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  1. TDM Modpack v3.3 (Maintenance Update) While trying to improve the Loot / Stealth combo I made a mistake and introduced a bug in the last release: Loot count does not update in real time when the loot inventory item is selected. Since this is an annoying bug it has been fixed in Maintenance Update v3.3. Apologies for the inconvenience. ---------------------------------- I take the opportunity to include some minor, experimental additions. If these additions are well received they will stay, otherwise they will be removed in the next major version of the Modpack. 1) A revamped and extended "Mission Complete" theme. I decreased the pitch of the original audio not to sound too loud and triumphant and then I extended the length to include an accompanying drum beat during the aftermath. I want players to get the feel that "the adventure continues" rather than a peaceful "game over" so I opted for an uneasy beat. You can listen to it by going inside the pk4 to sound/meta/game/mission_complete.ogg 2) Semi-transparent backgrounds for the in-game Inventory grid and Objectives screen. I am not sure what the best solution is but I always wanted these screen to have some depth. I applied a 30% transparency to: dds/guis/assets/mainmenu/invgrid_parchment_backdrop.dds dds/guis/assets/objectives/parchment_ingame.dds The download can be found in the opening post. Let us know your thoughts. Cheers!
  2. I think it’s a barber chair as well - more of a Victorian feel which I think can work with the setting - some custom animations would definitely add a lot. There was some question on the discord whether ai would be able to sit in it at all given it’s height and the step so it at least it works (with help from a bit of monster clip) This is very tricky to get consistent across lighting conditions - the “showroom” light is fullbright which kind of exaggerates the effect and they (hopefully) look more natural in scene lighting. All of the four revisions contained some amount of tweaks to specularity on the materials always still working on that! Yeah I would say while I think it’s gotten better over time, until recently video games have seemingly never been afforded the opportunity to be concerned with consistency in terms of fidelity across assets. If you look at the xbox 360/ps3 area where things like asset streaming from disc and memory management were much more constrained the fidelity of assets was all over the place. The detail was of course typically weighted by an assets prevalence in a scene, so you could still argue TDM is at a disadvantage there, but it’s just to say I think you can still have a consistent visual style with varying levels of detail across assets. Bad news would be that kind of consistency is just as hard to achieve. That being out of whack I think is at a glance more likely to cause a player to feel something is out of place. There is obviously some problem with these assets in that they were never intended to be art in an engine like this. The low detail diffuse from a PBR material with the high level of geometric detail on the models themselves instead of say the normal map means they are never going to get as much out of the engine as efficiently as something which was built for the ground up for it. Still … the price and license arrangement is right.
  3. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  4. I've noticed that the map icons are not showing in William Steele 1: In the North. I tracked down the change that's causing this. TDM 2.11, def/tdm_shopitems.def file. diff --git def/tdm_shopitems.def def/tdm_shopitems.def index 38ba685..83a3074 100644 --- def/tdm_shopitems.def +++ def/tdm_shopitems.def @@ -337,7 +337,7 @@ entityDef atdm:map_of "editor_usage" "game map of terrain for player" // THIS ONLY SHOWS IN ENTITY INSPECTOR "inv_name" "#str_02203" // Map - SHOWS IN PLAYER'S INVENTORY. - "inv_icon" "guis/assets/game_maps/map_of_icon.tga" + "inv_icon" "guis/assets/game_maps/map_of" "gui" "guis/map_of.gui" } Restoring "inv_icon" to its original TDM 2.10 value of "guis/assets/game_maps/map_of_icon.tga" fixes William Steele 1: In the North.
  5. In a private message on Monday (2022-01-16), I asked about some patches. Then, I was asked why I waited until the second half of beta testing. My reply was "(1) I recently shared some config with Thief players and some expressed interest in TDM. So, I decided to write a guide. (2) I've been beta testing a mission, so I've uncovered these recently. (3) I don't know the beta release schedule, so I don't know where we are in the process." In a private message on Tuesday (2022-01-24), I was asked when I would be done with my patches for 2.11. I gave a list, and there was no definitive communication from the dev team that they would not be considered for 2.11. Just that patches would need to stop soon, because the dev team was deciding when to end beta testing. It seemed that I was given the go ahead. I didn't want to hold up the beta's (unknown) schedule anymore, so I put in extra time and effort to get all of my patches in no later than the next day (Wednesday) to give the dev team time. In a private message on Wednesday (2022-01-25), I told a developer, "I've submitted all the patches that I've planned: 6241, 6231, 5892. I'm ready for feedback and fixing any issues with those patches. That'll be it from me for 2.11." I was given some feedback about (5892), and there was no mention that my patches would be excluded from 2.11. This week's work getting into the next beta was going to be my personal triumph and moment to be proud of, because my hard work was going to be done for 2.11. My patches were already submitted, after all. Now, it's ending in a bust. After my post yesterday, I found out that one of my patches that had already been accepted in SVN for both code and assets will be reverted and postponed until 2.12. No reason given. I had checked SVN to make sure it was applied correctly and made sure the core assets were correct. I've been playing with the latest SVN code and haven't encountered any issues with that patch. Now, I don't know the state of that code. (As an aside, I don't have read access to the assets SVN, so I had to request the changed files from a dev.) The patch is for (6242). That patch fixes a bug that can be read about on (thread). Does the dev team think those players are going to be happy that this patch was reverted and won't be available for an entire year? I fixed that for the players, not myself. For (5892), a feature requested by Bikerdude. This was a reason given for not allowing mantle while carrying a body: On Saturday (2022-01-21), the "tdm_mantle_while_shouldering" cvar was accepted and merged into SVN. Bikerdude replied: Now, if I'm understanding right, that cvar will be removed and not included in 2.11. Bikerdude is one of the most prominent mission authors, is he not? Now, Bikerdude's feature is being taken away. A less prominent contributor, myself, is getting his contributions reverted. It's a shame, because my fixes and suggestions mostly come from listening to the community and dev feedback. Submitting patches is a lot of effort, and I could keep those changes to myself instead. My work is for the players, not myself. Usually, I don't propose something or act on something unless I see other players having the same issue as I've experienced. I think TDM is mostly fine as is. It's not like I'm suggesting new arrows, how doors work, rewriting AI, or something like that. I'm at a tipping point of losing trust in this project, because this situation is fixable. Miscommunication happens. How it's handled matters. I did my best to communicate and hold true to no more patches after this week. Also, the dev team could have told me something like "any patches submitted after X date will not be considered until after the beta cycle." From my point of view, the dev team suddenly changed course from Tuesday's "deciding when to end beta testing" to Thursday's "still unknown but sooner than before, I guess?", and the proposed solution from the dev team is "Tough. Deal with it." or "Don't like it? Fork it." instead of "Let's do one additional beta release" to get everything worked out (whether or not patches get included). I think one more beta release to get these completed or decided on is fair, because that's what the agreement seemed to be, as vague as it was. I'm doing this for free as well, and it sure doesn't feel good to see my work handled in this manner.
  6. Since it already has been mentioned in the forums, I'd like to announce a small project of mine. A few weeks ago I was playing Legend of Grimrock and it struck me that their level design is extremely simple and modular, and yet, the player can spend quite a lot of time in the game. And it looks pretty, too! So I wondered if it wouldn't be possible to create a modern "Dungeon Crawler" (solve puzzles, fight monsters, collect loot, progress your character, upgrade your equipment) type of game inside the TDM engine. The engine already supports a lot of things one needs for this, and the overal structure and assets work, too. And with prefabs, one might get the level layout done quickly. However, building a few test prefabs in DR is easy, but creating a full mission out of them is quite painful. Not only needs it a lot of planning, but you can also spend a lot of time "upgrading" things later on. For instance if you later want to add a grime decal to the walls, you have to revisit the entire map. Even worse is if you find out later that your block size must be bigger or smaller. So the idea was born to create a sort of framework that can assemble missions from prefabs. Preferable while getting the description of the mission from a text file. So far, this has been a lot easier than I thought. Here is what I got working so far: Overview: You can describe your mission in a (Unicode) text file. This contains overall options, different locations (each location can have its own ambient light, music,name, fog), and the connections between the locations. Each location can have multiple "floor levels", these are stacked on top of each other. The config file also specifies which symbol means "use this prefab". It is also possible to specify links (per location), which means you can say "this lever with the symbol A opens the door with the symbol D". The framework reads the prefabs, and then positiones them in the map. It also glues all the locations together, adds location_info entities, a player start, an exit, and an objective to reach the exit. The resulting map is then enhanced with script objects (all nec. assets are bundled together), and automatically dmapped via TDM. Everything then is packaged together into a working .PK4 file. My demo map takes about 20 seconds, where 15 are dmap. In addition to the "basic" stuff I also managed to get a few things working, like a pressure plate, portcullies, and also made some puzzles. Oh, and per location fog (fading from location to location). Different difficulty levels are also supported, one can specify "this prefab appears only on easy" etc. You can find more info and screenshots and demo here: http://bloodgate.com/swift/ There is also a developer diary where I will be posting interesting entries from time to time. Here is an DR shot of a sample level, consisting of small modular prefabs and one large (the large hall on the lower left): The next steps will be to add more randomness (either static at map generation, or at runtime, so the map is slightly different each time you replay it). Also, while it is already possible to "overlay" prefabs (e.g. "for this location, look first here before falling back to the default"), it is not yet possible to "reskin" prefabs. This would be something which is impossible in DR (you cannot really reskin worldspawn brushes, unless you live with the fact that it is all manual For now I'm quite excited!
  7. Guud day, I recently came back to TDM with the update and i played a lot of the new missions. I feel tho that you guys seem to miss assets. The missions always use 90% the same assets, i cant believe how many estates and mansions with the same assets i saw up to yet! I would like to help out a bit, like with special stuff. Creating nice items to steal, or new furniture and plants. I also do machinery and all these door assets. lightsources and cryptic stuff! I do not know much how tdm works... But i would like to help creating the next masterpiece of a mission :3 If you need somethin just throw me a message or a post. Everything i create here is under the same license TDM assets are, so please dont go and create commercial stuff with it...
  8. Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange)
  9. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
  10. edit: I've created a video series to showcase the new modules and give examples of how to use them: http://forums.thedarkmod.com/topic/18683-using-springheels-205-modules/ Hope you enjoy them! There might be a bit of a learning curve, but before you know it you'll be creating scenes like these:
  11. Im working on some maps where Ive added a bunch of custom skins to some assets. I thought I would ask here - once I am done, would there be interest in me sharing these? Or can I even add them to the core repo somehow? So far I have skins for a bunch of loot, particularly jewellery/gems and paintings, and some NPCs. Some of the NPCs I may want to keep for myself, as Ive made new guard skins for the district where my maps are set and I want them to be unique to that district and recognizable as such, but if anyone wanted to set a FM in that part of town Id be willing to share those on an individual basis as well. Edit - the district is inspired by some areas in northern France and the low countries and their style of early modern architecture - see below - so Ive created a lot of colored timber and plaster materials as well that I can share too. On top of that I have a bunch of wallpaper and carpet materials I can share. The inspiration for the Bridgeport district of Northgate:
  12. Hm, looking at the mainmenu_briefing.gui file it might actually be possible to make a gui with navigation buttons, make the navigation buttons move to a new page with possible graphics, but also list the second page of the xdata file. Because it does this: windowDef scrollDown { rect 292,390,57,27 background "guis/assets/briefing/nextpage" visible ("gui::ScrollDownVisible" == 1) onMouseEnter { set "cmd" "play sound/meta/menu/mnu_hover;"; } onAction { // Send the request to the script set "cmd" "play sound/meta/menu/mnu_select; briefing_scroll_down_request"; } } So you remove the scrolldown button and when you do the next page action, you activate: set "cmd" "play sound/meta/menu/mnu_select; briefing_scroll_down_request"; Edit: Actually you can also keep the normal navigation but include graphics, etc. and when you do the scroll down action, you can change the page, add new graphics, etc. and also move to the next xdata page. I think. But it doesn't seem like you can specify a certain xdata page.
  13. Public release v1.7.6 (with Dark Mod support) is out. Improvements since the final beta 14 are: Fixed a few remaining bugs with zip/pk4 support. Game Versions window now properly displays TDM version. Import window no longer has a vestigial off-screen TDM field (because TDM doesn't need or support importing). Web search option is now disabled if an unknown/unsupported FM is selected. If an FM with an unknown or unsupported game type is selected, the messages in the tab area now no longer refer to Thief 3 ("Mod management is not supported for Thief: Deadly Shadows"). The full changelog can be viewed at the release link. The de facto official AngelLoader thread is here: https://www.ttlg.com/forums/showthread.php?t=149706 Bug reports, feature requests etc. are usually posted there. I'll continue following this thread though. Thanks everyone and enjoy!
  14. Bikerdude Nope, as the engine would then have no way of opening them. That and all resources used by the mode are covered by CC, which is the equivalent to opensource. 04 Jun nbohr1more Interesting question though. We integrated different zip libraries in the internal builds so there might be some sorta support for reading encrypted files but there's no API interface for passing the credentials. If encrypting will bring in more content creators (etc) I'm not implicitly apposed to it but it's on pretty shaky ground... Sotha's Photo 05 Jun Sotha "I am not selling TDM FMs. I am distributing the .pk4s freely, but you gotta pay for the decryption key!" 05 Jun freyk There is always a way. But why? Everyone should play fms and not selected few. Epifire's Photo 05 Jun Epifire Well the engine would have the required libraries to run the pk4s without a hitch. The encryption would prevent direct access and tampering of data within the directory itself. 05 Jun freyk Give us the freedom of modding, patching, improving your and our fms/stuff. an encrypted fm-pk4 crashed my tdm instantly, as predicted 05 Jun Judith It's not necessarily about selling FMs. If someone's making a lot of custom stuff, and just wants people to play the mission, without tampering with their stuff, there's no such option so far. 05 Jun nbohr1more Another justification. "I want to sell my new model on an asset market like Unity Store but I also want to show if off in a TDM mission I am building. I don't want people to unpack my mission and grab my model for free." If we allow mappers to encrypt, it may encourage pros to release more high-quality content knowing it can act as a platform to advertise their works. 05 Jun kano Encryption is one of, if not the worst things to happen to single player gaming. Games with encrypted assets prevent the player from learning, experimenting, improving, or otherwise getting more use out of the game than the time that it takes to complete said game. Locked down games that can't be modified or extended are why I won't spend more than 10 bucks on mainstream games anymore. And encrypting game assets is kind of pointless, because at some point they must be decrypted to be displayed. And with determined users, there are programs to "rip" them from the video memory, like 3DRipperDX. 05 Jun MoroseTroll Epifire: What about checking the hash of your own PK4(s)? This could provide some integrity for you data, if I get you right. Also, you could provide your own PK4(s) with intentially broken headers, and fix them on the run. 06 Jun Judith Kano, that's the problem: when you're an author, you don't want your stuff to be modified without your knowledge, and IMO Thief community is notorious for grabbing everything that's downloadable and doing whatever can be done with it (see Object repository thread on TTLG), so at least some control over your assets would be appreciated. Fortunately 3d ripper dx worked with DX9 games only. 06 Jun Epifire Well it certainly is a worth notion for content protection. Interesting discussion nonetheless. 06 Jun Obsttorte Well, the licence TDM is under already states that everyone can do anything with it. I think the assets fall under same licence, not sure. However, if you are releasing something for free anyways, why do you care what others do with it? 06 Jun Judith I'm not saying what we do is art, but compare it to exhibiting a painting and letting everyone paint over it and display it in other galleries as well. Some authors may not like it. Other more complicated cases include e.g. using paid textures as base (you can't distribute your work as an image, even if such paid texture is used as a layer in Gimp / just a component of your texture). 06 Jun Obsttorte I don't hink the comparision with the painting suits here. As said, the whole point of modding is 'modifying' things. In addition, you normally don't destroy the original source, but work with a copy. Regarding your second point, we avoid using assets that are protected. This includeds everything you have to pay for. 06 Jun Judith Does modding means zero control over the stuff you made? I don't think so. Maybe such disagreements over what modding is why engines like Unreal introduced packages. That discussion deserves its own thread, IMO. 06 Jun AluminumHaste This mod is open source, Creative Commons. Anything created for it is no longer yours, it is then in public domain for ANYONE to use as they see fit. You have to understand this BEFORE you make and release something for the MOD. If you cannot live with this then don't create anything. If you make a clock tower I can then use it to make clock tower chess boards, and you don't like it, then it's too bad. Anderson's Photo 06 Jun Anderson I don't see how CC is a problem for the author later reusing this in any professional field. It's not like anyone will plow TDM to find material to sue anyone. Take it easy. Any open source project is non profit and therefore profit is the last thing to think of unless getting experience or something to write in a CV about. That's it. Judith's Photo 06 Jun Judith In Unreal engines you can use all the assets the way you want, but you can't export models or textures outside the editor to modify them. That's the kind of author's control I'm talking about, and I believe that might have been the reason for Epi's question. Anderson's Photo 06 Jun Anderson Understood. Well, Unreal is a specific thing. Most people here have jobs and for them TDM is quite a hobby. So if you want to you can find a way to do something similar if you can argument your position to implement this (for Epifire). Judith's Photo 06 Jun Judith It's not about money, more like sense of authorship. I don't want people to edit my photos or publish them without captions/proper credit) either, this is absolutely normal. Anderson's Photo 06 Jun Anderson Well, if they are contributed to a project, it is reasonable enough to expect them to be adjusted/modified/improved? After all it is in common interest, especially if the author no longer shows up and goes AWOL. For example the account is terminated/forgot password/the author dies. Photos are also a personal thing, while various art assets, sfx, voiceovers are sort of a contribution. If it's made for the project, their existence is tied to the project. It's for the public i... Judith's Photo 06 Jun Judith That's a fair point. Although locking assets this way isn't bad either. You can improve things ad infinitum, and this way you have to take responsibility and submit something finished, not counting on others to do additional work. Anderson's Photo 06 Jun Anderson True as well. But realistically it's better to have the chance of someone picking up something old and abandoned. AluminumHaste's Photo 06 Jun AluminumHaste Okay, wasn't trying to hurt anyone's feeling, just pointing out the reality of this project in particular and how it works. Regardless of how other projects work, whether it's other indie projects or UT/Epic etc, The Dark Mod (which includes everything that comes with the mod, and anything added later) is under CC. Maintaining control over something you've given to TDM is not how it works. Not sure what Epifire is needing in particular as he... AluminumHaste's Photo 06 Jun AluminumHaste okay lol, this needs a thread, can't fit replies in. Bikerdude's Photo 06 Jun Bikerdude <Sigh> Anderson's Photo 07 Jun Anderson <Sigh intensifies> Judith's Photo 07 Jun Judith ¯\_(ツ)_/¯ jaredmitchell's Photo 07 Jun jaredmitchell Not to re-stir the hornet's nest here, but as far as I know the license from the source code in idTech specifies that only code, not assets, are required to be released. Does the license under The Dark Mod go further? stumpy's Photo 07 Jun stumpy I've had loads of things nicked and no credit for being the originator, it something you have to live with and lump it. Judith's Photo 07 Jun Judith Most of my stuff is properly unwrapped anyway, so you can't do much with these textures unless you really know what you're doing. That should discourage most people. I'm more afraid about models being used outside the mod. nbohr1more's Photo 07 Jun nbohr1more Our asset license is BY-NC-SA. This is mainly because we use assets that are "free" but are contractually bound for non-commercial distribution. (1) nbohr1more's Photo 07 Jun nbohr1more I don't see a problem with FM authors including their own non-free assets in missions. The questionable area is "selling an FM". It technically doesn't break the rules but it definitely could cause some sorta legal concern because the asset owners could conflate the FM authors with the TDM team. nbohr1more's Photo 07 Jun nbohr1more (Asset owners for 3rd party assets we include in TDM) Judith's Photo 08 Jun Judith Is it possible to add your own clauses to that, like "you may not use these assets outside TDM without author's permission / please contact me"? nbohr1more's Photo 08 Jun nbohr1more Yes, you can add any license stipulations you want to your readme just as with the original Doom 3 SDK. Springheel's Photo 08 Jun Springheel Holy crap, 39 comments? That's got to be a record. Nobody wants to make this a thread? freyk done.
  15. Okay, I had no idea, I have googled it up now and you are right, to my own surprise. Done, I´ve put some paragraphs which were previously not in spoiler tags into spoilers.
  16. Thebigh is right. The pronunciation tripped me up too, but that is apparently how Leicester is pronounced. Also @TarhielI'm glad you are loving the FM but do you mind putting spoiler tags on your post please
  17. I ended up abandoning my code. My code changed the brightness/gamma when a readable was on screen. This didn't quite give me the results I was looking for, because the brightness/gamma of each readable can vary a lot. The main goal was to reduce the brightness of bright readables to reduce blinding light. However, the main negative outcome was that dark readables would become too dark. Instead, I used a graphics editor to edit the DDS files of the following textures, lowering their brightness. (Note: There may be other bright readable backgrounds that I haven't found in the core assets yet.) (Note: Some missions, such as Iris, have their own copy of readable backgrounds, so those missions require overriding the assets in their respective FM folders.) dds └── guis └── assets └── readables ├── books │ ├── book_leftpage_01.dds │ ├── book_leftpage_curled_01.dds │ ├── book_rightpage_01.dds │ └── book_rightpage_curled_01.dds └── sheets ├── newspaper_bridgeport01.dds ├── newspaper_bridgeport02.dds └── newspaper_bridgeport03.dds
  18. I wouldn't necessarily say there is a lack of interest, rather this is lower on the priorities list than other things. I agree that we should consider xdata support though. Especially since it would be easier to hook existing translation code into. ( Though there is also a line of thought that we should completely revamp our translation mechanism and expanding the existing mechanism will make that even harder. ) There's no hard and fast rule but I would say the priorities go something like: 1) Crashes or breakage that needs to be fixed ASAP 2) Community code contributions 3) Community asset contributions 4) Things that are "interesting" or "fun" to implement 5) Things that are "easy" to implement 6) Things that the developers feel would really improve the project game-play 7) Code cleanup and structural fixes 8 ) Performance improvements and optimization 9) Accessibility improvements ( subtitles, translation, etc) 10) Bugfixes for existing assets 11) Enhancements to existing assets 12) New graphics features Given that we are a volunteer project, the priority list is always gonna be a mixture of "proper priorities" and things that are easy, interesting, or fun to implement. Grayman's approach was to survey the bug tracker for trends that revolve around a somewhat narrow topic and then compare that to community comments about the topic and develop a new design that covers all contingencies related to the topic. This would fix a large number of bug reports at once since it would either make them obsolete by removing the wonky parts of the prior design or make the design better match how players interfaced with the issue. The only downside to that approach was that covering "all contingencies" sometimes meant a very large conditional tree and that would span a huge swath of the project code ( thus risking lots of unforeseen bugs ).
  19. Announcing the Release of 'Requiem' for The Dark Mod! Download Download the latest version of the Dark Mod here: http://www.thedarkmo...wnload-the-mod/ Download the mission here: Mediafire: http://www.mediafire...u89/requiem.pk4 Southquarter: http://www.southquar...ons/requiem.pk4 Fidcal.com: http://www.fidcal.co...ons/requiem.pk4 Create a folder in your Dark Mod install with the path "darkmod/fms/requiem" and place the downloaded .pk4 file inside. When you load up The Dark Mod, the mission will appear on the "New Mission" page. Requiem can also be found directly using the in-game loader. Gameplay Notes While this mission is playable in TDM 1.8, for an optimal experience please download and play in TDM 2.0 (or higher). Most inventory items in the game can be dropped, so no need to carry them around after they are no longer of any use. Note that If you use noclip or other console commands while playing, there is a good chance that you will break the intended flow of gameplay. Credits Mapping and Readables: Gelo R. Fleisher Voice Acting: Goldwell Additional scripting: Obsttorte Additional textures and assets: Flanders, Sotha, Grayman, Springheel, Bikerdude, Obsttorte Additional map optimizations: Bikerdude Testers: Bikerdude, Obsttorte, Gnartsch, AluminumHaste, Baal, nbohr1more, PPoe Custom Soundtrack: Leonardo Badinella - http://leonardobadinella.com/ Additional Music: Lee Rosevere - http://freemusicarch...c/Lee_Rosevere/ Marianne Lihannah - http://www.funeralsinger.net/ Vox Vulgaris - http://www.last.fm/music/Vox+Vulgaris/ A note from the author Hi all. While I've been involved in indie game development for a while now, I'm first and foremost a writer. My most recent project has been a novella that tries to capture the visual feel and tone of the Thief series (you can find the link below). As I was writing, I found myself playing a lot of Thief and Dark Mod fan missions, and got to thinking that maybe I wanted to make one myself, as a companion piece to the book. When I finished up writing, I had a bit of down time and decided to take the plunge. Having never done any serious mapping before, my plan was to make a small mission that I could bang out in a month or two and call it a day. Well, as sometimes happens, the project got a little bit bigger than I had planned. Ten months, and lots of elbow grease later, Requiem is finally ready for you to play. I'd like to thank everyone who helped pitch in to help make Requiem come alive, from those who took the time to answer my many questions on the forums to those who actively contributed to the FM. I especially want to thank Bikerdude who served as my mapping mentor, and Obsttorte whose clever scripts really turned what was in my head into the game that you are playing. Above all, I want to thank you for downloading and playing Requiem; I hope you enjoy it. Links of Interest Author's Blog: http://gfleisher.blogspot.com/ Companion Novella (Amazon): http://www.amazon.co...k/dp/B00BYEW02M Companion Novella (Smashwords): http://www.smashword...oks/view/298956
  20. I'd like to make an Ambients database that lists all the ambient assets currently available in TDM, for mapping purposes. I would like to ask whether it would be all right to use some public sound storage and playback site (e.g. SoundCloud, maybe ?) to upload short samples of these ambients ? As previews for the database overview. Feedback on this idea needed !

    1. Show previous comments  3 more
    2. Petike the Taffer

      Petike the Taffer

      I do have some info on the customs assets already offered here on the site and recommended external sites, but those are wholly separate articles, established almost a year ago.

    3. Petike the Taffer

      Petike the Taffer

      Here's the repository of addon audio assets (sounds, ambients, etc.): http://wiki.thedarkmod.com/index.php?title=Sound_addons_repository Only stuff that is not in the base game, for the sake of interested mappers.

    4. Petike the Taffer

      Petike the Taffer

      http://wiki.thedarkmod.com/index.php?title=Ambient_Database Here's the current version of the database. No sound samples yet, that needs to be negotiated and thought about first. If there have been any additions to the ambient .pk4s in 2.06 and 2.07, feel free to expand the DB.
  21. Yes I have a few assets I have messed around with converting and bringing into game but nothing finished. I thought maybe the next pack in the series would be a nature pack but didn’t get around to it. The process is the same more or less as the other polyhaven assets in this thread except you are contending with more alpha textures and the starting tri counts for these sort of organic objects can be quite high.
  22. We will look at some of this stuff, but SPOILER tags, please!!!
  23. The Dark Mod 2.08 https://bugs.thedarkmod.com/view.php?id=3607 Beta Testing Thread: Perhaps the shouldering animation is broken if the executable is used with the latest SVN assets?
  24. Good work! I enjoy short missions because things are nice and focused - you get in, you get out. Also I tend to do better with the loot amounts and I was able to get all the loot without too much trouble, which is rare for me. If I were to make a suggestion though - I found the intro briefing sequence a bit distracting because it was so obvious the narration was pitch-shifted to make a deeper voice. If you felt the original voice wasn't deep enough for your needs, I would either get someone on the forums to record it for you or just leave as is. That's my only real complaint and it's not even about the mission itself, so pretty good first start!
  25. This may make sense in that the performance impact of the volumetric effect can scale with how much of the effect is filling the screen. We shipped with a “performance mode” but had to setup the entities by hand to do it (so it’s not perfect). If you change the LOD detail settings to “Low” or “Lowest” this will disable certain lights, particles and such that can be very heavy to render. You can try these settings and see if you notice an improvement. If not sending us some pictures of heavy areas (with spoiler tags please) will be helpful with tuning these “performance modes” in subsequent patches. Thanks for playing!
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