_briefing_preamble.gui" At least that's what I see in some existing gui files: the guis subdirectory is important. I think it is irrelevant. Just like in C/C++, C preprocessor runs before the main language and does simple textual transforms only. It does not know the main language at all. It understands only directives (lines starting from #) and some strings which were #define-d beforehand. After preprocessor is over, the main language starts working, and it only sees what is produced by preprocessor, it has no way to know about the directives. So in the first example it will check if the current mission is indeed 1. If it is not, it will remove the section inside #if from the source code, the Doom 3 GUI language will not even know it was there. If it is, then the section will survive. Then it will handle the #include, which basically says "please copy/paste the contents of that file here". In the second example, the preprocessor has no freaking idea what the first line means. It is not a directive. So it will leave it as is, regardless of which mission it runs now. The it will handle the #include, i.e. copy/paste the file contents regardless of which mission is now. Given that Doom 3 GUi language only allows to use if-s inside event handlers, the second approach is only valid if you use it inside a single script event handler. Which is often too small. But then the parts which are not specific to either mission will be included/present twice, no? In fact, if #include sounds complicated to you, you can just do everything without it. Imagine that file2.gui contains the full GUI code for mission 1, and file2.gui contains the full GUI code for mission 2. Just put contents of both files into mainmenu_briefing.gui surrounded by appropriate #if MM_CURRENTMISSION == ? and #endif. Preprocessor will process each #if and drop the ones which are false. Since #include is just a command for preprocessor to copy/paste, it works effectively the same way. It just allows you to have one mission per file instead of one megafile with the stuff for all missions (well, as long as paths are correct).
-
They can just say: We don't want you to use our engine for free anymore after a while. End of project. It's not open source so in that way it's already considerably less interesting. Then you have to port all the assets, port the scripting and ai stuff. You have to use another mapper tool, so nobody is going to make new missions. I think it could be interesting if someone would make a Thief clone in Cryengine and if the editor is good maybe some people like to make missions for it. But I think it should be a new project. You lost me there..
-
This is now fixed in newest 2.14 dev version. It's not a huge game-breaking issue, so people can still use the campaign functionality with 2.13, but it's nice this has been fixed in 2.14.
-
I didn't know this. Is this page still up to date: https://wiki.thedarkmod.com/index.php?title=Setting_up_Campaigns ? Because it looks like it does things like: if ("gui::CurrentMission" == 1) { set "BriefingMission1Animation::visible" "1"; resetTime "BriefingMission1Animation" 0; } else if ("gui::CurrentMission" == 2) { set "BriefingMission2Animation::visible" "1"; resetTime "BriefingMission2Animation" 0; But then inside the text briefing. So would you instead use if MM_CURRENTMISSION == # instead like: if MM_CURRENTMISSION == 1 set "BriefingMission1Animation::visible" "1"; resetTime "BriefingMission1Animation" 0; else if MM_CURRENTMISSION == 2 set "BriefingMission2Animation::visible" "1"; resetTime "BriefingMission2Animation" 0; Or am I just confusing things? I don't actually understand what you mean with this.
-
@JackFarmer Original model's origin is between feet, yours is in the center. When exporting from Darkradiant select "Use Origin of Entity".
-
What code do you use to reference which gui files to use per MM_CURRENTMISSION ? I cannot find this info in mainmenu_briefing_1.gui .
-
I'm currently running MX, PopOS, and CachyOS as my daily driver on my new hardware. Cachy has been a joy to use. I'll probably add Solus to the mix when I install the next HDD.
-
Thanks. It works now! I actually converted your tdm_campaign_sample to use the new campaign system, but there's one bug present and that is that if you finish the mission and you start it again, you still see the gui of mission 3. This shouldn't be possible since it should load mainmenu_briefing.gui file with this in it: #if MM_CURRENTMISSION == 1 #include "guis/m1.gui" #elif MM_CURRENTMISSION == 2 #include "guis/m2.gui" #elif MM_CURRENTMISSION == 3 #include "guis/m3.gui" #endif It does load the objectives/difficulty screen after it correctly. The original version does not do this. No clue why this is, but ok. guis_tdm_c_s.zip
-
@Wellingtoncrab@JackFarmer I tried exporting with Scripts > Export ASE. That won't work. You have to use File > Export Selected as Model. I swapped zombie_idle.md5anim with af_pose.md5anim to get the T-pose. This might be a better way of dealing with broken md5 models. Instead of redoing weights you can transfer the shape from one model to another as Shape Keys > Join as Shapes: You'll need to apply it before exporting.
-
I just installed the cd-rom version of Thief 1 (not Gold) via Lutris (os: win98), it installed fine, but then did not work. Then I downloaded Tfix. Applied it to the directory and now it loads fine. Edit: Weird enough now the video's don't load anymore, so have to check that.. Edit2: This is fixed by simply copying all the movies from the cd-rom to the install folder. @JackFarmerI installed Thief 2 via Lutris now and encountered your problem, but got around it by removing the usb-cable of the portable dvd-drive an adding it again. It mounted correctly, but now it became the E:\ drive, but worked correctly and continued installation. Then I installed Tfix2 over it (without it it did not work). After closing the installer, Lutris Aborted, so I had to manually add the install again. But it works now. But anyway, I think you can just install it via the priviously mentioned tfix method. For tfix you have to navigate to the Thief install directory inside the wine c-drive. So for me that is: Games/thief2/drive_c/Thief2/ So Lutris installs all the files in thief2. Inside it there is a fake drive_c for wine and inside that via wine the game is installed into folder Thief2. When you use Tfix you have to navigate to that subfolder.