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  1. Since due to the nature of this forum, file/image sharing is used quite frequently, I thought to present some alternatives to the widely used Gdrive, which I don't like so much, especially since the last TOS change. File Sharing To share large files there are several options that also do not require registration. The first is File Hosting Online, which supports files up to 25 Gb, encrypted and also includes a Virus Scan that ensures safe use Another good option is Gofile, free to use, privacy focused and unlimited Bandwith. No refistry needed. While the files are accesed or downloaded at least one time a week, they are never deleted, otherwise inactive files are deleted after 10 days. If you prefer to use P2P, that means to share files directly from PC to other, without a hoster in the middle, there are also very good options, which permits to share files and folders without limites of type and size. The most easy to use is O&O File Direct, a small Desktop app (sadly only Windows), very easy to use 1 Open the app and drag the files/folders you like to share in its window 2 Optional adjust the days and amount of permited downloads and if you want a password 3 Share the link which apears in the app Done The only limits are, that the receptor only can download your files, when your PC is online, on the other hand this permits that you can stop the download in any moment, going offline or shutting down the PC. The other limit is, that the files to share can't be in a protected folder. Her are an Example with a list of Search Enines (Html file 423,56 Kb). While I am online, you can download it https://file.direct/f/pmjVFnjfkjFTKTt5 Videos One of the best options is Streamable (need a free account, inactive videos are deleted after 90 days in the free version) Alternatively you can use Streamja, a simple Video sharer with good privacy, free account optional (nick, mail) Images Ok, there are a lot of Image sharer, most used the known Imgur, because of this I add only one which offers some advantages over Imgur. ImgBox (free account) is a reliable platform to share and host images like Imgur, but it make it very easy to upload and post dozend of images simultaneous, selecting all the images you want and drag them on the window, offering coresponding bulk codes from the selected images to post them with one click for forums (BBcode), Html and others, fullsize or thumbnails. More since Imgur used since some time the hated webm formats for gif images, hardly accepted in most forums.
    1. Show previous comments  3 more
    2. jaxa

      jaxa

      I think I hear some TDM music in the first mission 😮

    3. AluminumHaste

      AluminumHaste

      Well deserved to be honest.

    4. Epifire

      Epifire

      Glad to see a Thief mod getting good exposure. Nice to know there's still an apatite for some good immersive sims yet.

  2. Our friend datiswous has created subtitles for "The Black Mage". He also managed to shrink the size of the briefing video file without significant quality losses.

    Version 3 of TBM is now available through the in game mission downloader.

    Thank you, datiswous and happy Christmas everyone!

    1. datiswous

      datiswous

      Happy Christmas!

    2. chakkman

      chakkman

      Very nice mission. I just finished it for the second time the other day. :)

  3. The Black Parade is now in the Top 100 list for Mod of the Year! Please vote again: https://www.moddb.com/mods/thief-the-black-parade

    1. Show previous comments  3 more
    2. nbohr1more

      nbohr1more

      logging in counts more though... :)

    3. chakkman

      chakkman

      Ah... fair enough.

    4. jaxa

      jaxa

      Ok, I finally voted. I had to reset my password since I hadn't logged in for so long.

  4. Hello! I am going through the (painful) process of detaching some custom stuff I've made over the years from the base mod so I am not replacing so many tdm_ core files in my FMs. I'll be posting updates in here as I know a few people have used custom volta stuff in their missions. @Goldwell @Amadeus @Wellingtoncrab If you are using CUSTOM VOLTA arrows please replace this file: tdm_weapon_arrow.script - Ive updated this script with core mod changes - The only thing that's being replaced is: ARROW_ZOOMDELAY 3 // Shortened time from 6 to 3 seconds If you want to use the default 6 second zoom delay, just delete this file and remove it from your custom_scripts.script. If anyone knows a way I can change ARROW_ZOOMDELAY without overriding the entire file, please let me know asap. Thanks everyone
  5. You all ought to check out The Black Parade over on TTLG if you have any heart for our kind of game. It's a grand tribute for the 25th anniversary of Thief TDP.

    1. The Black Arrow

      The Black Arrow

      Hell yeah, this might as well be the 2nd unofficial expansion of Thief considering we also have the "Shadows of the Metal Age", which sure was fun and I should replay it.

  6. As someone who tends to alert guards often and occasionally stir trouble when going through a FM, I noticed some major issues when it comes to AI realism and awareness during combat or when guards face difficult situations. Everything's fine when AI go about their usual patrols... once trouble takes place however, the illusion falls apart as guards act like they're less self aware than a toddler. Indeed AI realism can't be improved past a certain point as there's a limit to the effort the team can put into something so complex... yet I do believe a few improvements can make AI behavior much more realistic and exciting. After analyzing this issue for a long time, I decided to put it all it into a few main points... I apologize for their length as I wanted to go in a bit of detail on each one, hope folks have the time and patience to read them. Biggest issue is AI are unaware of where attacks are coming from. I recently made another thread on how I climbed on a table and blackjacked two guards to death as they sat there doing nothing, something that also happens when shooting them with arrows as guards only explore the nearby area. The issue seems to be that AI don't account for the direction a hit comes from, they only know something hit them but act as if it must be some mystical force of nature: If you're sitting in a parking lot and an asshole neighbor throws a tomato at you from his balcony, you aren't going to cluelessly investigate the road in front of you when the projectile clearly came from behind and hit you in the back of the head, instead you'll storm into the building and start looking for which of the neighbors facing that side of the road may be the culprit. Despite voice barks existing for this exact scenario, we never see AI running to get help from other AI. NPC's will do one of two things: If armed and with enough health they will attack or search for you nearby, if hurt or unarmed flee to a random location. I've never seen an AI consciously run up to another AI asking for help and bringing them to where they spotted me, even when fleeing the AI seems to go to a random location. They don't share knowledge with each other generally speaking: The only awareness AI spread to other AI is alert level, meaning NPC A becomes alert if it sees or hears that NPC B is alert too... beyond that there's no coherence or actual cooperation, the voices may indicate some form of searching together but friendly NPC's are never seen actually engaging. Another big issue is voices being played (or not played) in disconnect with what's actually going on. There are AI voices for most important circumstances but they're very rarely activated: It's a miracle to hear a guard say "someone's been hurt" or "there's a body here" when noticing someone who's unconscious or dead. What seems to happen is if AI was already alerted by another peculiarity such as a noise, they're no longer surprised by anything else and won't play the voices designated for that scenario, so they'll only mention a body if that's the first thing to alert them in any way. Furthermore AI don't actively talk with each other while searching together, everyone acts as if they're on their own and not a team. What happens after a conflict is over. For this discussion I won't focus on better permanent alerts, that has greater difficulty implications and I think I made a separate thread on it a while back. The problem I noticed is once the immediate alert has gone down, AI return to full normality and act abnormally calm: The idle voices change from saying things like "it's a quiet night" to "we've got an intruder" but that's about it. In any realistic scenario even a trained guard would be shocked after being in a fight or finding a body. Below I'll list the immediate improvements I see to those problems, which without having an understanding the code myself am presuming can be changed without too much effort: When an enemy hits the AI with any weapon, the AI should be alert to the estimate location of the shooter. If you're standing atop a tower and fire an arrow at a guard, the guard shouldn't draw his sword and look around their nearby vicinity like a fool, but instead run up to the tower where you're standing granted they can pathfind their way to that location. If the player is far away the destination should be fuzzy and a random location nearby, thus the guard won't run to your exact location but will still climb the stairs and enter a room near it. AI need to learn how to ask for help instead of fleeing to random places when not attacking. If an ally who isn't already alert can be found nearby, the scared AI should explicitly run to their location tell them where you are then have the ally either run to your location (if armed) or go to another ally to get them to your location (if unarmed). Even if an AI is already alert, finding a body or dropped weapon or broken arrow should result in the AI speaking the voice line for that circumstance, only being engaged in combat should suppress it. I'd go further and support repeating those voice lines: A guard yelling "we have a dead body" several times during the first seconds of discovery would make them appear more shocked. Similarly talking to a nearby guard shouldn't be done just once when the two first meet: When multiple AI are searching for you, they should constantly alternate between single voice lines (eg: "I bet you're right over there in those shadows") and looking at another guard to talk to colleagues (eg: "I know I saw him here keep searching"), this would be a huge improvement since guards currently act like they're completely unaware of each other during a coordinated search. Making guards permanently affected after an incident is a trickier one but a few tweaks could improve it. The most immediate solution would be changing the idle animations: Instead of stretching or blowing their noses or eating candy, AI should be seen randomly cowering or face-palming or even playing the scout animation to look around carefully. One suggestion I'd absolutely throw here: If the AI found a dead body from an ally, have them cry occasionally... I think that would be an interesting and unexpected detail, that will also get players to think and feel more about the consequences of their actions and how they affect the world. There are other ones I could get into, but some would be more difficult and likely not worth trying to solve. Most notable and worthy of at least a mention is how AI walk over the bodies of fallen friends as if they're doormats: Obviously there's no way to have them drag bodies to the side, but maybe an avoidance mechanism so they don't look like jackasses trying to profane their dead friends by literally stepping all over them could be a fix for that as well! Let me know what you think of those points and if there are other AI issues you've noticed yourself or better solutions you can think of: I'm not sure if I got everything here but I definitely believe the problems exist and we could make the world more natural and immersive with some simple fixes.
  7. I mentioned this elsewhere, but just a historical note: the existing i18n.pl conversion script expects only a numeric value after #str_ in its pattern matching regex (and possibly method of hashing). I do think @datiswous's idea to have key/value pairs with values like: "#str_Nobody crosses me! Must get back Frothley's scepter Creep stole off me." is a good way forward. Maybe with this version, DR could actually choose over time to provide some .lang support. And probably the engine would have to create hash tables to avoid slow string matching with these long non-numeric strings. (Oh, one other thing, since we're talking about The Outpost. When I played it earlier the month under 2.12, my screen would periodically go black for a second or two, every minute or two. I wonder if anyone else sees this, or just my odd Intel graphics chip?)
  8. Regarding the Blow I would argue that if you need a backup plan perhaps the main plan isn't that good after all. Maybe the main plan simply needs a little more work and maintenance. Besides, players using the Unofficial Patch can extinguish almost everything with their hands except that element there, for which they need a tool? Odd.
  9. I know this is a bit late for 2.12 Beta 3, was planning on asking earlier but other things kept me busy. Latest TDM version allows toggling not just crouching but also walking and sneaking, which is a great feature and I prefer it over having to keep the key pressed. There is however one problem I keep running into: There's no indication as to when crouching or walking is toggled, the same way there is a HUD element for crouching. This can be a problem when you're sneaking from a nearby AI or stuck in a tight space, as you need to test which modes are used by walking around. Think there would be a way to make the symbols on the sides of the lightgem also change shape based on those modes, or another good way of making them clear? Also noticed an additional problem: Sneak and run are mutually exclusive yet get enabled independently. I often find myself not knowing why I'm slow, noticing it's because creeping was on, but then I disable it to find myself running and making too much noise so I have to hit the run key as well but a guard may have already heard me... you basically need to tinker with two keys to switch between the 3 modes (creep, walk, run). When both creep and run are set to toggle, would it be better if pressing either key would also toggle the other mode? Yet another confusing though less problematic aspect is the toggles not persisting between saves: I have running turned on, do a save, run into trouble and reload, then I'm suddenly slow again. Since crouching is persistent in saves, can the toggles for creeping and running do the same?
  10. Hello everyone! I'm excited to bring you Cauldron of the Gods, the second mission in the Volta series. This mission is large, so I'd expect anywhere from 1.5 - 2+ hours depending on your play style. **Hard and Expert difficulties increase AI awareness, patrols, and amount of health potions in the level.** Version 2.2 (requires 2.08) Available in the in-game downloader or HERE Credits: Vocals: Andrew Bartmess - The Thief / Narrator Goldwell - Bellero / Drunk Nobleman Yandros - The Manbeasts Modeling: Epifire - Builder props Drdocker - Rock models **See cauldron_v1/models/model_credits.txt for full list. Music Credit: Ghast, Gigagooga, Sephy, Spadey **See cauldron_v1/sound/sound_credits.txt for full list. Scripting help: Obsttorte, SteveL Special thanks to these awesome beta testers: Bikerdude, Boilder's_hiss, Epifire, DrDocker, FinalBoss, Goldwell, Judith, Springheel New to TDM? -I'd recommend playing the tutorial and Volta 1: The Stone before playing this this mission. Stuck or having a problem? Tips: A couple screen shots: I hope you enjoy it! -Kingsal
  11. Some folks have been asking about the new tdm_show_viewpos cvar and screenshot_viewpos command, so I thought I'd make an thread about it as a reference. The purpose of the cvar is to show the viewpos on the player HUD, and the purpose of the command is to add the viewpos to screenshots in order to help with troubleshooting and beta testing. Bug tracker: https://bugs.thedarkmod.com/view.php?id=6331 tdm_show_viewpos tdm_show_viewpos is a cvar to show/hide the viewpos on the player HUD, which can be set to the following: 0 --- hide 1 --- gray font color 2 --- cyan font color screenshot_viewpos screenshot_viewpos is a command that takes a screenshot with the viewpos added to it. screenshot_viewpos screenshot_viewpos <gamma> screenshot_viewpos can be typed at the console or bound to a key. The "gamma" is an optional argument, which as of 2.12 Beta is the r_ambientGamma value. Some mission authors prefer to have screenshots (from players) that are brighter, so they can see what is in the screenshot more easily. Setting the "gamma" argument is a convenient way to temporarily adjust the gamma just for the duration of the screenshot. For example, I have the following bound: bind "F12" "screenshot" bind "F11" "screenshot_viewpos" bind "F10" "screenshot_viewpos 1.3"
  12. Alright, new problem with making these skins (or should I make a new thread about this?) Why are my skinned models coming up black? Here is my updated code for a simple skin. And here is the model in the skin editor, changed to its creamy, plaster version. Yet for some reason, all of my skins are pure black. The wiki says this is caused by the editor not finding the skin definition, and that there are spelling errors somewhere. I am not sure what this means, though, since all of my directory paths are spelled right (otherwise, how would the skin editor display them perfectly fine?) Does the name of the file have to match the declared skin name?
  13. A basic little detail we don't yet have is breakable decorations, I was wondering what is up with that and if maybe we can change it. Mainly thinking of new small decorations: I believe breakable crates or barrels were once experimented with, the entity may still be there but I've never seen them used, maybe someday those can be finished too. Just like metal goblets / plates / vases / bottles you can pick up and throw, it would be nice to have alternatives made of fragile transparent glass. The difference being that when they hit a surface past a certain velocity, they disappear and shatter into glass shards... I believe the fundamental system for this already exists with breakable glass panels? Gameplay wise they'd have a particular property: When they break they should make a louder noise, causing a slightly higher alert that makes AI look there for longer, not as much as the noise arrow but somewhere between it and throwing a conventional object. As a potential penalty, stepping on a small glass breakable should shatter it which is hearable to AI, FM's that use them may encourage being a bit extra careful where you're going.
  14. Hello, all. I've decided to post some lists of royalty-free music from Kevin MacLeod's well-known site Incompetech.com, lists that include tracks and themes chosen as potentially useful for The Dark Mod mission creators. Mr. MacLeod's made plenty of really good royalty-free music over the years, including various ambient themes and other music that could work pretty well in The Dark Mod. From what I know and remember, there's already been a fair few released FMs that used a few tracks from MacLeod's archive, so he is not unknown to the TDM community. The older (and fully usable) version of MacLeod's site is here and another archive of his royalty-free music can be found here (on Wikimedia Commons). I've added the links as well. As of April 2024, I have also added links to the official YouTube uploads of the individual tracks, all part of MacLeod's official YouTube channel. For the sake of easier reading and finding a song in the lists below, I've arranged them all in alphabetical order. Religious / churchly ambients Types of settings: Builder churches, chapels, cathedrals, monasteries, abbeys, etc. Various solemn and calm religious ambients. - Agnus Dei X (YT link. Somber but livelier in places, male and female choir vocals in muffled Latin.) - Bathed in Light (YT link. A rather soothing ambient, I suppose it could work inside a pleasant-seeming Builder church, including as a place of relief in a scary mission.) - Gregorian Chant (YT link) - Lasting Hope (YT link) - Midnight Meeting (YT link) - Organic Meditations 1 (YT link) and Organic Meditations 2 (YT link) - Rites (YT link) - Private reflection (YT link) - Supernatural (YT link. Good for an abandoned church, spooky candle-lit catacombs, etc.) - Virtutes Vocis (YT link) Potentially: - Tiny Fugue (YT link) - Toccata and Fugue in D Minor (YT link. Famous organ composition by Bach, IMHO might sound too Barocque for a late-medieval style setting, but good for a hint of eerieness.) Spooky / horror / ominous ambients Types of settings: Crypts, catacombs, haunted caves, eerie ruins, lairs and places where undead and other monsters roam, etc. Some of the more industrial-sounding ones could also be useful for missions set at factories or warehouses occupied by criminal gangs, and so on (i.e. also for non-supernatural threats and non-supernatural creepiness). - Aftermath (YT link), WiCo link) - Ancient Rite (YT link, WiCo link) - Anxiety (YT link, WiCo link) - Apprehension (YT link, WiCo link) - Blue Sizzle (YT link, WiCo link) - Bump in the Night (YT link, WiCo link) - Chase Pulse (YT link, WiCo link) and Chase Pulse Faster (YT link, WiCo link. Both could work in some ghost-haunted location, with ghosts pursuing the player.) - Classic Horror 3 (YT link, WiCo link. Good for a haunted house, manor house or other private household interior.) - Crypto (YT link) - Dark Pad (YT link) - Dark Standoff (YT link) - Darkness Speaks (YT link. Shorter sting, good for a scripted creepy event.) - Decay (YT link, WiCo link) - Deep Noise (YT link, WiCo link) - Digital Bark (YT link, WiCo link) - Distant Tension (YT link, WiCo link) - Dopplerette (YT link, WiCo link) - Echoes of Time 1 (YT link, WiCo link) - Echoes of Time 2 (YT link, WiCo link) - Fire Prelude (YT link) - Gathering Darkness (YT link, WiCo link) - Ghostpocalypse 1 - The Departure (YT link) - Ghost Processional (YT link) - Ghost Story (YT link, WiCo link) - Grave Matters (YT link) - Heart of the Beast (YT link, WiCo link) - Himalayan Atmosphere (YT link. Eerie theme, could work in some ancient ruins.) - Ice Demon (YT link, WiCo link) - Irregular (YT link) - Land of Phantoms (YT link) - Lithium (YT link) - Long Note 1, Long Note 2 and Long Note 3 - Medusa (YT link) - Mind Scrape (YT link) - Mirage (YT link) - Nervous (YT link, WiCo link) - Night Break (YT link, WiCo link) - Ominous (YT link. Shorter ambient, but pretty spooky.) - One of Them (YT link, WiCo link) - Ossuary 1 (YT link) - Ossuary 5 (YT link) - Ossuary 6 (YT link) - Penumbra (YT link, WiCo link) - Political Action Ad (YT link. Yes, a song for this concept has such an ominous atmosphere. ) - Redletter (YT link, WiCo link) - Right Behind You (YT link, WiCo link) - Satiate - strings version (YT link) - Spacial Harvest (YT link) - Spacial Winds (YT link, WiCo link. Might be good for Middle Eastern themed scares.) - Spider Eyes (YT link. This could work well inside a household, or inside some public building.) - Supernatural (YT link. Calmer melody, good for a haunted religious buldings and its grounds.) - Sunset at Glengorm (YT link and YT remastered link) - Steel and Seething (YT link) - Tenebrous Brothers Carnival - Mermaid (YT link. Sounds serene, but is rather creepy and tense, maybe underground/underwater ruins.) - The Dread (YT link, WiCo link) - The Hive (YT link, WiCo link) - The Voices (YT link, WiCo link 1, WiCo link 2. Very otherworldly, good for some haunted area or other dimension.) - Unnatural Situation (YT link) - Unease (YT link, WiCo link. Would sound best in a manor house, museum, or other fancy interiors.) - Unseen Horrors (YT link, WiCo link) - Very Low Note (YT link, WiCo link) Tension-building / mysterious / general ambients Type of setting/situation: General ambients, especially in parts of FMs where the plot thickens and some coded development is triggered that makes for a new "act" in the overall story of the mission. (Imagine the likes of moonbo's missions and how they're structured and you get a bit of an idea.) - Air Prelude (YT link) - Awkward Meeting (YT link, WiCo link. Our thief hero or heroine meets an ally or informant for a bit of chit-chat.) - Blue Sizzle (YT link, WiCo link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Calmant (YT link. A calm, quiet piano theme, but it has an air of mystery and isolation. An emotionally neutral, uncertain theme.) - Crypto (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Dama-May (YT link. A bit of a peculiar tense theme, but some might find some uses for it.) - Dark Times (YT link) - Disappointment (YT link) - Disconcerned (YT link) - Dopplerette (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Dragon and Toast (YT link) - Enter the Maze (YT link) - Fantastic Dim Bar (YT link) - Fire Prelude (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Frozen Star (YT link. Exploring some long-lost ruins, mysterious compound or complex, it's soothing but creepy.) - Ghost Processional (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Gloom Horizon (YT link) - Grave Matters (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Greta Sting (YT link. A short sting, under twenty seconds, useful for revelatory scripted scenes and building suspense.) - Grim League (YT link) - Heavy Heart (YT link) - Industrial Music Box (YT link. Somber and personal, reminds me of the music box theme we already have in the game.) - Interloper (YT link) - Invariance (YT link) - Irregular (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness/mysteriousness.) - Isolated (YT link. A calm, somber ambient, for thoughtful situations. A bit more modern and guitarry-sounding, but could work in TDM.) - It Is Lost (YT link, WiCo link. Maybe a theme for exploring some mysterious underground ruins ?) - Lamentation (YT link. Maybe a castle or manor house household where bad events transpired.) - Lasting Hope (YT link) - Lithium (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Long Note 1, Long Note 2 and Long Note 3 (YT link 1, YT link 2, YT link 3. These are IMHO versatile enough both for tension-building and mild creepiness.) - Lord of the Land (YT link. Maybe usable as a quiet background theme while sneaking through a busier castle or manor house.) - Lost Frontier (YT link. Exploring some city or castle ruins in The Empire that seem majestic at first glance but could hide a darker secret.) - Mourning Song (YT link) - New Direction (YT link. Very interesting ambient, could work well for a slow-burning urban noir atmosphere and doesn't sound modern.) - Night of Chaos (YT link) - Night on the Docks - piano version (YT link. Part of a trio of slow noir themes, the others use a sax and trumpet. This is the only one of the three that sounds pre-1900 compatible.) - On The Passing of Time (YT link, WiCo link) - Oppressive Gloom (YT link) - Overheat (YT link) - Quiet Panic (YT link. Short and quiet, good for tension-building, including for scripted events.) - Relent (YT link. The clarinet in this one might be slightly anachronistic, but it's an interesting contemplative melody.) - Road to Hell (YT link) - Satiate - strings version (YT link. This one's IMHO versatile enough both for tension-building and mild horror.) - Satiate - percussion version (YT link. This one's IMHO better purely as a tension-building theme.) - Scissors (YT link. This would be an excellent theme for a mission set at a factory, inventor's workshop or a warehouse.) - Shores of Avalon (YT link. Quieter tension-builder.) - Simplex (YT link. A pretty good one, though some of the quieter beats are a bit more electronic.) - Spacial Harvest (YT link. This one's IMHO versatile enough both for tension-building and mild horror.) - Spring Thaw (YT link) - Stay the Course (YT link) - Sunset at Glengorm (YT link and YT remastered link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Temple of the Manes (YT link. I'd imagine this could work in an atmospheric mission set inside a castle or fortified manor house.) - Tempting Secrets (YT link) - Tenebrous Brothers Carnival - Intermission (YT link. Tense but melodic theme, with some heavy background percussions.) - The North (YT link) - Thunder Dreams (YT link) - Tranquility (YT link. A longer and very calm ambient theme, but has an air of mystery and strangeness.) - Unanswered Questions (YT link) - Unnatural Situation (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Unpromised (YT link. Can work both in an urban and a rural/wilderness environment.) - Very Low Note (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness, would be ideal for a cave or basement.) - Winter Reflections (YT link. Good for a mission set during a snowed-in winter night.) Period instrument background music (stylistically European) Types of settings: Taverns, village scenes, town life, feasts, scenes among commoners or nobles. Mostly stuff with a calm and cosy atmosphere. - Achaidh Cheide (YT link) - Angevin B (YT link. This one sounds a bit more aristocratic or courtly, good for a feast or public event.) - Danse Macabre - harp version - Errigal (YT link. This one sounds a bit more aristocratic or courtly, but it's a good secular piece of music.) - Evening Fall - harp (YT link) - Folk Round (YT link) - Heavy Interlude (YT link. Short but really cool, IMHO could also work for a background scene of two AI characters sparring for fun.) - Master of the Feast (YT link. Good for a scene with at least two or three musicians and multiple noble/patrician characters attending a feast.) - Minstrel Guild (YT link) - Midnight Tale (YT link) - Old Road (YT link) - Pale Rider (YT link) - Pippin the Hunchback (YT link) - Suonatore di Liuto (YT link) - Teller of the Tales (YT link) North African, Middle Eastern and other "exotic" background music Types of settings: The TDM universe's analogues of the Mediterranean, North African, Middle Eastern regions, and other "exotic" locations. - Asian Drums (YT link. Could work for a Middle Eastern or North African style mission, good slow, tension-building ambient theme.) - Cambodian Odyssey (YT link. This is better suited to a south Asian or southeast Asian setting, but could work in a Middle Eastern locale as well. Tense theme, quiet percussions.) - Desert City (YT link. Could work for a Middle Eastern or North African style mission, good all-around urban ambient theme.) - Drums of the Deep (YT link (shorter) and YT link (longer). Could work for a Middle Eastern or North African style mission, good tension-building ambient theme.) - East of Tunesia (YT link. Could work in a mission with either a Mediterranean or North African style environment, e.g. a port city.) - Ibn Al-Noor (YT link. Good for a Middle Eastern or North African style mission, especially for a palace or public event environment.) - Lotus (YT link. Good as a general ambient theme for a Middle Eastern or North African style mission, or some other exotic locale.) - Mystery Bazaar (YT link. Another good one for a Middle Eastern or North African style mission, ideally some marketplace or square.) - Perigrine Grandeur (YT link. Middle Eastern style percussions interspersed with a grunge-like tune reminescent of those from Thief.) - Tabuk (YT link. Slow, but slightly more dramatic theme for a Middle Eastern or North African style environment.) - Tenebrous Brothers Carnival - Snake Lady (YT link. Has a Middle Eastern feel to it, very good for building suspense and tension.) Wilderness / nature ambients Types of settings: Outdoor areas with groves, forests, rivers, small lakes, mountain valleys, caves. Potentially also some Pagan villages and camps. - Black Bird (YT link. Tribal type stuff.) - Dewdrop Fantasy (YT link and YT link) - Kalimba Relaxation Music (YT link. Maybe could work in a cave or similar environment ?) - Evening Fall - harp (YT link) - Firesong (YT link. Tribal type stuff.) - Intuit (YT link. Tribal type stuff.) - Healing (YT link. I think this one could also work in an urban environment.) - Heavy Heart (YT link. Also works as a general ambient theme.) - Magic Forest (YT link) - River Flute (YT link) - Moorland (YT link. Could work for an isolated Pagan tribe village.) - Shamanistic (YT link) - Spirit of the Girl (YT link) - Thunderbird (YT link) - The North (YT link. A very short but looping theme, IMHO also works as a general ambient theme.) - The Pyre (YT link) - The Sky of Our Ancestors (YT link) - Unpromised (YT link) - Very Low Note (YT link. IMHO very good for a cave or cave system.) - Virtutes Instrumenti (YT link) - Willow and the Light (YT link) - Winter Reflections (YT link. Good for a mission set in winter or in some cavern strewn with magic crystals.) Non-serious bonus suggestion - Crunk Knight (YT link. When the Bridgeport City Watch throw an annual office party :-))) ) Giving MacLeod proper attribution if you chose to use this music in your mission Each song comes with an attribution quote that you need to include if you're going to use any of this music in your fan mission. If there is a final credits sequence in your mission, or you can include this quote at least as part of the mission's release notes, please do so. Though you can buy a license from Kevin and don't need to use attribution, all of this music is for free, as long as you give him credit. The credit-giving (attribution) is as follows: Name of Song Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/ Replace "Name of Song" with the actual name of the song, keep the rest of the quote in this format and include it in your "free music used" credits for your mission, and you're golden. Final note from me If you've found some other good tracks in Kevin's musical archives that could fit the tone of The Dark Mod and its setting and would like to include them in this list, please let me know and I'll update this post. Don't send me a personal message, just post your suggestion in this thread. Thank you ! I sincerely hope these lists will be of at least some use to mission builders. Good luck ! If you want to seek out non-MacLeod royalty-free music and public domain music, I've started a thread for that as well. Not too many download links yet, but it's meant to give you inspiration what sort of ambients or period music you could search for.
  15. I've been having this issue in my own fms, where the first time I enter a new area, the ambient sound will start out loud for a second, and then go down to the intended volume, instead of transitioning properly. This only seems to happen in my own fms, so maybe it's some setting I overlooked. I made a small test map: test_area_sounds.map There are three areas in the test map. The second area has an ambient volume of -17 db, while the others have 0 db. The problem is noticeable to me right when the map loads and the first ambient starts playing, but it's even more noticeable when crossing to the second area, where the sound starts loud, and then goes way down and stays there. After I've entered all areas for the first time, then all is good, the sounds transition fine. As in, the volume goes down and then up to reveal the new ambient sound.
  16. Cheers! I've been wondering for some time now if it would be possible to compile the source code of TDM to the Raspberry Pi, especially the models 3 and 4. I've seen some videos online of people running Doom3 on it, so how hard would it be to compile the source of TDM for the raspberry pi? Would it need a major rewrite of some parts of the code? I've been "tinkering" with the source for some days, and as I was expecting, all the configuration files are made for x86 architectures (Linux and Windows). I've been searching online for some info about the toolchains needed to even start compiling the source for these arm machines, but the information has been quite lackluster and outdated. I've managed to track down a toolchain to compile c++ code for the raspberry pi, made by the pi foundation but I'm not quite sure how to use it and I guess the support for it has been dropped for quite some time now. Anyway, I figured that instead of wasting more of my time, it would be best to ask here what you guys think. Is it possible to even think about this, or does TDM use some kind of libraries or other external code which makes it impossible to compile for the pi? Is there anything related to the game that makes almost impossible or too much of a hassle to try to port the game for the raspberry pi? Performance isn't an issue for me. I just want to know if it can be run in that machine. If it is possible to do this without a major code rewrite of the game, where should I start? I have no experience on compiling anything for arm, only some experience in x86, so this might be a fool's errand, but I would like to give it a try nonetheless. If it is possible to do this and if some of you could help me in any way, that would be appreciated. On the other hand, if you think this is a really hard thing to even try to do, please feel free to tell me so I don't waste more of my time. Thanks in advance
  17. Would someone be willing to help adjusting some of the following mapping and model issues and suggestions? Mapping: * 0006364: Ladder cuts into the arch and the northern door when door is opened (https://bugs.thedarkmod.com/view.php?id=6364) * 0006365: Ladder in the wood shed cuts into a barrel (https://bugs.thedarkmod.com/view.php?id=6365) * 0006366: Clouds in the sky do not move in Tears of St. Lucia (https://bugs.thedarkmod.com/view.php?id=6366) * 0006374: Chandeliers in church hall (https://bugs.thedarkmod.com/view.php?id=6374) * 0006396: Return check is too sensitive (https://bugs.thedarkmod.com/view.php?id=6396) * 0006376: Wrong trigger for the hint about the hammer (https://bugs.thedarkmod.com/view.php?id=6376) * 0006395: Wall of church grounds unfinished (https://bugs.thedarkmod.com/view.php?id=6395) * 0006423: Graft map A New Job and map Tears of St. Lucia (https://bugs.thedarkmod.com/view.php?id=6423) * Training Mission, room Archery: Walking on the stone path outside the shooting range sounds like walking on grass. Floor in tower sounds OK. (-225.92 -807.79 240.29 32.6 -146.3 0.0) Models: * 0006373: Failure to pick lock of chest (https://bugs.thedarkmod.com/view.php?id=6373) * 0006375: Locked doors have no keyholes (https://bugs.thedarkmod.com/view.php?id=6375) * 0006381: Issues with model fence around the pulpit (https://bugs.thedarkmod.com/view.php?id=6381) * 0006382: The depth of the seats of the benches are too narrow (https://bugs.thedarkmod.com/view.php?id=6382) * 0006397: Some banners with builder symbol look sqashed narrow (https://bugs.thedarkmod.com/view.php?id=6397) The following are listed as authors of the mission: * Original map: Jdude * Story: Springheel * Additional mapping: Springheel, Fidcal, Bikerdude, Greebo, datiswous (not listed), JackFarmer (not listed)
  18. Are you tired of looking at the same old painting skins? Do you want exciting, new banners to revitalize your WIP? If so, look no further than this all-in-one CC0/Public Domain asset pack filled with Paintings, Tapestries, and Prints! For the low, low price of $0.00, you can get over 80 brand-new images that will launch your Dark Mod map into the stratosphere! It doesn't get more FREE than this, people, so get the .pk4 while supplies last! This asset pack has been brought to you by @Wellingtoncrab and myself! Love it? Let us know! Hate it? Tell us your woes! Find a bug? We'll fix it. And did I mention that all these images are CC0/Public Domain? So go nuts! You can download the .pk4 from Google Drive here. Enjoy, Taffers!
  19. Initially wanted not to post about this, I told myself it's just another useless feature that would waste time before a release and all. But it does carry actual gameplay limitations I run into: I often have no way to tell if an enemy is dead or just knocked out. If the FM has a "don't kill anyone" objective that makes it clear, otherwise you need to pick up the body and see what the text says. In the past you could tell by their eyes: Dead AI would have them open while knocked out AI had them closed. Last time I played it seemed like even this stopped working and both cases had their eyes shut... a recent bug perhaps? In any case it's often a difficult cue to find, so I wonder if anything better would be possible. Obviously AI become ragdolls so animating any important bones is surely impossible: I'd suggest making them move slightly so it's clear they're still breathing, but this would likely send the ragdoll shaking all over the place since they probably can't handle an animation being mixed in. So here's one idea that should work great: Alongside the eyes we could have the mouth be open, which is easier to spot from a close distance. Knocked out AI have their mouth closed, dead AI have it open which is a clear cue and also looks more... well, dead. Another would be to add the snoring sound to knocked out AI... now I'm curious if in real life someone being knocked unconscious snores like when they're asleep, don't try it out of course
  20. Currently if you are implementing EFX in your map, you need to maintain an .efx file: https://wiki.thedarkmod.com/index.php?title=Setting_Reverb_Data_of_Rooms_(EAX) If you are using presets only, all this is is simply a 1:1 mapping of location entities to an EFX preset. Doing this in a file is kind of tedious and error-prone, as you have to check each location entity in your map, and then check the file to make sure you got the location entity name correct, or didn't leave one out, etc. Would it be a worthwhile feature request to be able to just set the EFX preset with a spawnarg on the location entity itself? Something like: "efx_preset" "WOODEN_SMALLROOM" Also, the location entity has other zone-related information, like ambient sound, ambient light, etc. It would just make sense to have the EFX here as well. This would only make sense for the presets, since you just need the preset name. If you wanted to do anything more complicated, the file could still be used. If both are used for the preset, one could take precedence over the other (the spawnarg pehaps). I don't think anything would need to change in DR either, as it's just a new spawnarg on the entity.
  21. Flakebridge Monastery In this mission you will visit a Builder outpost to steal some valuable books. It is the first in what I hope will be a series about Selis Woderose. I would like to take the opportunity to thank my beta testers: Aprilsister, Bikerdude, Chiron, lost_soul, and prjames. As well as Fidcal for his starting map, and Melan for his texture pack. Known bugs: A small number may appear at the bottom left corner of your screen when the mission loads. Press sheath weapon to make it disappear. As already mentioned this is the first mission in a series. When you have completed it you may know what you'll be going after in the next mission. You may even know where! Enjoy! And please use spoiler tags where appropriate. A couple of screens: (thanks lowenz) http://2.bp.blogspot...0/shot00001.jpg http://3.bp.blogspot...0/shot00003.jpg
  22. Back from a spontaneous 1-week trip to Lanzarote with wife and son. I hope beta testing has been going well...

    1. Daft Mugi

      Daft Mugi

      Lanzarote looks like a nice place. Hope you all had a great time!

  23. Build Time: About 2 yrsThanks: To the Dark Mod team and comminuty at large for helping to get this mission completed, and for putting up with all my questions.Story and Readables: Melan, Sotha, Moonbo, Baal and Bikerdude.Additional Sounds: GoldwellBriefing Video: Crowind, SlyfoxxBeta testers: Oldjim, Lowenz, AluminumHaste, nbohr1more, Goldwell, Cookie, Tr00pertj, Grayman, Arcturus, Ungoliant, skacky, Goldchocobo.Additional Resource: Bikerdude & Dram (fire-flies)Info: TDM 2.03 is required for this mission - running the mission on older version/s will result in an 'Get Next Entity' errorThe mission available via the in-game downloader.Repeat after me, "Read and explore, Read and explore"Misc: We have used LOD on a lot of objects in the outside area's to cater for people with low end machines, when in game go the video settings>advanced>Object details and then adjust to suit your system.Feedback:
  24. Author Note: This is a brand new mission and a new entry into the accountant series. There are some different than usual puzzles in this FM, so if you find yourself stuck try to think about your pathway forward in a logical manner. And if you're still having troubles then pop by this thread and ask (preferably with spoiler tags). This FM is brand new and serves as the first installment in The Accountant series, a few years back there was a small prologue style mission released however I felt that it did not represent The Accountant series so I decided to go back to the drawing board and do a whole new mission that's larger, has a better level design and has a story that lines up closer to what I plan to do with the accountant series. The mission is medium sized and you can expect between 30-90 minutes to complete it depending on your playstyle. Beta Testers Captain Cleveland Crowind Kingsal PukeyBee Skacky SquadaFroinx Voice Actors AndrosTheOxen Epifire Goldwell Stevenpfortune Yandros Custom assets Airship Ballet Bentraxx Bob Necro Dragofer DrKubiac Epifire Kingsal MalachiAD Sotha Springheel SquadaFroinx Available via in-game downloader File Size: 233 MB - Updated to v 1.1 (01.06.2018)
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