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  1. "The job in question was simple enough. All I had to do was break into some guy’s house and steal a ledger and then get out without being spotted. But that’s where my problems started, the house was owned by one Einrich Friedt. And unbeknownst to me at the time, was a usurer under the protection of the local thieves' guild. When word spread that it was me who pulled off the job, the guild leader who goes by the name of Lazarova gave the order to have my head on a spike. Naturally two leg breakers were dispatched, which meant I had to make myself scarce and lay low for a while. After things had died down a bit I got in contact with an old fence of mine. He informed me that Lazarova is a wealthy and successful figure in undermarket circles. But what was unusual is that Lazarova is a woman, which belies her brutal and ruthless reputation. it’s likely she got where she is through wealth, meaning its possible she is of noble blood. My fence did a check of the Bridgeport registers and there is no noble family going by the name of Lazarova. So using an alias means she is someone who at the very least doesn’t want to see her dirty laundry aired in public. The Thief’s guild hideout is rumoured to be located near the Old Mill somewhere in Langmillers Ward, Geoffrey's Wall separates the slums of Langmillers and Mirkway from the more wealthy parts of Becksgate. I will make my way there and see what I can uncover, but I will have to be careful. The City Watch don't venture much into the Tanners, and the Tagwell boy’s aren’t known for being as polite as the watch. Locating some information regarding Lazarova's whearabouts is my first task and with some luck I should find some incriminating evidence to use as leverage. Becksgate is like a rat’s nest, so there's bound to be a hidden stash or two to make tonight's endeavours worth my trouble.." Build Time: - About 2 years Credits: Bikerdude - Allodric/Balakin manors, Canal walk, Builder warehouse, various apartments and brought all of this into a working mission.Melan - The Great Stairs, Geoffrys wall, Rattlesbones way, street signes, readables and main story!Noelker - the voice of Hadley - Saturnine (Rose Cottage) said Noel was the perfect 'Garrett'Grayman - Fingrim & Cull st, Balakin manor, readables.nbohr1more - alpha/beta testing, readables, and main story!Flanders - Canal Walk, textures and objectsObsttorte - Briefing video, Automap and various scriptsSkacky - Shingles Plaza, readables.Serious Toni - loading screen & misc.Tels - The Oldmill (base spec)Fidcal - HordersSpringheel - modelsNecrobob - texturesDragofer - modelsBaddcog - miscMortem Desino - miscIf I missed anyone or have forgotten what you did, please remind me so I can update the above list! Thanks:- - Beta testers: Oldjim, Deadlove (Uber testers), and above, also anyone else who I missed off the list. Download:- - An updated version is now available via the in-game downloader - v1.3 Info: This is the prologue mission to the Crucible of Omens, work on the next mission in the series will start in the new year.This map is challenging by design, but is more forgiving on lower difficulties.The mission is fully l10n ready.TDM 2.03 is required.Known issues: This mission will have less than optimal fps at some locations.For very low end PCs I recommend the following settings: V-sync is off, AA is off, Aniso is 4x or lower, advanced settings are simple/default & Post processing of disabled.A few people with very low end machines have had an issue with loading the mission, so we suggest the following -" try backing up your TheDarkMod.exe, gamex86.dll, and Darkmod.cfg then delete them and run your tdm_updater to replace them. "Try these image downsize changes to reduce the GPU impact - seta image_downSize "1" seta image_downSizeLimit "1024" seta image_downSizeBump "1" seta image_downSizeBumpLimit "256"
  2. No. The Aeden's staff optional objective is the hardest of the game. To point out directions here, though, is getting into an area of heavy-duty spoilers ... so I'm constrained in my response just as I was constrained in my responses to the "endless keyhunt" complaints because to show the rather simple direction would be a huge spoiler. So I had to bite my tongue and take it. Aeden's staff is different, though - harder. I've never tried a no-KO ghost playthrough. Because I'm clumsy and have slow reflexes. I think it might be possible to do a stealth no-alerts playthrough. Are you allowed to KO? I think I've gotten the staff a few times in my playthroughs without alerting the builders in that room. The only switchable lights in the FM are table lamps. The cylindrical style wall lamps aren't extinguishable. The other fire and gas wall lamps are extinguished by water. In the Ox all waiters and commoners in the common room and outside are friendlies - except for the waitress in the upper lounge which is filled with enemies. You need water arrows. Moss arrows. Rope arrows. I've never used a gas arrow in a playthrough of the FM but one would make things easier, for sure. I'm going to replay the area and check through the locations that you mentioned - the loop etc. - then if it's OK with you I'll PM you with some info, tho' I'll ask you if you want the info first. So's not to spoil it for others who get that far in the game (few and far between!). I find it almost impossible not to click the "reveal spoiler" tags and read the info ... and, y'know, spoilers do spoil the real deal.
  3. I don't recall a system for noise masking. It sounds like it'd be a good idea, but when you get into the details you realize it'd be complicated to implement. It's not only noise that that goes into it, I think. E.g., a high register can cut through even a loud but low register rumble. And it's not like the .wav file even has data on the register of what it's playing. So either you have to add meta-data (which is insane), or you have to have a system to literally check pitch on the .wav data and paramaterize it in time to know when it's going to cut through what other parameters from other sounds. For that matter, it doesn't even have the data on the loudness either, so you'd have to get that off the file too and time the peaks with the "simultaneous" moment at arbitrary places in every other sound file correctly. And then position is going to matter independently for each AI. So it's not like you can have one computation that works the same for all AI. You'd have to compute the masking level for each one, and then you get into the expense you're mentioning. I know there was a long discussion about it in the internal forums, and probably on the public subforums too, but it's been so long ago now I can't even remember the gist of them. Anyway the main issue is I don't know if you'll find a champion that wants to work on it. But if you're really curious to see how it might work, you could always try your hand at coding & implementing it. Nothing beats a good demo to test an idea in action. And there's no better way to learn how to code than a little project like that. I always encourage people to try to implement an idea they have, whether or not it may be a good idea, just because it shows the power of an open source game. We fans can try anything we want and see if it works!
  4. Sign out of TDM forums, close browser, re-open later, "Huh...I'm still signed in?"

    1. Show previous comments  1 more
    2. Bikerdude

      Bikerdude

      Its a cookie thats keeping you logged in.

    3. Sotha

      Sotha

      Another visitor! Stay a while; stay forever!

    4. Tarhiel

      Tarhiel

      We´re like a Shalebridge Cradle: what comes in must never leave :)

  5. DarkRadiant 3.6.0 is ready for download. What's new: Feature: Selection Focus (Ctrl-F) Feature: Add Radiant.findEntityByName script method Feature: Media Browser shows a thumbnail preview when selecting folders Feature: Map is remembering layer visibilities between loads Fixed: ModelDefs are shown in T-pose Fixed: Patch vertices are the wrong colour Fixed: Shader Clipboard source gets cleared on 'copy shader' operation Fixed: Nodes of hidden layers are still visible after loading the map Fixed: Can't close properties window Fixed: Merge Action rendering is broken Fixed: After using ToggleMainControl_Camera, the center panel is grey after restart Fixed: When using ToggleMainControl_Camera, arrow keys cannot be used to move the viewer Fixed: Property Panel not remembering undocked/closed tabs Fixed: Texture Tool not updating during manipulation Fixed: Orthoview ignores filters for surfaces in models Fixed: Blue dot when selecting one face removed Tweak: Conversation Editor: double-click opens selected conversation Tweak: Preference option to disable drag select in camera view Tweak: ESC key should clear the resource tree view filter text Tweak: New layers function: tooltip popup getting in the way Feature: Selection Focus (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.6.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  6. DarkRadiant 3.4.0 is ready for download. What's new: Feature: Allow Layers to be arranged into a Tree Fixed: Readable Editor displays "shader not found" in view Fixed: Undoing snap to grid with prefabs causes crash Fixed: Include doc in building instructions Fixed: Decal textures causes DR to crash - (textures/darkmod/decals/dirt/long_drip_pattern01) Fixed: Skin chooser: double click on materials list closes window Fixed: Selecting and deselecting a filtered child brush through layers leaves the brush selected Fixed: Material editor re-sorts stages on pasting image map resulting in wrong material stages list and wrong selected stage Fixed: Crash on start if engine path is choosen (Doom 3) Feature: Layers can now be arranged to form a hierarchy Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.4.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  7. I'm using the version from kcghost. I just tested and I can't see any difference inside the inventory. On the stats itself it doesn't show the different loot types (still seen in the inventory), but instead gives more info on stealth score. Edit: I see Dragofer made an updated version of his script. I have to check that out. Edit2: That version works: https://forums.thedarkmod.com/applications/core/interface/file/attachment.php?id=21272&key=02755164a3bed10498683771fe9a0453
  8. DarkRadiant 3.5.0 is ready for download. What's new: Feature: More customisable layout, all windows and panes can be dragged and arranged Layouts like Embedded, Regular and Splitpane are superseded and have been removed Tweak: The LayerControlPanel's tooltip popup is now less annoying Tweak: Clarify distinction between Shadow render mode and other render modes Fixed: Show/hide Light Volumes for combined entities inconsistent Fixed: Currently applied particleDef not selected in Particle Selector Fixed: Layer visibility checkbox not reacting to double-clicks Fixed: Cannot toggle visibility of layers in Linux Fixed: Drag-and-dropping layers is not working in Linux Feature: Customisable Layout (click to see the videos) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.5.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  9. I think here is what happened: @JBERT hurt the guy named "Mozir" enough to generate a blood spill. (UPDATE: confirmed that this blood spill was Mozir's). When you go down the stairs, "spawnGuards2" script function is called, which removes "Mozir" entity. Something happens to the blood spill (e.g. it gets noticed by someone), and the game crashes on dangling pointer. @JBERT, did this issue blocked you from finishing the mission? Do you need workaround to let you proceed from this save?
  10. The problem is alert attribution. A mere alert state elevation, e.g., the guard seeing non-player enemy, should NOT count towards the player's Stealth Score! Don't do that! If the stealth score registration applies only to guards seeing absence markers, then I think there are good arguments on both sides whether a guard alert should register against the player. It's in a similar category as AI seeing blood, bodies, and weapons. But in this case I think it's okay to count to the stealth score because other AI can kill other AI, but other AI do not steal, so unlike the other examples, the absence marker is uniquely the player's fault in the game. So making only that count to the stealth score is fair I think. But yes, some bark or other indication would also be fair. Re: the proposal for the spawnarg for guard's noticing loot being removed, I think it should not be removed IMO because now you're directly contradiction a design decision made by an author. You can criticize the author and say that's a stupid mechanic, sure, or there are cases where there are bugs and the design intention isn't be followed that should be fixed to meet the intention, but I think intentional design decisions that work as intended should never be changed because authors should have absolute autonomy over their own design. Edit: Informing authors that that mechanic can ruin ghosting runs, which many players value, and then leaving it up to them to decide whether or not to change it for that reason, that's a valid thing to try to do IMO, as long as its the author's final decision what to do. Edit2: There is an argument there to leave it alone too. It punishes the player by putting the guard on alert to create more challenge, but it doesn't count to the stealth score so people can still do ghosting runs & be validated for them according to traditional ghosting rules, which have never counted stolen loot to a ghosting bust. So that's the argument to tolerate guards going on alert seeing stolen loot but it not counting to the stealth score. And it's a good argument IMO, since the stealth score has always been linked to people caring about ghosting attempts, or how close they can get to it, and it follows the rules better. Don't fix what isn't broken.
  11. @stgatilov, you said, RE string comparisons: I'm unclear if you are referring just to changes you made in 2.11. I think equality testing of two strings (one of which is "text") was working and is a good and expected capability, and should be supported. Including against an empty string. I noticed in your bug activities that you did remove some comparisons with ... == "". I see you also removed string concatenation with "\". No problem, but does that mean multiline macros are no longer a thing? (If so, I'll need to change some examples) BTW, the series so far hasn't really tried to cover the 2.11 changes, since I figured it's a work in progress. But since you did a great deal of GUI work in July, perhaps it's stable enough to try to consider it. I see the logs listed in bugtracker, but don't have access to the private forum threads mentioned there: https://forums.thedarkmod.com/index.php?/topic/20526-gui-refactoring/&do=findComment&comment=477179 https://forums.thedarkmod.com/index.php?/topic/21535-order-of-evaluation-in-expressions-materials-and-gui/ (Nor do I have SVN currently set up on my newer machine, for changelogs from there.) Any place else I should look?
  12. I looked but didn't see this video posted in these forums. It's pretty cool.
  13. 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
  14. It wasn't a "sacrifice", it was a deliberate decision. People wanted the game to be as close as possible to the original, including pixelated graphics. If you ask me, the former version based on the Unity engine looked and felt better. But, hey... I guess I'm not the right person to judge that, as I never played the original, and always found that the art style of System Shock 2 is much better anyway. This also illustrates the issue with community funded games: Too many cooks spoil the broth. In game design, you need freedom, not thousands of people who want you to do this and this and that. Just take a look at the Steam forums and see how all those wimps complain again about everything. Hopeless.
  15. Y'know what, could've sworn I've seen tweets of New Blood using exactly those links for advertising, but. Couldn't find them on a search. Seems I'm wrong. Your win.
  16. The thing is, there are so many ways for the AI to be put into an alerted state without actually seeing you: You didn't hide a body properly and it was discovered. You killed someone, didn't remove the blood stain using a water arrow and it was noticed. You took loot that had a special flag set so that the AI would notice its absence and go into an alerted state. There's more than one enemy AI faction and if they encounter each other can cause battles independent of your actions. Some missions have the AI scripted to be in an alerted state after something important happens during the mission, like an objective being completed for example. As far as I know, NONE of the above will actually raise the stealth score because you weren't visibly the cause.
  17. https://www.ttlg.com/forums/showthread.php?t=152224 There is a new mapping contest over on TTLG for the Thief: Deadly Shadows 20th Anniversary and the organizers were kind enough to include The Dark Mod along with all of the Thief games as an options for making a mission to submit as an entry. The deadline is a year from yesterday and the rules are pretty open. I recommend going to the original thread for the details but I will summarize here: Rules: - The mission(s) can be for Thief 1, Thief 2, Deadly Shadows or The Dark Mod. - Collaborations are allowed. - Contestants can use any custom resource they want, though TDM cannot use the Deadly Shadows resource pack. - Contestants can submit more than one mission. - Contestants can enter anonymously. - The mission(s) can be of any size. Using prefabs is allowed but the idea is this is a new mission and starting from an abandoned map or importing large areas from other maps is not allowed. Naturally this is on the honor system as we have no way of validating. Mission themes and contents: There is no requirement from a theme or story viewpoint, however contestants might consider that many players may expect or prefer missions to be celebratory of Thief: Deadly Shadows in this respect: castles, manors, museums, ruins inhabited by Pagans and the like, with a balance of magic versus technology. This is entirely up to the authors, though, to follow or not - it is just mentioned here as an FYI and, while individual voters may of course choose to vote higher or lower based on this on their own, it will not be a criteria used explicitly in voting or scoring. Deadline: May 25th, 2024 at 23:59 Pacific Time. See the TTLG thread for details on submissions and the voting process. Provided I can make the deadline I hope to participate. It would be nice to see the entire community do something together, and expressing our complicated relationship with this divisive game seems as good a pretext as any.
  18. Oh I left out a part I was going to mention that might explain that. The alert has to be attributable to the player. Stims carry an attribution tag. Obviously the player shouldn't be penalized for a guard seeing another enemy. But part of that IIRC is if there's something like a body or a blood stain or a weapon, etc., that the AI sees, there's nothing tagged to the object that's connected to the player. And it's not something you can even easily hack as an attribution system is, well, an attribution system. This may explain what you were seeing. It could be something else, but that's what occurs to me. (The cascade effect was solved by clever coding, and it definitely counts towards stealth score. So that wouldn't be the source of that problem at least.)
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