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  1. Relax @Näkki, it's great to hear you enjoyed the game. My personal expectations were just a bit different when I read the Steam page, although the various trailers should have been a warning that stealth maybe wasn't the biggest priority of the devs. From the Steam page: "Weird west legends meet eldritch horror in BLOOD WEST, an immersive stealth FPS." Also "Blood West is a stealth FPS inspired by the genre classics such as the Thief series (whose fans will be happy to hear the voice of Stephen Russell, the actor voicing the master-thief Garrett, returning here as the protagonist), S.T.A.L.K.E.R. games, or - from the contemporary catalog - Hunt: Showdown. The gameplay rewards the careful approach: scouting the area, stalking your enemies, and striking from the shadows. Can you figure out a way to clear a fort full of ghouls and monsters without raising an alarm?" From my personal experience I think the game is predominantly Hunt: Showdown, a bit of S.T.A.L.K.E.R. and a very small portion Thief. Stealth is very unforgiving and makes it almost impossible early game when there are various enemies around, but hey maybe I just suck at it. I don't see Deus Ex in it, unless the skill leveling is the Deus Ex part for you and then I have to disagree with you, as that seems like the trait system in Hunt: Showdown. Edit: What I also understood from the Steam forums is that the original VA was dropped close before the release of the full version and replaced by Russell with no real explanation from the devs why this was done.
  2. Thanks everyone for the kind words and feedback! Version 1.1 - https://drive.google.com/file/d/1IiHuD293mIb-kQL_t5dJzKnsnkXl4IN_/view This version has better performance, thanks to b1k3rdude (@Bikerdude - it's not tagging for some reason?) who redid the visportaling in the outdoors area (as well as monster clipping the outdoors, and some decoration on the flat rooftop) - can't thank you enough! This has major impact on the outdoors FPS. I also replaced most of the faux-skybox models with their lowest LODs. Other fixes: Unfortunately still unsure about freezes related to the bridge moving...
  3. So, if I understand you, no Thief Gold FM does sound and text notifications of completed objectives? The missions in The Black Parade surely did. I'm completely confused now. I was sure that original Thief Gold had those objective complete notifications (at least the sound). Reading this thread suggests otherwise though: https://www.ttlg.com/forums/showthread.php?t=132977
  4. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
  5. A Problem Arises I've paused subtitling of the Lady02 vocal set, because of a problem with the voice clips described here: https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/&do=findComment&comment=490151 While a way forward is being determined, I'll work on a different vocal set. Maybe manbeast, for which Kingsal just provided me the voice script.
  6. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  7. Biker asked that I post this: “Evening, as some of you may know I have been working on a large city based mission for TDM. I am very close to rolling out the first beta so have set up a Discord server to do the beta testing on. For anyone that has previous beta testing exp and would like to help, head on over to - https://discord.gg/fP32yEn" I've seen this map, and it looks really good. Help Biker get this long-awaited puppy out the door! Thanks!
  8. Could you get back to @Bikerdude on steam? He could use some guidance with rotation hack in the shadowhide map

  9. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  10. Interesting topic, I'm not trying to restart an old debate but it's too bad Bikerdude isn't still here because he knows a lot about monitors and other technology. He helped me get my current monitor and he also helped a lot of other people here with these types of questions.
  11. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  12. I loved it. Awesome game. I faceplanted at the people who asked for quest markers in the Steam forums there... Herr, lass Hirn regnen. The game is so great, and so true to the original, because it doesn't hold your hand. When is the new breed of gamers gonna learn.
  13. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
  14. Horror themed fan mission - exploration of seemingly deserted keep in the middle of swamps. Spiders, undead, darkness. ----------------------------------------------------------------------------------------------------------------------------- This is the story about the fate of my family. My uncle, Ralph Mac Roberts, is the baron of a keep nestled deep within the Rahenaen marshes. It was once an important outpost tasked with guarding one of the few Builder roads that cross the marsh, but after the Inventor`s Guild built a system of nearby dams that flooded the whole land, the road closed and there was no longer anything to watch over anymore. The keep itself needed reinforcement against the raising water level and the trade routes become almost impassable, not only for the carriages but for lone couriers as well. There hadn`t been any messages coming from the keep for over a year and my father was about to assemble a caravan so he could go on an expedition to the keep himself. However, in the middle of the night before he was set to leave, a carrier pigeon landed on his windowsill. My father received the letter and read the apologies from my uncle and his family, excusing their long absence. As a way to make reparations for their extended silence, my uncle invited me to the keep to stay there for a fortnight or so. My uncle had instructed me to leave my horse three leagues away from the keep by the nearest charcoal burning hut and hike the remainder of the road on foot, as the trek through the marsh is treacherous for horses. The weather will be awful this time of year, but my father insists that I should go anyways to ensure that our relatives are okay. These plains become dreadfully deserted - to the point where you more expect to meet the dead than the living. And by the way - I think I`m lost. ----------------------------------------------------------------------------------------------------------------------------- Download link: https://1drv.ms/u/s!Aj1DVS465udZgVkXteBbr6cUxdPH Thanks: to the TDM team for great tools, and all the contributors for their assets, to betatesters: Amadeus, Bienie, Boiler's_hiss, Dragofer, Filizitas, Judith, nbohr1more, s.urfer, again to Amadeus for proofreading and text tweaks, and to all the players for their time! Few screenshots: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=434716 http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=429558 http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing/?p=434507 Enjoy! Walk-through !major spoilers! Finding a way across the marsh area: Getting inside: Bed objective: Light sources: Maps: Enemies: Room objective: Hut objective: Sealed objective: Gold: Key: Bodies:
  15. The Siege Shop by PranQster & lowenz Version: 4.4-2 Build: Apr 26 2020 TDM 2.08 Required TDM version: 2.06 Link to version 4.4: Siege Shop Occasionally, it is possible for AI to murder each other, putting them on alert. They've all been drinking (not 'drunk' acuity AI, just bottles in hand) and sometimes they get into a scuffle at the archery range. It is very somewhat rare, but some players will undoubtedly see this. Since it is random, some may see it happen more than others. Info: This mission is my first mission, fourth release, first revision, beta. Unique credits: Arcturus' animated fish. Special thanks to: Bikerdude, Fidcal, Springheel, & Grayman for awesome technical support and advice. Extra thanks to Springheel, BikerDude, and Nosslak for additional models used (some past and some present). Thanks also to Shadowhide for the help with getting my script file working (v.1). Major Thanks to the original beta testers: Chiron, Xarg, Aprilsister, AluminumHaste (also v3), SiyahParsomen, and Midnight. Thanks, thanks, thanks, eggs, bacon and thanks to lowenz for his uber-help on v.3+. His advice really helped to make a better mission. * Previous-previous Release February 11 2020. This is not final and is still WIP, but I had to get the OpenAL EFX working. Added OpenAL EFX to all locations. Tested fine for me and 'efxs/siegeshop.efx' was added to the .pk4 file. Fixed fog at waterfall inside the cave. Moved a guard's starting position and another guard's rit corner. Increased density of plants and added one grass variety (more & moving grass to come). Added a torch near the balloon and moved the existing one. Changed & moved torch above cave waterfall to make it easier to aim a rope arrow. Changed the weird little support for the end of the drawbridge. Added a plant (yes, just one) to the moat bottom. More to come. Tried to make the web of the (harmless) cave spider more visible. * Previous Release March 16 2020. This is likely the final version. Hah! Who am I kidding, I'll never be done with this mission. Current changes: Minor tweaks to the start area in the cave. New trees and plants in the outdoor area. Added bushes along the moat. Added some (broken) bars to the open end of the moat. Modified the design of the basket for the hot air balloon. Changed the outdoor lights a bit. Fixed some leaky brushwork and leaking light near the key room. Made sure the cook spends more time cooking than he has been doing. Gave the cook a bit more to work with in the kitchen. Added more rain splash to the top floor area. Made the guards to do more than sit down when visiting the loo. Stunk the place up a bit. Gave a snail some purpose in life. Decorated several rooms and under the stairs. Moved a little loot and added some too. Shed some light on the rec. room, so it's a bit harder to venture there now. Modified a few RIT paths. There is a generator room now where there were two dungeon cells before. Freshened up some blood. The flies have multiplied. A couple sounds were changed. A few empty mugs were filled, Reverted the workshop to a lighter rock texture. The drawbridge now moves one time only, since multiple uses can f**k it all up. The drawbridge can now be crossed again by AI once it has been opened. Whatever else I forgot... * Current Release April 26 2020. Fixed a water splash particle which does not render in TDM 2.08 Removed some non-functioning portals Current Issues: With TDM 2.08, sometimes AI come to a standoff when entering or exiting an elevator. If you should witness this, please be a kind citizen and send them to another floor. They'll figure it out after that.In the meantime, I will experiment with adjusting their path networks so they have less tendency of being stubborn in the elevator. I'll try some modern social distancing in the elevator if it is possible. Still a mystery. I only have seen this with TDM 2.08 The ragdoll in the dungeon has decided to mis-behave. I suppose it's time to replace it with one of the bagged corpse models and be done with it. Fixed in upcoming v. 5.0 "WARNING:Detected 114 func_static-s with bad rotation:" Need to re-scale each these with the proper technique, or replace them with new models or patches. Fixed in upcoming v. 5.0
  16. Anybody staying in contact with him? If so, how's he doing? What is he doing? Is he still working on Thief/TDM stuff, or did he leave the scene? I did some research and from older posts he made, it seems as though he wasn't a big fan of TTLG, so probably won't be seeing him there either. I do miss seeing him around and his input on various subjects (not necessarily game related subjects), but I understand why he was banned so I do not wish for this to become another thread discussing the ins and outs of that decision. There was already a thread for that, let's not bring it over to this one.
  17. 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!
  18. 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.
  19. It is. I added it there. With a link to moddb where it can still be downloaded. Search for "Q4 Conversion: Yan's Test". It links to: https://www.moddb.com/mods/the-dark-mod/addons/yantdm1-1 Bikerdude converted it to a tdm map. He could abandon it and add it here. Or do you mean some other mission?
  20. Hidden Hands: Initiation Download via the ingame downloader. Latest update is version 3 (released 16/02/2021) Explore Blackstone Island to become a full-fledged member of the “Hidden Hands”! General: TDM version: 2.06 EFX: yes Play time: ca. 5 – 7 hours (depending on play style and difficulty settings) Type: island with several sections (manor, sewers, cabin, bank, graveyard, church and crypts) Enemies: guards, thieves, spiders, mages and extra-natural entities Known problems: 1. The noblewoman sitting in the pavilion can sometimes not be knocked out without failing the mission in general; decent thieves should leave her alone anyway. (version 1 and version 2) 2. If combination locks do not work when using correct codes, then please go to Settings - Gameplay - and change the option "Open doors on unlock" to the value "yes". (version 1) Gameplay differences (apart from changes in the objectives list): Easy: Less enemies, less lights, many light switches Medium: More enemies, alternative AI routes, more lights, some light switches Hard: Even more enemies, alternative AI routes, even more lights, less light switches Development: Build time: November 2017 – November 2018 Beta testing: November/December 2018 Beta testers: Boiler’s_hiss (aka “The Architect’s Darling”) s.urfer (aka “The Punisher”) Cambridge Spy Abusimplea Performance checks: Duzenko Contributors: - ERH+ arranged/created the setup for the puzzle in Adrian's Crypt - I don't understand what he did exactly (alchemy?), but it works as it should. - Destined provided a custom skin for an interior module and wrote a new definition for the spider bots, enabling those beasts to move through tunnels. - Joebarnin provided a fix to make the combination locks work. - Amadeus revised and edited all in-game readables, maps, and signs. He created the final mission title "Hidden Hands: Initiation" as well as gave some special items heroic names, such as "Axe of Fury" or "Orb of Will". - Grayman fixed the frobbing problems with the hidden wall safe and combination lock. Pilfered items: - Floating boat setup and thief's message box re-created from maps originally developed by Bikerdude. - Patch section with rocks and vegetation surrounding the graveyard originally developed and arranged by Sotha for one of his missions. - Frobbox booster re-created from a map originally developed by Grayman. Special thanks to: - Springheel, Sotha, and Fidcal for the tutorials. Great work from all of you! - Destined, Grayman, ERH+, and Springheel for patiently answering my questions via PM. - Boiler’s_hiss for the hint how to change the church roof section - nbohr1more for moral support during a critical phase of the map development - Duzenko for improvement tips - all others not mentioned here who answered my questions in the Newbie thread or via PM. All new ambient music and sound effects written, performed and mixed by Jack Farmer. "S.urfer's Lament" (.ogg filename: "easyexit") featuring MC Deickler on the drums. More pictures:
  21. I've spent a lot of time recently submitting patches to fix some bugs and working on a few things that I think would really improve the feel of TDM for 2.11. They are very small changes, and they are meant to polish what's already there without changing or breaking anything for anyone. (Available 2.11 beta 7) Added player "tdm_toggle_sheathe" cvar and "Toggle Sheathe" setting (6232) (thread). Renamed "New Missions" to "Missions List" in main menu (6230). @nbohr1more cleaned up my original patch. Originally, proposed by @snatcher (post). Fixed initial difficulty highlight on Objectives screen (6229). @stgatilov cleaned up my original patch. Fixed Objectives title slightly cut off on low text scale (6234). @stgatilov cleaned up my original patch. Made it possible for the player to change "pm_noclipspeed", so noclip speed can be set (6237). (Available in next beta) Make "tdm_toggle_creep" work like other toggle cvars, and add "Toggle Creep" to the settings menu (6242) (thread). (Not available) Make the inventory parchment background (dds file) separate from the "Missions List" parchment background (dds file). Without the patch, if you change the inventory background, it will also change the main menu. Patch submitted (6241) to decouple the inventory background from the main menu. This is meant for players who want to edit the inventory background (dds file) themselves (e.g. reduce its brightness without affecting the main menu). When you drop a long distance and land in a mantle, damage is shown after the mantle animation is complete. Partial fix submitted (6231). I think I'll need @stgatilov's help on this one. Bikerdude was very kind and provided a test map for this, which helped to expose an issue with my original patch. ("pm_mantle_while_shouldering" cvar available in 2.11 beta 7) It was requested by Bikerdude one year ago to allow mantling while carrying a body. Due to feedback, I've submitted three patches each with a different behavior, starting in August 2022 (5892) (thread) : (Patch v1) Always enable mantling while carrying a body. (Patch v2) Only enable mantling while carrying a body if "pm_mantle_while_shouldering" cvar is set. This is already available in 2.11 beta 7. (Patch v3) Restrict mantling at the waist. There is no agreement about how this should work yet. I've spent over 12 hours of work and testing on (v3) so far, so it would be incredibly discouraging if a final decision is not made between versions (v1), (v2), or (v3) for 2.11. Personally, I think patch (v1) always enable mantling while carry a body is best. This matches Thief 1 & 2 and does not require a cvar. If (v3) is chosen, the rules need to be decided. These are the final issues / bug trackers I have for 2.11. I hope they can make it into the final release of 2.11, because I think it would make TDM feel more polished and give a better first impression for newcomers. And, Thief players would have a better first time.
  22. 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)
  23. 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
  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. Some time ago I downloaded an old mission, called Yan's Test. By the name and content I think it was an intent to use a Quake Arena Map in a Mission. The mission is full playable without big bugs, but naturally requires some improvements, not so bad at all. It's made by Yan Ostresov and Bikerdude
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